Minecraft creators’ next project is a strategy game: Scrolls
pcgamer.com
pcgamer.com
No. Mojang AB was formed in May 2009. That's the same month as Minecraft's original public release, long before its success.
I mean, Minecraft is a very interesting game as it is, but I'd guess that most people pre-purchasing it (and it is still offered under that description) expect it to be developed further, and probably count(ed) on a sizable share of their money being used towards further development...
(but good to hear that Notch is still working on it)
Also - cryptic comet deserves a mention - last I checked it was a one man show, (may have added 1 more person)and he had launched 2 lovingly created card based strategy games.
The first was pretty good fun to play (post-apoc earth empire building with card games! quite fun), and the second was very ambitious (you played as a prince of hell, and an entire meta game of subterfuge underlied your attempt to take-over hell.)
Whats cool about it is that I can easily see him with a little help getting his games on the mobile markets and crushing a lot of the competition. Worth a look - His blog on how he designs his games is here - http://www.crypticcomet.com/blog/ Website - http://www.crypticcomet.com/
Done properly, you can combine the variable-reinforcement ratio addictiveness of gambling, CCG deck purchase or WoW raiding with the massive cashflow potential of downloadable goods. Like CCGs it could be a license to print money, but with even lower costs.
In some ways it's a shame Magic: The Gathering Online has the same cards they print: I would love to see what the developers could come up with for computer-based mechanics.
For me the real challenge, when going from tabletop games to computer games, is that in a table game it is trivial to have a rule-modifying rule; in a computer this is a source of substantial complexity.
Think about it: most of the player genius in CCGs is deck construction. That is, studying the rules, studying the cards, and mentally simulating the interaction of multiple rule changes.
Most computer games don't have rule-changing rules, or very few of them due to the cost of special-case coding. They generally resemble CRUD databases with some element of chance applied.
To me the central, and interesting, challenge for a computerised CCG is to capture that rule-modifying rule capability. This might be an area where the dynamism of Lisp is perfectly suited.
[1] It reminds me in retrospect of that camera Kodak produced which took film pictures, but had a screen on the back to show you what you'd taken. That is, a self-defeating and half-hearted attempt to deal with a disruptive change to a fat, profitable industry.
TL;DR: Wizards is too dependent on paper card sales to design a next-gen online TCG.
[1] http://www.wizards.com/magic/autocard.asp?name=chaos+orb
And the cards that force reshuffling do require time and effort, but not in a way that breaks the game. They wouldn't make a card that required you to shuffle your deck five times a turn, but they could do so online. [3]
[1]It's on the Restricted List -- cards that won't ever be reprinted, but not because of power; to let the cards keep their value. http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/produc...
[2]http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/faq/un...
[3]What would that card be, you ask? I have no idea. It doesn't matter for the sake of this discussion.
Is there a reason why this game needs to look like it's a cardgame when in reality it's not? That seems like a slightly clumsy metaphor for an epic war/battle in a fantasy universe. If you're making a card-game, then you're stuck with that. But if you're making a video game, why limit yourself like that?
It would be interesting to see how that method works now that they have a million interested users on day one.
I read this article and realized that this is the same idea I started working on 8 years ago as a high school freshman. I just didn't have the experiences or resources to finish it or do it right.
I just dug up the code though and posted it on my blog if anyone wants to see what a freshman in high school wrote 8 years ago in VB6. http://www.ra726.net/blog/?p=119
I can't wait to play this, I've been waiting to play something like it for a long time now.
Just goes to show what you hear here all the time, just ship it. An idea can be great but it goes nowhere if you don't do anything about it.
Both games seem to borrow more from the World of Warcraft TCG than MTG. Shadow Era is still at an early stage, but IMO quite enjoyable so far.
If you like trading card games, it's worth checking out.
Unfortunately, Sony has utterly crippled it:
* You can pay extra (beyond subscription) to get super-cards.
* You are not allowed to trade most cards.
* Especially not the bought cards.
* Because their chat censor all numbers, semi-dirty words, words that from a distance can look like a semi-dirty word, it is completely impossible to converse with your opponent.
I'm 100% sure that the only cards you cannot trade are the promotional cards you get for free. All the bought cards are tradeable inside of the TCG. You cannot trade in the 3d world, you have to use the TCG interface.
The chat filter is pretty restrictive but since it is a kids game I think their hands are tied if they want to keep it safe for kids.