Cryptic Studios is an American video game developer specializing in massively multiplayer online role-playing games. Cryptic Studios is responsible for the major MMO hits Star Trek Online, Champions Online, and Neverwinter.
What will this mean for MTG's MMO?
What will the game have?
What do you want to see?
The ONLY reason to have an MTG MMO is to have a planeswalking gimmick with planeswalker player characters. The ability jump at will (or with enough mana on hand) from huge zones based on Ravnica, Innistrad, Zendikar, et cetera would be the single major selling point of this game.
Yeah I could see each plane as a different zone. I'd be curious to see if they would do that with each plane having a level range, or if there would be level-spanning content in each. Wait and see I guess.
I'll certainly follow the development on this project. I played City of Heroes/Villains from about a year after release til the end, so there is a little nostalgia factor for me to see what those devs will do with MtG.
If done correctly, a MtG based MMORPG could be one of the best games to be released in a long time.
Sadly, the MMORPG market is no longer very large that it would be justified investing a large amount of resources into an MMORPG game. So, it will probably end up like many so-called "WoW-killers" of the last decade. Fun to play for a short while, but the flaws quickly come to light, so the game is forgotten very quickly.
Well since the article pretty much killed the idea of a card based battle system (ala Shandalar), I guess I'm hoping for a rather epic in scale battle system. Summoning multiple gigantic creatures (Krosan Cloudscraper size), creating enchantments/artifacts that drastically alter how battles work (Ensnaring Bridge, Rule of Law, Form of the Dragon, ect...). Heck, somehow working lands into the equation would be important to me (either having some magic work better in some environments, Blue being better in or around water, or actual card effects like Glacial Chasm). It would be a true waste if the characters just cast bog standard "Fire Attack" type spells at each other. Free use Planeswalking (rather than only at certain locations/zone boarders) would also be interesting.
At least we know the lore/environments they could be working with have the potential to be captivating if done well. Kamigawa, Ravnica, Mirrodin, Innistrad, ect... all could be amazing. We'll have to see.
If done correctly, a MtG based MMORPG could be one of the best games to be released in a long time.
Sadly, the MMORPG market is no longer very large that it would be justified investing a large amount of resources into an MMORPG game. So, it will probably end up like many so-called "WoW-killers" of the last decade. Fun to play for a short while, but the flaws quickly come to light, so the game is forgotten very quickly.
Agreed. Since card based combat is out of the question, I see one other possibility. Remember how Witcher 3 had Gwent in it? Why now make something similar where people can play WoW type MMO and enjoy a TCG aspect within the game.
IMO, the only realistic "WoW-killer" MMO can be no other than Pokemon MMORPG.
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Damn! I was REALLY hoping for a card-based combat system, that would have been an instant purchase for me. If they can make it twitch or reaction-based that would be siiiick and be a nice push too. Otherwise, having card packs as loot, so many possibiltiies!
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The "Crazy One", playing casual magic and occasionally dipping his toes into regular play since 1994.
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
There are two possibilities for playable characters:
1. Almost all of the preexisting planeswalkers are playable characters. I think that the Marvel MMORPG has a similar system where players choose from preexisting characters. There would be enough playable planeswalkers that you wouldn’t run into duplicates too often. A few planeswalkers might have to be excluded for being much bigger and more powerful than most other planeswalkers (Bolas, Garruk, Karn, Ugin) or being dead (Elspeth, Freyalise, Teferi, Venser, Xenagos). They also might want to reserve some or all antagonistic planeswalkers to be used as bosses. But overall this is a very practical and reasonable choice, albeit a bit uninteresting in my opinion.
2. You play as a custom-built planeswalker for which you can choose your race, class, and perhaps plane origin. Maybe you even start out your home plane for a while before your spark ignites and you gain access to other planes. This would be perfect given the premise of the game (“you are a planeswalker”) and many players’ tendencies to come up with “fanwalkers” as a result. However, this would be much more difficult to implement. There are a huge number of races and types of magic; it would be almost impossible to put all of them into game, and people would be disappointed by the exclusions. Having different players start out on different worlds would make matters even worse. It isn’t impossible to have races start out in different areas (WoW does it) but it would still be problematic in many ways. I think that this is less likely than them using existing planeswalkers, but it would be really cool if they did it.
