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The Game - Past,
Present, and Future
By C. J. Williams
With recent discussions
about the power of the Republic
at War (RAW) expansion, many seem worried about the future of
the game, and some have refused to play. I myself, being the most
vocal, had declared a protest that I later recanted. I wasn't so
much wrong about the power as misunderstanding its effect on the
game.
First, let me say that I used to be a member
of the SWTCG Independent Development Committee (IDC), but have not
been in some time. What I say here is based on an independent view
of the IDC. I was not asked to write this article, but am writing
it out of my own desire to speak to the community of fans beyond
Rebelbasers.com.
Throughout Wizards
of the Coast's (WOTC) position as custodian of the game, the
Attack
of the Clones (AOTC) expansion remained the most used set in
the game. There have been few decks that didn't use at least one
card from that set, if not several. When the IDC took over the custodian
position, little changed for the first two sets they produced, and
even after the Battle
of Endor (BOE) expansion produced by the IDC, AOTC cards were
almost as prevalent as ever. Is this really a bad thing? Not at
all. But it demonstrates how powerful that first set was in comparison
to later sets.
From time to time a game needs a booster shot;
something to excite people. The SWTCG was, in fact, long overdue
for such an infusion of energy. Enter RAW. While BOE had finally
broke the old mold of WOTC's overly-conservative card creation style,
RAW has matched, and even exceeded, the efficiency and power of
the very first set in the game, AOTC. RAW is unabashedly a powerful
set. Not so powerful that WOTC cards don't get used, but powerful
enough that the RAW cards will be a vital part of decks for many
sets to come in the vein of AOTC, assuming the IDC keeps at its
task.
However, the worry presented at the outset
is an important one. If a set is too powerful, then it is assumed
that it retires old cards. In fact, the RAW expansion, in my own
observation, has indeed permanently retired some old cards. This
is unfortunate as some good cards could have been made better if
they had not been replaced by units whose heightened effectiveness
has been questioned. But this is no reason to stop playing with
IDC cards.
Why
Should Old Players Return?
There are several players of SWTCG who have chosen to only play
with WOTC cards. The reason that is cited is because they feel that
the IDC cards are replacing the WOTC-produced sets. Are they? Of
course they are. WOTC was slowly replacing their own older sets
with newer sets. This is called power creep. The RAW set, however,
has caused some to turn to the old sets due to its intense boost
in power.
Of course, power creep is to be expected in
any set, and is essential to any game. So when a set like RAW comes
out, making a bold push to greater heights of power, the replacing
of old units becomes more pronounced. But when I thought about it,
I realized that even if these units hadn't been as powerful as they
are, the idea is to use the new units, so those units would have
still been at least just enough more useful than the old units to
replace the old units anyway. So in a set like RAW, the replacement
is just more dramatic. However, there are times when such replacement
can be avoided to a certain extent.
For instance, one of my complaints was about
what happened with the Gunship subtype. The IDC produced an excellent
card that could make the old Gunships playable again called Republic
Command Gunship. This was a good, solid unit. Get a couple of
those on the field and pilot older Gunships with Clone
Trooper Pilots and suddenly the old Gunships would be viable.
However, the IDC also released the Assault
Gunship (AG). This unit would have been a competitive unit and
comparable with Republic
Attack Gunship (RAG) had its power only been 2. Why just 2 power?
Every +1 power boost is like +2 power to this unit on account of
the Double Strike ability. A +1 power boost would only bring
the RAG up to 5 power, but would provide AG with essentially 6 power
with the drawback that shields are doubly effective against it.
But 4 power, while not too powerful, made all older Gunship options
virtually obsolete, because now with +1 power boost it has 10 power
to strike with. This overshadowing of the old Gunships could have
been prevented by a simple power reduction in this one unit.
However, mistakes like these are minor issues.
They shouldn't stop us from appreciating the work the IDC has done
for us in keeping this game of ours alive. If it weren't for the
work of the IDC, we wouldn't even have people to communicate with,
and the thrill of the game would slowly wane. Strategies that we've
known since the release of ROTS would lose their sparkle and bore
us.
Of course, it would be a very bad idea if the
IDC produced a set like RAW for every set, but they haven't. RAW
is the first set of such power that the IDC has produced, and hopefully
they'll go without producing another such power leap for another
10 sets or so (assuming the IDC lasts that long). This set was very
daring, but I believe it is what the game needed. If you are a faithful
player of the old game, give the new sets a try. These aren't just
dream cards.
Why Should We Trust the IDC to Produce New
Sets?
The RAW set was produced by a group of individuals experienced in
card design who made a decision that they still would have made
had they been working for a large company. Just because these cards
aren't produced by WOTC doesn't mean they have any less value. Instead
of being produced for profit, these sets are produced for an intense
and faithful love of the game.
