Marvel Snap and Dark Patterns

Marvel Snap has its fair share of dark patterns and skeezy progression design. Let’s talk about them for a bit.

Welcome back! It’s time for part two of Marvel Snap Week! Did anyone who worked on the game see part 1 and think “Wow, that review is positive,” or “He’s an illiterate hack, but at least he appreciates the game?” Well now it’s time to get rid of those nice feelings.

Mobile games are unique in that they’re the only platform where the games are usually “Free,” but have the potential to end up costing you more than a full ticket to Disney Land. As a result, the only sane approach is to enter with caution. They’re the only games I engage with while actively looking for a reason to NOT play them.

When a game is “Free,” you should always keep in mind panel 2 of XKCD #870.

Just replace “typeset” with “Spent hundreds of thousands of dollars to develop and put on the app store.”

To be honest, Marvel Snap isn’t that bad. It wouldn’t rank anywhere in my list of worst video game business models. But not being at the bottom of the barrel shouldn’t be the standard for this stuff. So let’s talk about Marvel Snap’s prices, the concept of dark patterns of design, and how the bar for mobile games is so unbelievably low that something like Marvel Snap seems “Fine.”

Let’s start with pricing. Marvel Snap currently sells two objects. Battlepasses, and Gold. Battlepasses work like most battlepasses in games do, but they can only be bought with real money for about $8. Complete quests that unlock over time to earn battlepass experience points. Level up the battlepass to get additional resources. It’s a fairly standard design, even if it does reinforce a lot of the dark patterns we’ll be talking about later. If you pay the $8 you get some gold, extra resources, and special card styles and avatars.

Now let’s talk about gold, and how Marvel Snap’s progression and collection works, because it’s a bit more insidious.

Marvel Snap has a very unique design for its progression system, one that I’ve actually never seen used before. Instead of opening booster packs to get cards, or pulling from boxes, or having a wildcard system, Marvel Snap has a single value for your collection level.

Your collection level increases as you acquire new cards, and level up your cards. As you travel along the collection level track, there’s a variety of rewards, and some of those rewards are mystery cards. What the game doesn’t really ever tell you, though, is that those mystery cards aren’t random. Instead, they’re random from a pool, and removed once you get them. So as your collection level goes from 1-216, you’ll unlock cards from pool 1. And once you reach 216, you’ll have unlocked them all, and you’ll move onto pool 2. This part is reasonable.

What’s not is how the tracker changes.

As you travel down the collection level, the amount of levels you need to unlock a new card starts to shift. First it’s every 4 levels. Then every 8 levels. I’m currently collection level 358 and I unlock a new card every 12 levels.

This means that even if you play the game the same amount every day, you’re going to start making progress far, far slower. This is because gaining card level comes from upgrading cards, which requires two resources: boosters and credits. And while technically boosters are a limiting reagent, you can get them fairly easily by playing games. Credits are limited by daily quests.

Guess what they sell in the cash shop for gold?

So if two players play, and one spends money, and the other doesn’t, the one spending money will progress their collection faster. This, combined with the fact that your progression is designed to get slower over time, feels scummy. They claim, “You can’t pay to win.” And technically, that’s true. But you absolutely can pay to speed up your collection progress.

Oh, also. The game sells alt-art styles for cards at between $10-$20 in fake in game money. Yes, the expensive art alt styles are 1200 gold. And yes, the closest purchase in gold to buy those styles is $20. So it counts as $20. Skim is a real trick.

Man, I’ve written like a page, and I haven’t even gotten to the game’s dark patterns. There’s nothing super egregious here, but they use a lot of the standard stuff. Daily quests force you to play daily. Limited-time battlepasses make you grind. The aforementioned bullshit where the in-game currency that you purchase is always just a bit more than the expensive item’s cost, so that there’s always some leftovers.

All of this sucks, because Marvel Snap is actually quite fun to play. And that’s what we’ll be talking about tomorrow.

Marvel Snap Week or The Joy of Digital Card Games on Release

Welcome to Marvel Snap Week.

You may be wondering if this is sponsored content. Or maybe if (like the last time I devoted a week to simping for a single brand) this is an elaborate attempt to get free shit.

Sadly, no and no. Marvel Snap Week is just the result of Marvel Snap being interesting. I don’t think Marvel Snap or Ben Brode is going to give me a hug for writing any of this. For starters, in the scale of influencers, “I’m just a little guy.” Secondly, one of these writeups is going to say some rude things about their progression model.