As for the story, it’s unclear what they are going to do. If they choose option 1, then they can’t use most planeswalkers (including the Gatewatch) as NPCs, so it would be tough for them to go through the preexisting storylines in Magic. Option 2 would allow them to make the character a “Gatewatch member” so after the tutorial and some introductory missions, the player would go to Zendikar and get recruited by the Gatewatch and go through each post-Origins storyline in order with whichever Gatewatch member(s) are on the plane at the time serving as allies and important NPCs. Or if they wanted to they go back as far as Alara and have the player character play through the main conflict of each block. With option 1 they couldn’t use any real Magic story arcs, but there is enough lore and world building in place that the creators could build new playable storylines from what already exists, ones that make sense with whatever planeswalker the player is using and don’t require other playable planeswalkers to be involved as NPCs or bosses.
They’ve already made it clear that they are not taking the combat system from Magic. Their priority is conveying Magic’s lore and that “you are a planeswalker”. Obviously there has to be some kind of combat system, but it’s not going to be exactly like playing real Magic. I hope that they still make it somewhat inspired by Magic and keep core concepts like the color pie and getting mana from lands, even if they don’t used cards. In my opinion it is essential that they make the combat turn-based and strategic, rather than just “press this button to do this attack”. Not only is it more interesting, but it is also what will appeal to Magic players, who will, of course, be the target audience.
It will be interesting to see how they implement planeswalking. It should make it easy to get between different areas, but I doubt that this will be a complete sandbox game so there will have to be some sort of order that you unlock planes in (the most obvious choice being Zendikar, Innistrad, Kaladesh, Amonkhet, Ixalan). I assume that when you die in combat you will planeswalk to another plane’s hub area. Perhaps one plane will be the main starting plane/hub area, but I would expect that every plane has both areas with enemies and areas without them. If they do use one plane as the starting plane/hub area, I would expect it to be either Dominaria, Ravnica, or Shandalar.
Maybe this is just me, but one of the things I am most excited for is finally getting to see maps of planes. Even if they decide to make the RPG non-canon, it would still be better than what we currently have in terms of mapping the planes (which is next to nothing). We will also get voice acting, which is something that there is generally very little of in Magic. Aside from a few characters who have narrated trailers, we’ve never heard anyone’s voice before.
It will also be nice to have most if not all NPCs and bosses be preexisting characters. In any other MMO, these characters wouldn’t mean anything to the player, especially if they just show up once, but if you have a character and a card to associate them with it will be much more interesting and fun.
I really hope that they do a good job with this game.
I have to say, I have a hard time seeing planeswalkers as really engaging PCs. As an MMO, it has to be in real time. In every other platform, being a planeswalker often amounts to summoning creatures and letting them do the dirty work. At that point, it would be much more of an RTS than anything else. I suppose there's potential if they base it more on the Creative Team stories where the characters throw around a bunch of spells and tend to get into the thick of things themselves. It's also hugely important that players be able to make their own characters. Even if they have to be grouped into a few classes, I think just the visual distinction is important so it doesn't become another "Hey, look at the characters you're getting tired of if you pay attention to the story. Are you less tired of then now?"
Not really. There have been a number of MMOs which have been turn based. Doofus (full on turn based strategy game), Wizard101 (turn based card battle system), ect... Not to say they will go that route but it isn't impossible.
Not really. There have been a number of MMOs which have been turn based. Doofus (full on turn based strategy game), Wizard101 (turn based card battle system), ect... Not to say they will go that route but it isn't impossible.
Fair enough. I guess anything turn-based would start to feel a lot like the card game, which doesn't seem to be their goal.