In fact, most everyone felt that FOTR,
the IDC's first set, was almost identical to what WOTC would have
produced [Ed. (Skywlkr : CD Chair on FOTR
) - Thank you!!! That was my intent.] It was conservative and
familiar. SAV
was also conservative, but demonstrated an adventurousness only
equal to that shown by WOTC, so again no great impact on our understanding
of how WOTC produced sets. Of course SAV brought us the Stealth
ability which turned unit speed on its head, and while it seemed
like a great impact on the game at the time, the release of BOE
showed us that Stealth wasn't as much of a threat as perceived
and now SAV is easily comparable to a WOTC set.
The fact that BOE so easily controlled the
effectiveness of Stealth should give us confidence in the
knowledge and experience of the IDC to bring us sets that make the
game fun and make each set something new and exciting for us. No
two sets are alike, and each one has something great to bring to
the table.
While BOE did not introduce any new keyword
abilities, it reintroduced us to old keywords, a concept I campaigned
for, and gave us a slightly more competitive atmosphere. This allowed
the IDC to really explore what could be done with the concepts that
already existed in the game, showing us how fun what we already
had was and helping familiarize the IDC more with those mechanics
in order to train them for what they could produce in future sets.
And that is why this was the right time to produce a set like RAW
which shakes things up.
RAW wasn't just tossed out to us 3 months after
BOE. No, but it took a full year for the IDC to deliver this set
to us. They went back time and again to make sure every card and
ability would be valued. The first time they went back, it was because
they asked themselves if what they had already produced for RAW
was strong enough to satisfy the community. Yes, the power level
was such that it felt too familiar. It maintained the status quo.
So the IDC took the pleas of those members of the community, such
as myself, who always complained that the sets, even of the IDC,
did not feel new, that the sets just weren't exciting enough, and
worked to up the power level. But, again, they didn't just hike
power levels and toss them out to us. No, but five months after
the first release date, and several delays later, they gave us a
well-play-tested set.
When the IDC produces a set, they don't just
sit down and create a bunch of dream cards and toss them at us.
They have a very methodical process that has been refined and redefined
over the last 4 sets and which was evident from the beginning. Let
us examine the IDC's process of game development from start to finish,
so that we get a better understanding that these are not simple
dream cards tossed at us without consideration.
The IDC Game Development Process
Before each set is produced, the IDC has a powwow to discuss the
theme of the next set. This usually begins a little before the end
of the previous set. When a theme is chosen, then the direction
of the set is discussed. The direction involves discussing if any
keywords will be developed, what mechanics will be advanced or introduced,
what the card count will be, and the general feel they want to convey
in the set to express the source material. A release period is not
generally talked about at this time, but is covered by a Board of
three members. In fact, someone is often campaigning to develop
a specific theme and/or set direction long before the powwow takes
place. BOE was a prime result of both types of campaigning, and
the name of the set was so obvious that it was never in doubt. RAW
was the first time that a name was left up to the community.
When
these things have been set in stone, the Card Development Sub-committee
(CD) goes to work on the next set as soon as the previous set has
been released. CD should already have keyword abilities in development
and even being experimented with in the previous set. For instance,
the Double Strike ability made its first attempt on two cards
in BOE: Princess
Leia (M) and Executor
(C). However, the wording in the ability on those two cards
produced an error state that CD found disconcerting and contrary
to their original intent. This was corrected later, as discussed
below.
When they have chosen any keywords they wish
to develop in the set, they begin to furiously develop cards, as
they have a very large set of cards to develop. They will develop
the assigned number of cards and more, as several cards will be
tossed out later. While they create those cards, the rest of the
IDC continues in duties that advance the game. The Rules Sub-committee
(RU) will continue to pour over the rulebook and seek out errors
as well as make new entries that have developed over the past months
since the last release. CD will pass any keyword to them that they
need a judgment on. RU then carefully seeks to find the best wording
for that keyword to make sure it works exactly the way CD intends
it to and without letting a major loophole through. A sample card
with the ability then gets passed to the Play-testing Sub-committee
(PT) who are always at work trying to break cards from the previous
set. When everything works out, the keyword ability is passed back
to CD to add it to more cards.
The process for keyword abilities is also the
same for every card and ability. Often a card will get passed back
and forth between CD and RU many times before CD gives the go-ahead
for play-testing. Then, if PT finds anything unpalatable about the
card, they will pass it back to CD and the process begins again
until PT finally passes the card. The Stealth keyword is
probably the most notorious example of this. It went to PT three
times before it was finally approved with the 40 speed minimum and
acceptable wording and a particular card that abused it was dumped
altogether, because there was no satisfactory fix. Several other
cards have gone through a similar mill.
