Aug 112013
 August 11, 2013  Posted by at 5:50 pm Forgotten Myths  Add comments

Here is full copy & paste from the email I received from the developer regarding to several of my quick questions related to this game.

Q. Turns
So I see this is basically phase based but in the end my understanding it you are trying to achieve Turn Based Play giving the chance to feel some counter (what I call dynamic interactive play) as in Magic’s Instant Cards.  Was this the main reason you came up with current phase alternating game play?  Is there or will their any way to counter opponent’s action when you don’t have the priority?
E.g. Opponent use Lightening Storm against my attack zone creature during his phase, can I react to it?  
As you noticed, the game is based on two main play phases, the first phase where you deploy attack cards and fortifications on the field, and the second phase where you play your effects (spells & enchantments) and card abilities. We feel that this setup allows for a lot of variety and deeper strategy.
Currently, we don’t have any instant effects that can interfere an opponent’s action like in Magic. However, we have two other mechanics that add some flavor to the game. The first one is alternating turns, where player A leads and player B follows in one turn, and then player B leads and now player A follows the next turn. This alternating structure forms a lead-react strategy during the game, on top of your deck strategy. The second mechanic is one that we are implementing at the moment, that is trap or interfere type of cards. A player will be able to play these cards, face down, and the cards will simply interfere or counter your opponent’s actions during his/her turn, allowing us to bring a glimpse of the dynamic interactive play without making the game feel a lot like Magic the Gathering.
Q. Cost
At the quick glance, the game has pretty generous price scheme and perhaps may match with the cheapest I have seen so far, which is Shadow Era with you can essentially purchase a regular booster pack for 75 cents, and you even offer rare pack (and of course bulk Emeralds discount further reduce the price).  How much do you think would cost to complete entire playset?
Yes, booster and deck prices are relatively low compared to other dTCGs. The main reason for that is, we don’t want to sell boosters ultimately. We are planning on adding new tables that go with every faction, new cities to be unlocked (both with game play and with premium currency) and many other customized objects in the game. Boosters and packs are just one of the elements that can be purchased in the game, although not our main revenue focus. As a result, we see no harm in lowering the prices of boosters and packs.
As I’m writing this e-mail, we are  preparing to release our next update, which will bring a more complete marketplace in the game, allowing players to buy any specific common or uncommon card for a very affordable gold (free in-game currency) price. And an auction house that will allow for card trades or sales between the players. With this new addition, I think $25 will be enough to complete the current set. Still the booster draws are random, so it may take slightly more or slightly less for different players. 🙂
Q. Expansion
Looking at the card list you had given me, there are currently 154 cards available including Energy cards.  What the plan for expansion?  How often, how many cards?  Are you planning to add more factions/colors or will it adding more card to each existing faction style?
We are currently working on our next expansion set as we speak. This will introduce 2 new factions to the game and one of those factions is almost ready to be implemented in the game. We will also add new cards to the existing factions, and the first expansion will bring the total number of cards to 300. We also have some multi-color cards that are being added, to increase variety in deck building and strategy. We will add more neutral cards as well, and we will also introduce a 6th faction later on that will act as a factionless faction, going together with every color or its own.
Frequency and number wise, we are planning to add a new expansion every 3 months or so, adding about 100 cards. In between the expansions, we will also be introducing promo cards, some seasonal and holiday cards, and a few mini sets that consist of about 10 cards.
Q. Card Draw
I noticed the cards are always drawn so my hand is constantly at 5.  This seems to decrease hand restriction that many TCG suffers as the game proceed in particular with those games with resource dedicated card/sacrifice card.  So if the game’s mechanics is to keep your hand always at minimum of 5, I think it’s a great approach.  Is this correct, and the reason for this decision is indeed to avoid people getting screwed turn after turn due to pure luck of draw?