There are two possibilities for playable characters:
1. Almost all of the preexisting planeswalkers are playable characters. I think that the Marvel MMORPG has a similar system where players choose from preexisting characters. There would be enough playable planeswalkers that you wouldn’t run into duplicates too often. A few planeswalkers might have to be excluded for being much bigger and more powerful than most other planeswalkers (Bolas, Garruk, Karn, Ugin) or being dead (Elspeth, Freyalise, Teferi, Venser, Xenagos). They also might want to reserve some or all antagonistic planeswalkers to be used as bosses. But overall this is a very practical and reasonable choice, albeit a bit uninteresting in my opinion.
If they did it this way they would be to limited in the number of planeswalkers there are. They are going to have to set this after the mending otherwise the planeswalkers are going to be to powerful, and for all there are a lot of planeswalker cards there aren't that many planeswalkers currently only 35 so there it would be likely that you are likely to run across a lot of people using the same walkers especially if there is a tiering mechanic that limits when you get access to the different planeswalkers which would allow you to put in the slightly more powerful walkers.
2. You play as a custom-built planeswalker for which you can choose your race, class, and perhaps plane origin. Maybe you even start out your home plane for a while before your spark ignites and you gain access to other planes. This would be perfect given the premise of the game (“you are a planeswalker”) and many players’ tendencies to come up with “fanwalkers” as a result. However, this would be much more difficult to implement. There are a huge number of races and types of magic; it would be almost impossible to put all of them into game, and people would be disappointed by the exclusions. Having different players start out on different worlds would make matters even worse. It isn’t impossible to have races start out in different areas (WoW does it) but it would still be problematic in many ways. I think that this is less likely than them using existing planeswalkers, but it would be really cool if they did it.
If they were able to transfer the Elder Scrolls levelling mechanics up to a MMORPG it could work. Give the player some choices around Species, world and initial color specialization then allow how the player acts work out the sort of abilities they have with skills centered around both spell casting and the more physical abilities. Whilst we haven't seen it that much in the story there should still be some scope for characters that rely on the more physical skills like close combat, stealth and archery.
It will be interesting to see how they implement planeswalking. It should make it easy to get between different areas, but I doubt that this will be a complete sandbox game so there will have to be some sort of order that you unlock planes in (the most obvious choice being Zendikar, Innistrad, Kaladesh, Amonkhet, Ixalan). I assume that when you die in combat you will planeswalk to another plane’s hub area. Perhaps one plane will be the main starting plane/hub area, but I would expect that every plane has both areas with enemies and areas without them. If they do use one plane as the starting plane/hub area, I would expect it to be either Dominaria, Ravnica, or Shandalar.
This seems like a sensible way to manage it and is similar to how Bioware handles a similar issues in Star Wars: The old Republic. Though as this is the company that is behind the Star Trek MMO any one know how they deal with travelling between the various planets? As for a starting plane, if they are forced to use an existng MTG plane rather than creating new ones Ravnica would probably be the better choice as it seems to be the current hub of the multiverse with Dominaria still recovering from the events of Time Spiral and Shandalar not really well known outside of the the long term MTG players.
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Can i be a foil version of myself for extra money? If you can bounce around the many worlds it could be fun. If its stuck in just one i would probably pass. Also i would like to jump on the weatherlight and cruise around with cap sisay and gerrard and the gang
I would be happy if it resembled a bit the now defunct Magic Tactics, published by SOE. Leveling up net you points to spend in a talent tree, where you could customize your avatar, unlocking signature spells from each color, boosting attack and life.
On character creation, I wonder if would be something like (shamelessly borrowing from the developers' approach in City of Heroes here BTW):
Primary - choose the colour that represents your offensive capabilities. Perhaps the choice here would also influence the character's travel power?
Secondary - choose the colour that represents your defensive / support capabilities.
Then for each colour there would be a list of "powers" that unlock at different levels, maybe with a choice of a few at each level to differentiate yourself. Likely the powers would use the names of MtG cards, but the effects would be modified to suit an MMO.
E.g. Primary (Red) - at level 1 choose from "Shock" (basic single-target damage spell) or "Forked Bolt" (lower damage but 2-target option). Also gain "Haste" (superspeed) travel power.
