I wonder if I’m spoiled having grown up in Scandinavia, but after just finishing Doomskars Claimant I really wish the developers knew how to incorporate a little bit of Scandinavian design into the development of MTGPQ.
For those who are unfamiliar with Scandinavian design, the primary characteristics are minimalism and functionality in order to achieve simple living. For more information see https://en.m.wikipedia.org/wiki/Scandinavian_design
You may wonder; why am I bringing up SD in connection with MTGPQ. Well, to begin with I sure don’t see minimalism or functionality in an event where you have to stall your engine (like, by killing your own creatures) in order to achieve secondaries, particularly in a game where cascades are all to common and risk you lose a match.
Nor do I like the slow interface that comes from numerous flashy effects that are triggered endlessly.
Nor with the introduction of the glazed gems that results from being turned into a snow gem (I really wish you had made a design where the centre of the gem was the same, but the border was similar to the edges of snowflakes; or a snow gem had a different centre icon like a white snowflake).
Don’t get me wrong, I do like some things about the DC. I like how the event showcase the mechanism of Kaldheim, because I feel that Snow and Foretell really shines with the node rules you have added.
(side note - I didn’t play Kaldheim cards until this DC, because I didn’t have the mythic keycards in order to take advantage of snow and I thought both Boast and Foretell looked to slow in other events and I didn’t have the mythics to prove me wrong).
However I feel this showcase is bittersweet, because it seems that without those particular node rules all three mechanism will seem lacklustre in comparison. So when I play these mechanisms in other events, I know they will not be fantastic as in DC.
I also liked the prizes which was ok, not great but ok. (though I didn’t get a first prize)
(I might add more here later, if more comes to mind)…
So how would Scandinavian design translate into MTGPQ?
Well that is a though one, but you could start by redesigning the UI so that effects happen semi-simultaneously. Right now, you do it like this E1 (effect 1) completes with lines being drawn between support gems, PWs and/or creatures, then E2 completes in the same fashion, then E3 and so on and so. I propose you initiate the E1 effect and while completing the drawing of the effect, you start E2 shortly after, and then do the same with E3 and E4. In order to keep the user informed, you should aggregate the mana given, the damage dealt and the loyalty earned and so on and so on, next to each recipient and let that number fade out slowly. You will need order and colours to separate the individual effects, but that should be easy if you can implement the described interface.
Secondly, you need to reconsider your elaborate node rules. Yes, I know I wrote above that DC was good, but we don’t always have to have node with extremely complicated node supports. I’m sure it is fun to brainstorm this in the office, but could you try to remember “less is more”? In one event (I forget the name) you made a simple rule saying human creatures are not allowed, and it has a huge impact on deck design in this event. Similarly, once in a while you could make events where only mono coloured cards are allowed, or artifacts are banned.
Thirdly, you need to redesign/implement your code templates. My only explanation for the level of bugs in this game, is a lack of order and structure in the development department. So developers make basic coding mistake, because they have to reinvent the wheel again and again.
And finally, remember “less is more” in everything you implement in MTGPQ.