I’ve instituted Marvel Snap Week mostly because the game made me want to write about a bunch of things, and so now I am going to do that. Starting with…

The Joy of Digital Card Games on Release

In many ways, I think digital card games are best when they first release. I’m talking about games like Hearthstone and Runeterra, but non-digital native games like Magic: The Gathering Arena can also fit this pattern.

There’s a bunch of reasons that digital card games are best at the start. The company running the game hasn’t peeled back its upper lip to reveal a set of fangs uniquely designed to latch onto your wallet. Instead, just like Dracula, they’re graciously inviting you into their home, and right now they want you to feel welcome. The knobs for the value extraction machine are, for the moment, in the hands of the actual design team and not the C-suite.

The other reason digital card games are best at the start is that this first set is the longest the design team will likely ever have to make a set. Someone once said of music that you have 12 years to make your first album, and 12 months to make your second, and I think that’s true here. No other set is going to have that luxury.

In addition, though, first sets tend to have the most clang. If you haven’t heard the term before, it’s an industry term used to refer to the equivalent of “tasty mouthfeel” but for games. Clang is the dropshadow on every card in MTG. It’s the little cloud of dust and thunk when you pull a card from your hand to smack down in Hearthstone. It’s the special animations and voice lines for the rarer cards, and the carefully made background boards.

That’s clang, and it’s on full display currently in Marvel Snap. Virtually every card has some sort of custom animation thing going on. Ant Man is real tiny when you first play him. It’s the slashing and chomping of Carnage as he eats your other cards, and the missiles launched by Deathlok. It’s the jets firing out of a Sentinel, and Captain America’s shield bouncing from edge to edge of your phone.

And if it wasn’t clear from the last paragraph, Marvel Snap is currently brimming with it. As live service games go on, though, they slowly walk the path to becoming dead non-service games. Clang tends to vanish. Why bother creating voice lines and animations for a card that won’t be played? Why bother making a million clever details that might not be noticed, or if they are, are complained about for “Slowing down gameplay?”

Maybe it’s just so the graphic designers have something to do on Fridays. Maybe it’s so people who review games can write about it.

Maybe it’s because the people who make games like this have a deep and abiding love of these properties and stories. And more than embodying them in mechanics, they want to show them in every little detail. They want to personify not only the characters that get feature length movies, but also the little weird ones that hide in the edges.

Maybe there’s something to be said for what you can do with a modern mythos of characters, built over the last 90 years by hundreds of individuals, each adding their own takes to an incredibly creative tapestry. A tapestry that exists despite the constraints of things like the comics code authority, and its current ownership by Disney.

But it’s probably the graphic designers on Friday one.

Mobile Game Double Feature

I spend a lot of time on this blog tearing into things that are probably a work of passion and love. As such, it seems only fair that occasionally go the other direction, and spend some time tearing into things that were a work of “How much fucking money can we make selling lottery tickets to children?”

Maybe this approach won’t be great for optics. But if I can analyze indie games that have interesting mechanics buried under crude art or lackluster technical implementations, it seems only fair to look mobile games that have mechanics locked in Skinner boxes.

Mobile games are kinda like indie games, but there’s an entry fee of how much your kidneys would currently go for on the black market.

Starting with…

Knight’s Edge

There’s a GDC talk somewhere in Knight’s Edge. It might be about how they managed to add in a cash shop, battlepass, and a billion other pieces of bullshit. Maybe it’s art direction-related. They could make a “How To” guide on ripping off that Clash of Clans smooth minimalistic art style that somehow has less personality than a furry OC that’s just a Sonic recolor.

Or maybe they could do one about how their cool little 3v3 battle brawler ended up tied to all the bullshit above. Actually, I can do it for them.

Anyway, now that I’ve done their presentation for them, they can spend some time talking about their actual mechanics. Knight’s Edge is effectively a combo of micro-brawler and roguelike. Your team of 3 is pitted against another player’s team, and you’re thrown into a tiny little dungeon. Whichever team makes it to the end of the dungeon and kills the final boss first wins!

It’s a simple little idea, and there’s really only two other things to mention about it. First up is that at certain points, you can invade the enemy, and attempt to kill them or mess with them to slow them down. But at the same time, it’s risky because your team won’t have your DPS during the invasion. The second one is that whenever you destroy enemies, you get EXP. Get enough, and you’ll level up, which gives generic stats. More importantly, leveling up also lets you pick between various buffs, which are determined by the weapon you’re using. This gives the whole thing a sort of micro-roguelike vibe.

Before you say “That’s kind of a lousy screenshot,” know that I took it from their app store page. This isn’t on me.

