I was reading a random article about Magic the Gathering over at Star City Games, and this got me thinking:
"Instant spells and abilities that can be played as instants are faster and more clever because they can be played during nearly all phases of the game no matter who’s turn it is. This is hugely powerful, giving you access to more information and the ability to outplay your opponent on more fields of battle - and, conversely, it allows for you to make more mistakes too."
Two of the things that I really like about Magic as a game are Instants and Engines. Instants are basically spells you can play whenever you want (assuming you have free magical resources) which allows for counter spells, temporary buffs, minor damage spells, and other "responses." They make the game more interactive. Even during your turn, I can respond to your actions. If you attack me, I can turn your brutish elemental into a snake or a sheep. If you fireball me, I can deflect it back into your face. My hand full of cards is a hand full of potential, and you actually care what I'm doing at all times. Interaction is fun.
A lot of games really don't do this well. Other people's turns tend to bore others to tears. I've played a few games of Axis and Allies where I ran out of things to read at the player's house. Sure there were splashes of color when combat happened, but random dice rolls aren't really that interesting after a bit. Some games try to completely kill player interaction or control it to avoid problems. I love Iron Dragon (Rail Empires), but I have as much fun playing an almost solitaire version on my computer (against a sometimes stupid computer opponent) as playing with other players. I can't take extra loads of supplies and dump them. I can't make alliances concerning track use. I can't create track monopolies entering cities. There is no meaningful interaction, so basically it is just a single player resource game where players compare scores at the end.
The standard definition of an "engine" in Magic is a combo that allows for some crazy abuse of resource management. Infinite mana. Infinite life. Infinite creatures. Infinite damage. Infinite card draw. Etc. I tend to go with a more broad definition. The "engine" is the interaction between cards, and combo that is more benificial than its individual parts is an engine. Engines create interaction between individual resources and such. They make the game more fun.
For example, the properties of the same color in monopoly can be seen as "engine" pieces. Owning the two or three properties of a color are much better than owning several disjointed properties. There is an incentive for you to collect them, and an incentive to prevent other players from getting them. Making and breaking engines create conflict and interaction.
"Instant spells and abilities that can be played as instants are faster and more clever because they can be played during nearly all phases of the game no matter who’s turn it is. This is hugely powerful, giving you access to more information and the ability to outplay your opponent on more fields of battle - and, conversely, it allows for you to make more mistakes too."
Two of the things that I really like about Magic as a game are Instants and Engines. Instants are basically spells you can play whenever you want (assuming you have free magical resources) which allows for counter spells, temporary buffs, minor damage spells, and other "responses." They make the game more interactive. Even during your turn, I can respond to your actions. If you attack me, I can turn your brutish elemental into a snake or a sheep. If you fireball me, I can deflect it back into your face. My hand full of cards is a hand full of potential, and you actually care what I'm doing at all times. Interaction is fun.
A lot of games really don't do this well. Other people's turns tend to bore others to tears. I've played a few games of Axis and Allies where I ran out of things to read at the player's house. Sure there were splashes of color when combat happened, but random dice rolls aren't really that interesting after a bit. Some games try to completely kill player interaction or control it to avoid problems. I love Iron Dragon (Rail Empires), but I have as much fun playing an almost solitaire version on my computer (against a sometimes stupid computer opponent) as playing with other players. I can't take extra loads of supplies and dump them. I can't make alliances concerning track use. I can't create track monopolies entering cities. There is no meaningful interaction, so basically it is just a single player resource game where players compare scores at the end.
The standard definition of an "engine" in Magic is a combo that allows for some crazy abuse of resource management. Infinite mana. Infinite life. Infinite creatures. Infinite damage. Infinite card draw. Etc. I tend to go with a more broad definition. The "engine" is the interaction between cards, and combo that is more benificial than its individual parts is an engine. Engines create interaction between individual resources and such. They make the game more fun.
For example, the properties of the same color in monopoly can be seen as "engine" pieces. Owning the two or three properties of a color are much better than owning several disjointed properties. There is an incentive for you to collect them, and an incentive to prevent other players from getting them. Making and breaking engines create conflict and interaction.