When a small list of cards comes to RU, they
are excited. I know because I was there for two sets. They are happy
just to see what CD has come up with and to witness the new possibilities
and to be a part of their development. If it was exciting for CD
to have the privilege of creating the cards; it is equally exciting
to make those cards work if they have any kinks. CD are the mad
scientists, but RU are the tinkering engineers that make the machine
work properly, getting their hands dirty in the thick rules grease.
They will hammer out the problems and send it back to CD for approval.
Of course, CD doesn't always like the changes, so RU has to try
again, and this may go on and on, but there is almost always a satisfactory
resolution.
However, when RU is stumped, they may call
in for outside help. This is what happened with the Double Strike
keyword. CD had already sent them two cards in the previous set
that had text they thought would work as they intended, but which
turned out not to do what they were hoping. So a group of us rules
reservists were called together to discuss how to carry out CD's
wishes. CD stated that they wanted the ability to allow a unit to
make two attacks that each got all the benefits and drawbacks of
a complete attack without untapping. In a moment of clarity I provided
a text that would be the basis for a very long discussion that resulted
in the end text that was rules-flawless and did exactly as CD intended.
Everyone in that group with RU worked very hard to make sure we
came out with the right text, and we are more certain than ever
that we did it right.
When a card is passed to PT, they, too, are
very excited. They are looking at a small list of cards that has
been brilliantly executed and hammered out. It's like being a car
maker and seeing the very first prototype come off the line. They
are eager to get to playing those cards, and being the first to
play those cards is a privilege in itself. They take those cards
and they play and play with them and create many decks. As they
play the cards they will have questions for RU about how certain
abilities are used. If there is a need for clarification on the
card itself, the card will be passed back to RU for clarifying text.
RU may choose to provide a ruling in the Rulebook instead of text
on the card.
Besides looking for errors and rules clarifications
needed for the cards, PT is trying hard to break those cards. Now
mind you, when PT gets those cards, the set has already been in
production for up to two months. They are the last to see these
cards. They actually have the most work to do in the littlest time
[Ed. - Next to Graphic Design], as it takes the creation
of many, many decks to find errors and especially to find an unobvious
broken unit, and even then it might still escape their notice. But
when you compare the record of PT's efforts to that of WOTC, you
will find that their record is at least as good as WOTC if not better.
That's where RAW comes in.
Many have cried abuse and brokenness in RAW,
but no one has found it. In the beginning I thought Grievous was
broken because of how much average damage he can do. But when you
try to make his high cost and low health work, you realize how many
resources it takes to make him a viable character. I still have
the feeling there's a way to break him, but I haven't found it yet,
and neither has anyone else. So claims that any card is broken without
proof and that PT did not do its job are unfounded. Even though
RAW is the most powerful set ever produced, it is also one of the
most balanced. Cards in RAW that seem abusive are easily countered.
What Frontiers Have the IDC Pioneered?
The IDC paved the way for the future of the game with many innovations
that have made the game fun and almost every previously underdeveloped
aspect playable. For instance, before the IDC's courageous efforts
towards Equipment, it was virtually unusable. The Equipment that
WOTC gave us rarely, if ever, saw the light of day. This didn't
change much with the release of the IDC's seminal set, FOTR. However,
as other sets were released, we saw more playable equipment, until
the release of RAW Equipment, where Equipment is now an almost vital
part of game play on par with Locations, which was another latecomer
to the game that became an integral part of it, and which everyone
came to love.
Besides
making Equipment playable, RU, at the time made up of Len Fowler
(RedneckJedi) and myself, developed the concept of unique Equipment.
In one of those moments of clarity, the secondary benefit was introduced
allowing a large group of individual units to have the opportunity
to benefit from copies of the one text, while allowing a smaller
group, or just one individual unit in the case of unique Equipment,
benefit from additional text. As we developed the rules for Equipment,
Len very wisely stuck to his guns on how stacking unique Equipment
should take place, and after much debate and looking at many, many
alternatives, we put it to vote with CD, and Len's idea won out
to what we have today, and I think it works well. You can read more
about this issue on Equipment in the article Rule-ing
the Galaxy.
In a later article, I will discuss corruption
counters. But allow me to give a brief overview. Corruption counters
as a viable strategy was never fully explored by WOTC. They produced
only two cards with corruption counters: Dark
Cave and Emperor
Palpatine (E). However, the CD chair, Cody Barnett (Grand Moff
Nicodemus Fett) had a vision of seeing corruption counters developed
into a viable strategy, culminating in 13 new corruption cards in
BOE and 5 new corruption cards in RAW. While there wasn't enough
room in these sets to explore every possibility, he was able to
lay the ground work for future sets. We certainly have only seen
the beginning of corruption counters as more effective corruption
cards are developed.