That’s pretty much all I have to say about Knight’s Edge. Is there a cool idea here? Yes. But it can’t make it out from under the monetization. Also the controls sort of suck. Your actual agency to influence a given round often feels like playing a slot machine with the upgrade system.

But anyway, enough about Knight’s Edge. Let’s talk about…

Cross Duel

I’ve written about Yu-Gi-Oh mobile games before on this site. There are a surprising number of them. Their monetization ranges from “Something resembling reasonable” with Duel Links to “Its own category in a list of shitty business models” for Master Duel.

Anyway, Cross Duel manages to sit somewhere in the middle of trashy pricing, which is to say “Typical Gacha.” But we’re not here to talk about that. We’re here to talk about Cross Duel itself.

If you’re going “Wow, seems dynamic!” that’s because I stole this one from their app page, and Konami is better at marketing then whoever makes Knight’s Edge.

I think one of the most interesting things about Cross Duel is that it shares very little with Yu-Gi-Oh mechanically. While ideas like like Monster Cards and Trap Cards are present, it’s easy to see how Cross Duel could stand as a separate game, or even potentially as a legacy board game. The deckbuilding only allows 20 cards, and only 1 copy of any single card.

Cross Duel is a four player lane based game. Everyone draws a hand of cards, and simultaneously places them. At the end of the starting “Main Phase,” monsters move down their rows if they were in attack position, or stay put if they were in defense position.

While many of the terms sound similar to Yu-Gi-Oh, there are a lot of mechanical differences. For starters, while the game can end if one player manages to knock out 3 others, it also just ends after 8 rounds are played or if even a single player ends a round with zero life points remaining. In addition, everyone starts with a single “Special” card in their hand serves the role of a panic button or can be used to apply heavy pressure.

Those aren’t the only differences. Players gain life points when their monsters inflict damage to enemy players. Unlike normal Yu-Gi-Oh, this only happens when a monster hits an opponent directly, not when they just attack another attack position monster and win. Damage is also maintained between rounds, meaning that a powerful bomb card can quickly be chipped down by multiple weaker cards.

Anyway, the result of all these mechanical changes is that you can actually do decently in some games of Cross Duel without selling your kidneys. Often, the players with more powerful cards are forced to fight each other, instead of wasting resources to knock you out.

The game also has what seems like a fairly interesting system for playing around with card skills and abilities. Unfortunately, it’s locked behind the usual grind and bullshit, so I don’t have much to say about it other than it seems neat.

In Conclusion

I was going to close with “There’s no moral to today’s writeup.” But that’s wrong. There is a pretty clear moral: interesting game mechanics can be found everywhere. In every terrible prototype, or miserable whalebait app store installation, it’s possible to find something interesting or clever. Is worth going to try to find those mechanics? I mean, for most people? Probably not.

People who play games casually would rather just play good games. People who work on games would probably rather be making games than playing other designers’ terrible ones.

But I guess for me, someone I view as sitting in the middle, it can be interesting. Hell, at least it’s something to write about.

I hate Jaxis the Troublemaker

Usually when I hate a card in a card game, it’s because I hate playing against it. Jaxis is special because I hate playing her. Let’s back up a minute for a bit of context.

I’ve been doing streams on YouTube where I make Historic Brawl decks for MTGA. Specifically for every legendary creature in Streets of New Cappena. If you haven’t played Historic Brawl, the format is effectively paper magic’s commander format, with two differences. First, the card pool is limited to MTGA cards, obviously, but second you can use planeswalkers as commanders.

That’s not relevant to this discussion, though. No, this discussion is purely about Jaxis, and why I hate trying to play her as a commander.

So instead of continuing to rage and throw my matches, I’m going to quickly go over why I hate this card, and why I hate her as a commander.

So let’s start with the simplest one: She’s monocolor. Historic Brawl has a much smaller card pool than regular commander, and the easiest way to take advantage of her ability is copying cards with strong “Enter the Battlefield” abilities or strong “When this creature dies” abilities. But surprise, surprise, red doesn’t have a huge number of those abilities, and many of them are on higher costed creatures.

Being monocolor isn’t a death sentence, though. Magda, Brazen Outlaw is monocolor, and one of my favorite Historic Brawl commanders.

The second issue with Jaxis as a commander is speed. Jaxis is a 4 drop without haste. (Yes, you can blitz her, but ignore that for a moment; we’ll come back to it.) This means that the fastest she comes out is likely turn 3 off either treasure, or a mana rock. In addition, the fastest she’ll copy something is turn 4, but her activated ability costs mana, meaning even if you hit your drop you’ll only copy another 4 drop. In addition, since her ability can only be activated at sorcery speed, you can only do it on your own turn, and it’s only useful prior to combat in most situations.