E.g. Secondary (Blue) - at level 1 choose from "Unsummon" (single-target push ~get the enemy out of range is as close as I can think of for return to hand~) or "Crippling Chill" (single-target slow of movement and energy gain).
What will this mean for MTG's MMO?
What will the game have?
What do you want to see?
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I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I'll certainly follow the development on this project. I played City of Heroes/Villains from about a year after release til the end, so there is a little nostalgia factor for me to see what those devs will do with MtG.
Hopefully it's at least playable, but I'm keeping my hopes low at best.
WotC is not developing the MMO.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Sadly, the MMORPG market is no longer very large that it would be justified investing a large amount of resources into an MMORPG game. So, it will probably end up like many so-called "WoW-killers" of the last decade. Fun to play for a short while, but the flaws quickly come to light, so the game is forgotten very quickly.
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Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
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Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
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At least we know the lore/environments they could be working with have the potential to be captivating if done well. Kamigawa, Ravnica, Mirrodin, Innistrad, ect... all could be amazing. We'll have to see.
Agreed. Since card based combat is out of the question, I see one other possibility. Remember how Witcher 3 had Gwent in it? Why now make something similar where people can play WoW type MMO and enjoy a TCG aspect within the game.
IMO, the only realistic "WoW-killer" MMO can be no other than Pokemon MMORPG.
Competitive: GW Hatebears - UG Infect - BGW Liege Rhino
Casual: GR Titan Ramp - BR Aggro
WIP: BUW Control Mill
Currently focusing on Pre-Modern (Mono-Black Discard Control) and Modern (Azorious Control, Temur Rhinos).
Find me at the Wizard's Tower in Ottawa every second Saturday afternoons.
Maybe a network of Planar Bridges? Maybe this was a long time in the making and the timing intentional to sync with the in-game lore.
Thread | Draft
1. Almost all of the preexisting planeswalkers are playable characters. I think that the Marvel MMORPG has a similar system where players choose from preexisting characters. There would be enough playable planeswalkers that you wouldn’t run into duplicates too often. A few planeswalkers might have to be excluded for being much bigger and more powerful than most other planeswalkers (Bolas, Garruk, Karn, Ugin) or being dead (Elspeth, Freyalise, Teferi, Venser, Xenagos). They also might want to reserve some or all antagonistic planeswalkers to be used as bosses. But overall this is a very practical and reasonable choice, albeit a bit uninteresting in my opinion.
2. You play as a custom-built planeswalker for which you can choose your race, class, and perhaps plane origin. Maybe you even start out your home plane for a while before your spark ignites and you gain access to other planes. This would be perfect given the premise of the game (“you are a planeswalker”) and many players’ tendencies to come up with “fanwalkers” as a result. However, this would be much more difficult to implement. There are a huge number of races and types of magic; it would be almost impossible to put all of them into game, and people would be disappointed by the exclusions. Having different players start out on different worlds would make matters even worse. It isn’t impossible to have races start out in different areas (WoW does it) but it would still be problematic in many ways. I think that this is less likely than them using existing planeswalkers, but it would be really cool if they did it.
As for the story, it’s unclear what they are going to do. If they choose option 1, then they can’t use most planeswalkers (including the Gatewatch) as NPCs, so it would be tough for them to go through the preexisting storylines in Magic. Option 2 would allow them to make the character a “Gatewatch member” so after the tutorial and some introductory missions, the player would go to Zendikar and get recruited by the Gatewatch and go through each post-Origins storyline in order with whichever Gatewatch member(s) are on the plane at the time serving as allies and important NPCs. Or if they wanted to they go back as far as Alara and have the player character play through the main conflict of each block. With option 1 they couldn’t use any real Magic story arcs, but there is enough lore and world building in place that the creators could build new playable storylines from what already exists, ones that make sense with whatever planeswalker the player is using and don’t require other playable planeswalkers to be involved as NPCs or bosses.
They’ve already made it clear that they are not taking the combat system from Magic. Their priority is conveying Magic’s lore and that “you are a planeswalker”. Obviously there has to be some kind of combat system, but it’s not going to be exactly like playing real Magic. I hope that they still make it somewhat inspired by Magic and keep core concepts like the color pie and getting mana from lands, even if they don’t used cards. In my opinion it is essential that they make the combat turn-based and strategic, rather than just “press this button to do this attack”. Not only is it more interesting, but it is also what will appeal to Magic players, who will, of course, be the target audience.
