Elements Slowdown

The Top 50 (Tier 4) is an oddity. These are the decks from the top 50 ranked players. Some of them have set up farms to give you easy/free rare cards. Others are using their usual decks, while some are intentionally designed as anti-player decks. They are mostly or all upgraded cards, but because players can (do) set up farms, the game gives you the un-upgraded versions; rare cards are worth decent money, but you face half the False God difficulty (fully upgraded deck) without the increased reward.

The most annoying thing is decks designed to slow things down. There is first the usual dichotomy between speed and control in CCGs: the basic plans are to burn down the enemy now or keep him from doing anything and then implement a late-game plan. If you are farming, you play for speed, because your goal is to get as many wins (cards) as possible as fast as possible; speed vs. speed, speed vs. control, and control vs. control are all potentially interesting matches. Some T50 decks complicate that by never really intending implement that late-game plan. They just want to annoy you. The amusing ones go heavily for life gain. They might have an attack or two, but mostly they are really big punching bags that heal themselves. The most frustrating ones are large decks that plan to seize control and never do anything until you run out of cards. That is the late-game plan: counter everything and hope the player has no way to prevent decking out. The deck’s secondary objective is winning, in the sense of defeating the player, although some of them are rather good at that (remember: fully upgraded, designed by top players, and no cards “wasted” on offense) unless you have very fast control or damage. The deck’s primary objective is to take as long as possible. The deck-builder wins if you, the player, want to stab him in the throat as the game drags on.

In PvP, this is a perfectly viable approach. Even without Millstone-equivalents, building a huge blob and taking the punches can be a winning strategy. You get the bonus of watching frustrated opponents seethe. I have seen several versions, including one explicitly named “Rage Quit.” But if you play one of those in PvP, you must sit there as long as your opponent. Heck, he might have his own control deck, with both of you expecting a long game. When you set it up for the computer to control, you are just making a land mine filled with glue, waiting for players to get trapped. You don’t get to see them wriggle, unless they post on the forums about how much they hate you, but you know the computer can spring the trap on dozens of innocent victims at once.

It kind of makes me feel bad about NanoStar Siege. While deciding it wasn’t something I would play in the long run, I noticed that you could improve your defenses with in-game coins without leveling up, and that there was a daily reward for logging in (and for winning or losing when others attack). I could log in occasionally, collect cash, and upgrade the increasingly ridiculous defenses. Yeah, go ahead, pick on the low-level account for easy points. Go for it. Too bad for the people looking for even-level opponents who hit that.

: Zubon

Elements Decks

I am still enjoying Elements.

If you play un-upgraded, you have a good range of deck options even without the trainer. Building a strong un-upgraded deck costs in the 500-1000 electrum range if you start with none of the cards, so it does not take long to bootstrap yourself into having several options for excellent tier 3 decks. You will probably earn back what you spent well before you get bored with your new toy, and you will earn cards for your next toy along the way.

My difficulty remains the cliff of upgraded cards. Tier 3 is trivially easy with a fast deck, but difficulty ramps up quickly from there. Tier 5 brings in half the False God issues, including extra quanta, draws, and health plus scattered upgraded cards. Tier 5 is not terribly difficult once you upgrade a half-dozen key cards in your deck, although it requires a different plan because you cannot rely on blazing speed against a double-health target. The Tier 6 False Gods are that cliff, some of them able to deal 100 damage by turn 4-7. Bootstrapping there is a lengthier process.

Because a fully upgraded deck costs in the 50,000 electrum range, you have far fewer options when trying the upper tiers. Once I have a fully upgraded deck, it will be easier to get to a second one, but that is a lot of games with the one deck. There is the familiar, gratifying feeling of illusory accomplishment as each upgraded card improves that initial deck. But altoholism, as ever, means going back to the newbie areas; I cannot expect much against False Gods when using a deck with only a couple upgraded cards.

Is it a sickness that I am not just using the trainer? If all I care about is the gameplay, I can skip the first C of CCG. I seem stuck on the notion that it is not the “real” game.

: Zubon

Viricide

It is a rare event when my wife says that I really ought to blog about a flash game.

The gameplay in Viricide is pretty standard: shoot the enemies that come on-screen, collect bits to buy upgrades. You get more toys and a better ship over time, while the enemies get more diverse. Good, and you have probably played something similar before.

The level introductions are what sell it. You are killing bugs in a computer. You fix its systems, and it talks to you. The humor starts with displays of the problems you are fixing, such as excessive enthusiasm or explaining the obvious. It visits a less friendly computer. You then go into the background story, which could be successful or not; I expect that people rejecting the emotional manipulation will find another layer of humor in it.

: Zubon

Elements

Where Duels of the Planeswalkers failed to scratch that itch, I am finding Elements surprisingly engaging. It has many options but a shallow learning curve, making gameplay simple but diverse.

Elements is an online collectible card game. It is free, although they accept donations. You get new cards by winning matches in-game or by using the in-game currency (“electrum”), which is also gained by winning matches. A daily “Oracle” also offers a bit of cash, chance of a rare card, and a buff for 1 PvE match.

If you have played Magic, you know the basic structure. Elements has 12 colors of mana (“quanta”) and is heavily creature-focused with limited deck or gameplay manipulation and no counter-spelling. You can play against other players or several tiers of computer opponents, the top two tiers gaining advantages that are substantial and ridiculous respectively. You build up your stock of cards, design the deck you want to play with, and fight at the difficulty you choose.

Continue reading Elements

Grinding as Achievement and Extender

Should I blame CRPGs for grinding, or do we want to go back further? I remember long ago in the original Final Fantasy, seeking out wandering encounters so that I could get that bit more experience or treasure for taking on the next boss. I suppose I should not be surprised to find it in online multiplayer flash games. You see it everywhere once you start to look for it. But why, because people feel like there is more game if they spend longer squeezing the enjoyment or accomplishment from it? Time spent is a cost, not a benefit!

Continue reading Grinding as Achievement and Extender

Microtransactions in Flash Games

A while back, Kongregate added “kreds” so that you could donate to developers and for other potential uses. You now see flash versions of the standard browser games where you can pay for bonuses, more turns, etc. There are some games with a free level with an option to buy the rest; when one had a badge added, that received just a bit of negative feedback.

The game of the week is Bloons Tower Defense 4, which has dived into microtransactions. It added a level grind, which you can pay to skip past. You can pay for a earning twice as much money in-game. You can pay for a variety of bonuses to your towers.

Feel free to discuss what you think of this as a development tactic. If you are one of the developers, please let us know how that is working out for you financially. I just wonder how it goes on a game where everything is done client side. If I want more in-game money, I can edit it in. It is not as though that can be violating the purity of the game or even particularly cheating when the developers will let me pay for the same privilege.

: Zubon

My Little Pony Tower Defense

The challenge game of the week at Kongregate is a tower defense game with a backstory about galactic conflict, war, billions dead, yaddah yah. At some point, you realize that the waves of purple stuff are the Smooze from My Little Pony: The Movie, which kind of gives the entire game a different feeling. I choose to believe the red dots are flutterponies.

: Zubon

Frantic 2

Since I enjoyed the first one so much, I should mention that Frantic has a sequel, which is also the current card challenge. I have yet to decide if I like it as much as the original. There is more there, but adding achievements and such makes it feel less pure.

: Zubon

Full disclosure: if you use one of those links and sign up at Kongregate, I get some kind of points that do nothing but put a number by my name. But, you know.