Compare her to Magda for a second. Magda comes out on turn two, can generate a treasure on turn 3, and can immediately come back on turn 4 even if she gets removed. Magda also provides her ability to generate treasure with dwarf tribal the second she comes into play. A fast Jaxis doesn’t do anything until turn 4.

Now, some people here are going “Well, you’re completely ignoring her Blitz mechanic!” Okay fine.

Blitz is a good mechanic. I like it a lot in draft.

But its an absolutely terrible mechanic to put on a commander, and it becomes downright horrible on a mono-color commander with a limited card pool. There’s no easy way to dodge the sacrifice trigger, meaning that even if you blitz her in early, the second she dies, you’re not playing her again until turn 6. And her ability costing mana means even if you hold her, she costs 3 mana to make a copy of another creature.

But are highly costed cards unplayable? Hardly. Lets take a look at a card that isn’t in Arena, and is effectively just a better version of Jaxis.

Kiki-Jiki is effectively just a much better Jaxis. This is despite having a much worse stat line, and higher mana cost. So why is he better?

Well, there’s a bunch of reasons. Kiki-Jiki inherently has haste, meaning you can use him the second he comes into play. So Ii he resolves, he’s at least going to do something. Secondly, even though he doesn’t make you draw any cards, his activated ability doesn’t have any costs associated, so he can also copy a six drop.

And perhaps most important: YOU CAN USE HIS ABILITY WHENEVER YOU WANT. You’re not limited to sorcery speed activation, meaning that he can function offensively and defensively, and can be held until the needed moment.

So, in conclusion, here’s why I hate Jaxis in a nice list.

  • High mana cost, without immediate ability to have an impact on game state when played, meaning she can get removed without doing anything.
  • Blitz makes her useful at high speed, but as a commander, it mostly just makes her die super fast, and runs her cost far up past what a red deck can support
  • Small card pool limits ability to manipulate her blitz ability, or provide powerful targets to copy
  • Ability timing is highly conditional, making it only useful as an offensive tool, and relatively heavily costed when compared to equivalents.

I’m going to go do a stream with the deck I did make for her now, and just going to accept that I don’t have a good way to use this card.

Yu-Gi-Oh: Master Duel

So, for folks who’ve played Yu-Gi-Oh before, and are wondering if they should play Master Duel, here’s my opinion in brief: Yu-Gi-Oh Master Duel can be fun, but only to the extent that you play against other people with decks that function at a similar power level. I can’t speak to higher level decks, because I never made one. I spent a non-zero amount of time being thrashed by players who did make high level decks.

A big critical note: Master Duel is ALMOST ENTIRELY PvP. There are some small PvE sections of the game, but they effectively function as tutorials.

As far as being a digital implementation of the physical game, it seems to do a solid job. I have some problems with how it handles certain mechanics, and there’s also very little flare compared to something like Hearthstone, or Legends of Runeterra. When an opponent searches for a card from their deck and adds it to their hand, the game only shows you the card for a brief moment, instead of keeping it revealed. I hate this, as the game has something like 5000+ cards, and I have no idea what a large number of them do.

Finally, its in-game monetization is fucking awful. I don’t give a shit about some “f2p btw top ranked” motherfucker. The only difference between this game and a crackhead with a knife coming at you in an alley is that the second one is being more transparent in their desire to obtain everything in your wallet.

I’d write more about this, but I already did. Master Duel is #4 on my Least Favorite Game Business Models list.

I’m going to be honest. I don’t have much more to say on Yu-Gi-Oh that provides value in the form of a review. Modern Yu-Gi-Oh is an incredibly alien beast to me. Opening turns can go through what feels like half a player’s deck, only to have any advantage gained be destroyed by one or two cards. First turn kills from the second player are common. The game’s balance seems to rely on handtraps, cards that you discard from your hand to negate your opponent’s effects, and quickly recognizing your opponent’s deck archetype. Knowing their combos and how to interrupt them is just a critical skill as knowing how to play your own deck.

I played 40 hours of Master Duel, and this review is the best I can offer. I know that I enjoyed playing against my friends who also installed it. I know I wouldn’t recommend it to anyone as a “single player” game, which it effectively is in many ways. I don’t like it as much as Duel Links, which had a lot of PvE content. I enjoy some forms of competition in card games, but I don’t enjoy grinding ladder, and that’s primarily what Master Duel seemed to offer.

But hey, it was free*. If you still want to play it, you can grab it here.

*Free to get your ass repeatedly handed to you by Eldlich the Golden Lord, seriously, fuck that card, and that deck.