Subtypes make card creation difficult. It is
very important to produce many viable strategies and to keep old
strategies alive. Many old subtypes were lacking at the time the
IDC took on the development of the game. Jedi Ground was barely
playable at that time, LS Clone strategy was virtually non-existent,
Republic synergy never even existed, and the Separatist subtype
had only one card. While these things were still being worked on
previously through FOTR, in one fell swoop, RAW corrected all those
deficiencies and made those four subtypes competitive, while introducing
a competitive new lesser subtype of Gladiator. That makes RAW the
most successful set ever in regard to subtypes. This subject will
also be given greater detail in a later article.
Besides developing WOTC's abandoned keyword,
Parry X, the IDC also developed Stealth, Fury X,
and Double Strike - keywords that are each well thought out
and balanced, though even the most balanced keyword can be made
unbalanced through an overpowered unit. However, thankfully, no
units utilizing these abilities have been shown to be broken, though
a couple are very powerful. RAW provided not one, but two keywords
that have balanced out well. These keywords have been a vital part
to making the above-mentioned subtypes a strong part of the current
game atmosphere. This, too, will be examined more closely at a later
time.
In the 2 1/2 years that the IDC has had the
game development mantel, they have provided more articles than WOTC
did for the 4 years they produced the game. Among those articles
are the new type of article called Battle Reports which are easily
the most popular articles of all, and which have a readership that
exceeds the current players of the game.
The IDC has also taken up the tournament scene
by providing support through prizes as well as hosting files for
online play and posting rankings. We should soon have a reliable
and attractive means of staying connected in online games without
crashes that will surely bring in more players. The current tournament
for the RAW expansion is the Fog
of War tournament. Considering the continual increase of cards,
changes in tournament options will undoubtedly come. Things like
various ban/restricted lists have recently been discussed and will
undoubtedly be seriously considered by the IDC. You can read more
about this in a later article.
Finally, under Nathanael Tripp's ambitious
pursuit of the project, the IDC is sponsoring the new weekly podcast
called Rebel
Radio. Maybe this will bring in new players. Who knows?
The Future
If a game doesn't ever introduce something to shake up the game,
the game stagnates. Keywords are the most common way of shaking
up the game, but there's only so many keywords you can introduce
before the game gets too bogged down with keyword rules. The same
is especially true for card types. Subtypes don't have quite the
same restriction, but it is very hard to make a new subtype work.
And sometimes having just one or two of these little shakeups just
isn't enough to make the game interesting. You get to feeling like
things are in a rut. RAW, on the other hand, gave us two new keywords
and made a new subtype work well, but to really shake things up,
it gave us a power boost. A power boost of this magnitude should
most definitely be a last resort, but let's face it, the game was
stagnating. For a whole 3 months last year the game was all but
dead because of stagnation. RAW shook things up, and the game itself,
if not the community has been revived to something new and challenging.
Considering the above information, RAW is actually
having a very positive impact on the game. Now that RAW exists,
what of the future of the game we love so much? Has the increase
in power cut off avenues for older, more familiar decks? Not at
all. Instead, as shown above in the strengthened subtypes, a foundation
has been laid for building on those subtypes as well as providing
a blueprint for the introduction of future, lesser subtypes, which
are the fundamental key to any strategy. Many new mechanics, such
as the use of counters and the turning of classic standbys on their
heads, has opened the door to a huge variety of new concepts that
we have only begun to explore.
RAW has granted a life to the game that will
make it a breeding ground for new strategies and new ideas in coming
expansions. Please don't blame those who have kept the game alive
by producing new very well-produced sets for any decisions to stick
with WOTC-produced sets. Those who prefer the WOTC expansions prefer
them for reasons other than the IDC's management of the game, because
the game has not broke and continues to be very fun, and the game
has not been altered from its original direction. It is still clearly
recognizable as the same game we were playing when WOTC was producing
it.
In the next few articles I will provide looks
at the past, present, and future of particular aspects of the game,
including various mechanics, strategies, and the tournament scene.
I will also discuss strategies to make old cards playable that haven't
been seen in a long time, and many new mechanics that can still
be had. Stick around and stay tuned, and most importantly, give
RAW a chance. I assure you that you won't be disappointed.
Thoughts
or comments' Visit the message board thread for this article here.
About the Author
C. J. has been a player
of the game since 2003 and was the Text Finalization Leader of the
IDC Rules Sub-committee during FOTR and SAV. C. J. has written many
other articles for the IDC and Rebelbasers.com and has been a member
of both the Wizards and Rebelbasers forums since January of 2004,
posting under the name Corjay.
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