Why Keyforge doesn't work and Does
Keyforge for it's given systems never worked for myself and many other players is because the gameplay is more based around the restrictions of the deck without thinking through your playstyle which would be fine if you could or would find a set box of cards to use instead an RNG generated deck of cards for a given playstyle you don't like.
After seeing multiple deck playstyles I don't like; realizing the guy telling me, "oh you're not going to run into a playstyle you don't like" and "net decking an entire deck isn't a thing" even though visiting the Reddit forums I saw people saying otherwise.
This isn't to poo poo on the game; the given idea is in most terms a good concept outside of the restrictive deck aspect. Yes you can play your opponents deck but you have to learn and understand your opponents deck because you haven't spent time with it.
Even then looking at the power crept decks from 2024 and seeing the complaints players had about the newer sets outright making the older sets obsolete. Unlike in a TGC which makes this baffling it's not a sit down and buy kind of set game if it's going to run into the same problems of every modern TGC instead of introducing unique mechanical interactions and systems.
In theory it fixes the issues but in reality it doesn't; it does appeal to people who try to make a bad deck work. Why does this work in a roguelike but not paying 11 usd for a new deck every time?
Simple; you have it where in a roguelike you are going through on runs over, over and over again for what you can or can't get or even do when starting over.
Why would this work as a set by set versus it's current form?
Simple; you have the set deck of cards to play around and not having to hope you got a good roll of the dice, that or have this be a TGC where you can get multiple bad rolls of the dice before running into a good deck or good singles to use later.
A lack of a resource system you run into the yugioh problem where something and anything becomes a resource that's the most consistent form of tools for play; in this case cards just like yugioh which unsurprisingly they both ran into absurd power creep problems because of it.
I hadn't played much Keyforge so many these problems were solved more recently.
From what I've seen recently not just a power creep problem but a complexity creep problem.
That being said; I do consider it's going to be successful like Yugioh because it appeals to those kind of players even if I'm considering this bad design and leading to more complexity creep worse than yugioh beyond 2026.
For a niche hardcore fandom what you find a problem; a fandom will find fun. At the same time you'll stick your hand in the sand not because you want to but because your niche fandom wants you too.
Regardless moving away from any of it's existing issues now would be a death sentences for the game. The anti-design of modern card games but at the same time; keeping the same design problems that made other TGCs popular in the first place.
Comments
Post a Comment