Lorcana Discussion: Things I Like So Far (with some notes)
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- Опубликовано: 20 авг 2024
- It is several months into the introduction of Lorcana. Set 3 is incoming and lots of tournaments are taking place. Let's take this opportunity to discuss the state of the game!
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Super interesting and well reasoned video! I'm (Charlie) a UX Designer in games, and definitely feel the same way about packs. The natural progression from less rare to most rare card helps build the anticipation when opening, even down to the placement of the rarity icon to facilitate the reveals. Especially compared to Pokemon cards where the player has to reoganise the cards themselves if they want that progression. The actual design of the cards also give a very smooth experience - both from the minimal design and hierarchy of information. Being a game designed for kids and more core players definitely shines through in these decisions, and contributes in part to how "easy" it is to teach others.
The reason not having color restrictions works for Magic is due to the resource system, which creates a system to manage colors in a deck. In Lorcana, it is literally impossible to create two color decks in draft. Even if you opened up some to 3-4 colors, it is still extremely unlikely it would work (or your card pool is extremely limited). That being said, I will agree drafting Lorcana is not as deep as it is in other card games, generally speaking, though there is more decision-making to do than people realize. There are also a lot of deep decisions to make during the games due to cards having different values in limited and not playing around the obvious meta is constructed.