It will be interesting to see how they implement planeswalking. It should make it easy to get between different areas, but I doubt that this will be a complete sandbox game so there will have to be some sort of order that you unlock planes in (the most obvious choice being Zendikar, Innistrad, Kaladesh, Amonkhet, Ixalan). I assume that when you die in combat you will planeswalk to another plane’s hub area. Perhaps one plane will be the main starting plane/hub area, but I would expect that every plane has both areas with enemies and areas without them. If they do use one plane as the starting plane/hub area, I would expect it to be either Dominaria, Ravnica, or Shandalar.
Maybe this is just me, but one of the things I am most excited for is finally getting to see maps of planes. Even if they decide to make the RPG non-canon, it would still be better than what we currently have in terms of mapping the planes (which is next to nothing). We will also get voice acting, which is something that there is generally very little of in Magic. Aside from a few characters who have narrated trailers, we’ve never heard anyone’s voice before.
It will also be nice to have most if not all NPCs and bosses be preexisting characters. In any other MMO, these characters wouldn’t mean anything to the player, especially if they just show up once, but if you have a character and a card to associate them with it will be much more interesting and fun.
I really hope that they do a good job with this game.
R.I.P. Wash
Don't click this. I mean it. No, seriously. I said not to click it. The world might blow up. Even if you just think about it. BOOM. See? The whole world could've just blown up and it would've been all your fault. Just don't click this.
Fair enough. I guess anything turn-based would start to feel a lot like the card game, which doesn't seem to be their goal.
R.I.P. Wash
Don't click this. I mean it. No, seriously. I said not to click it. The world might blow up. Even if you just think about it. BOOM. See? The whole world could've just blown up and it would've been all your fault. Just don't click this.
If they did it this way they would be to limited in the number of planeswalkers there are. They are going to have to set this after the mending otherwise the planeswalkers are going to be to powerful, and for all there are a lot of planeswalker cards there aren't that many planeswalkers currently only 35 so there it would be likely that you are likely to run across a lot of people using the same walkers especially if there is a tiering mechanic that limits when you get access to the different planeswalkers which would allow you to put in the slightly more powerful walkers.
If they were able to transfer the Elder Scrolls levelling mechanics up to a MMORPG it could work. Give the player some choices around Species, world and initial color specialization then allow how the player acts work out the sort of abilities they have with skills centered around both spell casting and the more physical abilities. Whilst we haven't seen it that much in the story there should still be some scope for characters that rely on the more physical skills like close combat, stealth and archery.
This seems like a sensible way to manage it and is similar to how Bioware handles a similar issues in Star Wars: The old Republic. Though as this is the company that is behind the Star Trek MMO any one know how they deal with travelling between the various planets? As for a starting plane, if they are forced to use an existng MTG plane rather than creating new ones Ravnica would probably be the better choice as it seems to be the current hub of the multiverse with Dominaria still recovering from the events of Time Spiral and Shandalar not really well known outside of the the long term MTG players.
- H.L Mencken
I Became insane with long Intervals of horrible Sanity
All Religion, my friend is simply evolved out of fraud, fear, greed, imagination and poetry.
- Edgar Allan Poe
The Crafters' Rules Guru
In Progress
GBIshkanah, Grafwidow ~ BWGRTymna the Weaver & Tana, the Bloodsower ~ UGRashmi, Eternities Crafter ~ RGAtarka, World Render
E.g. Primary (Red) - at level 1 choose from "Shock" (basic single-target damage spell) or "Forked Bolt" (lower damage but 2-target option). Also gain "Haste" (superspeed) travel power.
E.g. Secondary (Blue) - at level 1 choose from "Unsummon" (single-target push ~get the enemy out of range is as close as I can think of for return to hand~) or "Crippling Chill" (single-target slow of movement and energy gain).
Maybe?