The Shifting Revel
June 7, 2008
Aside from my Achievement addiction, I have a profound love of Magic: The Gathering. Over the years I have abandoned the game, stayed away for several years, and then come back to it, each time harder than before. The last time I seriously got into playing Magic was during the Odyssey block, back in 2001. I played reasonably seriously, going to tournaments occasionally and spending hundreds of dollars on pieces of cardboard. Just before I began University, I gave up the game, and I haven’t played it since. Most of my friends at the time sold their collections and bailed out for good, perhaps keeping a couple of really well built decks for posterity.
Last week, a bunch of us got together and decided to do a booster draft - a game where everyone buys three $4.00 packs of 15 cards, and the cards are cycled around in a systematic way so that it’s possible to build a functional (although not very good) deck with a small investment, and play using only those cards. This has had much the same effect as a bunch of coke addicts deciding to do a line for old time’s sake. The game is so addictive that with that one brief exposure, most of us are considering getting back into the game, and building real decks once again.
Scott Lynch, in his extremely excellent The Lies of Locke Lamora describes a scene he calls The Shifting Revel. In order to defray tempers and choke off any uprising before it can gain traction, the Duke of Camor underwrites a giant festival which takes place at regular intervals in the local bay. It’s called the shifting revel because the festival takes place in the form of hundreds of boats - those of the attendees and local merchants - who lash themselves together in the bay. The attendance changes from revel to revel, as does the specifics of the entertainment - but there are always keystone features which remain the same and give the revel a grounding.
Magic is a Shifting Revel, and I think this is one of the reasons it’s both so addictive, and that it’s remained so popular over the years when nearly every other collectible card game has sputtered and failed. There is no specific strategy in Magic that is predominant - there are several major strategies, none of which is better than any other in general. The game is simple enough that the basics can be grasped in ten minutes, but complex enough that the building of a good deck requires knowledge of statistics. There are endless combinations of cards that can put together to make a deck, and no two players will use even the same deck in exactly the same way. The game is very well balanced, but this isn’t what makes it a shifting revel.
Most people who play magic at the tournament level play with what is referred to as “Standard Edition” rules. Essentially standard play limits the cards you’re allowed to use to the two most recently released blocks of cards, each block containing three sets. New sets are introduced every roughly 2 to 3 months. The effect this has on gameplay is profound. With any given set of cards, in a matter of weeks, tournament play solidifies around several ‘types’ of decks, based around the cards that are legal in the last two blocks. Each type of deck will revolve around a particular strategy for winning and involve several major strategic cards from these blocks.
The trick is that every time a new block is begun, an old block of cards will no longer be legal in standard tournaments. This typically has the effect of crippling all deck ‘types’ that are currently used in tournaments - and the scene shifts. New deck types emerge as players explore the possible combinations of cards from what is left, along with the new cards being slowly filtered in every two months as the new sets emerge - in fact, as each of the new sets in the block emerge, new possibilities emerge as well. These possibilities are not as severe as the shakeup when a block rotates out of use, but are enough that a fury of new deck styles must be explored.
The business potential of this strategy is huge. Games are fundamentally about exploring a possibility space, and when that space has been explored to its limit, the game ceases to be interesting. In Magic this possibility space is expanded at a rate that gives people time to master the space, but not long enough that it becomes uninteresting, and then is grown. On a yearly basis (or so) the entire space is turned upside down, things you used to know no longer apply, and there are new details to take into account. This is a shifting revel, and it allows the old to become new again, and again and again.
This is much to the profit of Wizards of the Coast, who have managed to create a game so popular that many pieces of cardboard sell for 500% of the price of a booster pack in the secondary market - some particularly useful cards can go for many times that. That’s a lot of money for a card that won’t be legal in standard play two years from now. The thing I find particularly interesting about this is that it hasn’t been done in online play (other than in the online version of MTG of course) for any other game that I know of.
Digital Distribution systems provide a very smooth way of rolling this out. Any game that contained the addictive hooks of MTG and based around shifting revel - potentially fueled by micro-transactions - that rotated on appropriate basis in line with the exploration curve of the possibility space… Well my friend, that would a license to print money. Systems like Xbox Live provide even further hooks such as Achievements (Imagine getting badges for beating someone using only direct damage, by milling their library to depletion, by using only creatures, for using a particular combination of cards, etc.), and if it was done well, might even outstrip the fanfare that Wizards of the Coast has been raking in for nearly the past two decades. This would allow for a game that is not only highly addictive, but extremely interesting ludologically as well. In any given year, MTG is recognizable enough as MTG - there are certain rules that never change - but the dynamics of the gameplay are totally different, if you’re willing to pay the price to keep up. There are very few games that evolve so organically over such a long period of time, and I think it’s time we had another one.








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