Order and Chaos Duels is a Collectable Card Game I played on my phone. The game takes a large stable of basic
fantasy tropes and turns fits them into a variety of creatures, spells, and
heroes. Very reminiscent of Magic: The
Gathering, Order and Chaos Duels does what it can to mitigate the steep
learning curve and more frustrating aspects as much as it can.
But something I feel is missing from Order and Choas Duels is a good
sense of counter play. If you've ever been
new to a fighting game, you may have found that one move that just plows
through most of your enemies. We'll call
it Punch. To stop that from being the
only tactic, designers add a counter move, we'll call Parry. Now, two players with Parry and Punch can
interact a little. Not much, because it
makes no sense to do anything but Parry, since Punch can only lose to it. So we add one more ability. Let's call it Throw. A Throw can trump a Parry, but loses to a
Punch. Now we have a dynamic
system. Now it matters what you do and
how well you opponent can predict it, because each move has benefits and
weaknesses. This is an element of
counter play.
Put more simply: Rock, Paper, Scissors.
Competitive games of all types use counter play in fantastically complex
ways, like every card's interaction in Magic, or every fighter's moveset in Super
Smash Bros. or Guilty Gear. This is
where I see Order and Chaos duels miss the mark. This interplay isn't really present in the
game I played. Creature cards line up on
each side of the field and slam into one another, turn after turn, and
whoever's numbers were highest generally won.
Also, as your main Hero card levels up, you gain additional health, but
you also gain a larger maximum deck size.
In CCGs, you almost never want more than the minimum number of cards in
your deck, because every card past that number is not one of your best. You decrease the chances of drawing your best
cards by adding more than needed.
The best kind of counter play is the kind that creates choices and
options for both sides of battle. For
instance, a spell in Magic that destroys all creatures destroys both mine and
yours, so I have to build my deck to account for the fact that my creatures
might not be around very long. Or, even
crazier, I build it with no creatures at all.
You have options of favouring creatures who can't be destroyed, or can
easily be returned to the battle. But in
Order and Chaos duels, cards can't really be responded to. In the entirety of the game I played, I never
got a chance to really prepare or react.
All I could know was what the stats of the creatures on the battlefield
were. I never got a sense of what my
opponent might play, because there weren't really any limits or consistent
archetypes, and I never got a sense of building a coherent deck with a single
plan for the same reason.
Take a look at how this kind of counter play exists in the simple games
that have lasted for so long. Go Fish
has awesome counter play. Whenever I
name a card, I'm getting a chance to earn a pair, but I'm also risking a little
by revealing part of my hand. And that
mechanic is most of the game! It's
harder to build at more complex levels like a massive and sprawling CCG. Order and Chaos Duels attempts to fill this
in but its slow progression and steep difficulty curve cause many of the
threats to be unanswerable, and its pushes toward simplicity remove too much
depth to be worth it.
Next time I'll talk about Castlevania: Circle of the Moon for the Game By Advance.
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