If you locked 100 Magic: The Gathering players in a room with a brand new expansion they'd never seen before you'd probably have ~100 different ideas about what's good or what's not. But after a day or two of hurling decks at each other in tournaments those 100 players who probably be pretty much in agreement because ultimately, they played it all out and some stuff was clearly better and kept winning and other stuff didn't live up to the hype.
As I'm finding out, co-operative games don't work that way.
Stop me if you've heard this one. Six Spider-Man players walk into a bar... |
If you locked 100 Marvel Champions players in a room for a couple of days I think you'd still come out the other side with plenty of conflicting opinions and disagreements... and often they'd be disagreements where both sides were right and just had different frames of reference for what was being discussed. While the 100 Magic players all agreed to play the same competitive format so they could hammer it out, the sheer diversity of the Marvel Champions playing experience fragments the discussions between players, leading to some very real disconnects.
- Some of the players will be playing multiplayer games, with 4 heroes against the villain,
- Some will be running the game solo.
- Some of the players will be playing basic difficulty,
- Some of the players will be playing Expert
- Spme of the players will be playing 'Heroic' and dealing themselves extra encounter cards.
- Some playes are building toolbox decks to take on any scenario,
- Other players are tailoring for the villain they know they have to face.
- Some are trying to beat a scenario for the first time
- Some have beaten it many times and are trying to win by making cool new things happen
I've been playing games for a long time. My dad was a founding member of the local historical wargames society so I got started young and by my reckoning I'm not far off my 40th year of tabletop gaming. My first White Dwarf was #105 (which was also possibly the greatest White Dwarf of all time, with the first ever army lists for both Space Marines and Eldar Harlequins in) then I swapped Orks for Swamps when I picked up Magic: The Gathering in 1994. I've been gaming competitively almost constantly ever since, from kitchen table to Pro Tour and back again.
In all that time there's not one game that has had me quite so immediately stumped for getting the feel of it as the Marvel Champions LCG and I think I've worked out why it is: it's not competitive.
There's no tournaments.
Most important website in gaming history? Almost certainly. |
Tournaments are the whetstone for this type of thing - they're what strategies and concepts are tested against, and through that process either proven or discarded. It's the Mad Max Thunderdome for game theory; two strategies enter, one strategy leaves.
Tournaments give everyone a shared experience. Same rules, same objectives, same pool of opponents, same scoring structure. People may come together from lots of different starting points but they'll usually be heading towards the same place, and thus can agree on whose way of getting there was best.
The Co-opera-verse Conundrum
Without a common goal of trying to beat each other in a competition, who is going to teach me to be a superhero?
In Marvel Champions there's currently 76 possible combinations of individual Hero & Aspect to attempt those scenarios with (19 heroes x 4 aspects). By my calculation that means there's also well over ONE MILLION possible combinations of four Heroes/Aspects attempting a scenario in multiplayer! And as a final kicker there's currently over a dozen villain scenarios to play against, each in Standard/Expert/Heroic modes with a dozen optional modules you can add add in and change things up even further.
Hulk players: choose your aspect! |
Success in competition has always been my magnetic north to measure opinions against, but without that shared experience of format/goal it means trying to find a Marvel Champions player who is having the exact same experience of the game as yourself is akin to punching random digits into a telephone and finding it's your closest pizza restaurant picking up the phone, ready to take your order. It makes it difficult to know whether the advice and opinions you're reading are really going to apply to your experience with the game.
On the Marvel Champions Discord there have been several times where I've been talking things through when I was struggling to get a deck to work and had conflicting advice from two experienced players at the same time.
Player A: "Make sure you get Tactical Genius out early, that's the most important one while you take time to set up"
Me: "Ok"
...later....
Player B: "Wait, why did you have Tactical Genius out that's the worst one?"
Me: "I dunno... I was just doing what I was told!"
...Turn Four |
I love this post. It really sums up why I’m struggling so much with deck building. It’s hard to identify the staples and powerhouse cards of each aspect.
ReplyDeleteI genuinely think Expert Ultron will remain one of the most difficult solo villains for a long time. He comes out of the gate swinging, and his level 3 is no slouch either, with the buffed drones.
ReplyDeleteI finally beat it (barely) with Captain Marvel Justice, but it was a slugfest.