The draw mechanic in Forgotten Myths is I think unique to itself, a draw 1 mechanic if you have 5 or more cards in your hand, and a draw to 5 mechanic if you have less. This has two implications, one is the incentive to dump your hand faster to draw more cards, and the second is -like you mentioned- that it decreases hand restrictions. Coupled with this mechanic, we will also have cards with draw abilities to further increase your card draws (i.e. a new card in the expansion will allow you to “Draw 1 extra card every turn.” so the mechanic will act as “Draw 2” if you have 5 cards, and “Draw to 6” if you have less.). Overall, we think this hybrid system allows for fast paced, action packed games instead of restricted and slow games.
Q. Energy Card
I am assuming multifaction deck is allowed in this game.  I am all for the idea more card type as it gives potential growth in the future. What was the reason of including energy card i.e. resource dedicated card type yet these are not color bound?  Also I see there are cards that gives 2 or 3 energies with a single card.  Are their restriction on those card how many you can include?  Otherwise, it is obvious that the players who can afford to purchase/acquire +3 will just use all +3 and becomes no place for +1 unless you are beginner who just don’t have them.
The energy card is simply a reinterpretation of Magic’s land cards. Currently we have three different energy cards. Basic energy card gives you 1 energy, the intermediate card gives you 2 energy, and the epic energy card gives you 3 energy. Now I should first say that, the 3 Energy card, since it is epic, has a maximum 2 copies limit in any deck. Therefore the difference between the paying players and any player is only 2 energy difference per deck total. This can only create a significant effect if the paying player were to draw these 2 epic energy cards at the beginning of the match, giving him/her a slight edge up front.
Currently, most of our players have decks with a complete set of 2 Energy cards. These cards are given as level up rewards, so a level 10 player will have enough energy cards to create a competitive deck. (And unlike other games, getting to level 10 is very easy in Forgotten Myths.) On top of that, we have energy packs that give these 3 Energy and 2 Energy cards for 15 Emeralds. We have 2 daily quests, and several other singleplayer quests that reward Emeralds, so even for the non-paying player, these packs are affordable.
The idea behind these energy cards is to increase the chance of a low-level player to beat a high-level player by a better energy/deck size ratio, and luck of the draw. Most TCGs avoid randomness, but we feel that it introduces a more competitive environment in our game.
Q. Foreign language Support
I host several TCG related blogs but main two are I love dTCG and Japanese dTCG blogs.  So for the latter guys, I have to always ask this question.  Is there any plan for other language support in particular Japanese in the future?
Currently, the game is still very early in its beta phase, and we have a lot of features to add. We have a very small team of indie developers, so it may take some time for us to get there.
But the good news is, we love this game, and we are working extremely hard on it. And yes, in its full-fledged form, we plan for Forgotten Myths to have full language support for different countries around the world.
Q. What do you think make your game unique or appealing to the future potential players?   
TCGs are mostly gateways to other worlds, there is a fantasy world out there, and players engage with that world only through the cards they play with. Most TCGs therefore do not offer a real world that the players can interact with. We are trying to become the first TCG to offer a complete fantasy world, with living cities, characters (NPCs) and environments. (Cryptozoic is also doing an extremely good job on this front with Hex. 🙂 This is of course an ongoing process and it is our ultimate ambition. The only way to get there is to establish a solid community and develop things step by step. Doma City (3D scene in our game) was the first step towards this goal, and we will be adding more and more as we go along. This I think is the biggest difference and the unique aspect of Forgotten Myths.
Q. Anything else you like to tell my blog visitors?
I just want people to know that we love what we do here at Anhcora Games, we really love Forgotten Myths, and we enjoy every second we spend with our players. Your visitors are more than welcome to join the daily Dev Hour and chat with the community and with us. 🙂
I don’t know if many of these information are already known to the current players, but developer team member certainly took a fair time to respond to my questions and essentially gave several future addition plans including trap card, addition of new factions including multicolor card, and faction less cards.
If you are still looking for some dTCG to play, there is nothing to lose with this so I say give a try.  Even though it is in beta stage, this game is open to public and you can even play it on your mobile devices.

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