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« on: February 09, 2012, 08:27:58 pm »
So I noted that the goal of the interview is pretty much to look at marketing possibilities and choosing an unsatisfied interviewee is not such a failure in that. As an interview that should be published, like a review on the game, the interviewee is not the most informed person. But it was not the goal to review the game. Still I do understand people here, that do not like the interview, because publishing it online, without any other statements and no comment from the developers of the game in question, makes it something like a review and not the most positive on that.
Anyway regarding the interview, it shows pretty much, that elements has the same weaknesses that MtG has since its beginnings. They are pretty much one-dimensional games, which does not mean that they are bad, but their shallow learning curves make them popular for many players. Magic has managed to incorporate different strategies into an overall simple game mechanic (I am not up to date, what combos are dominating the game right now), but always had to nerf, ban or restrict cards. The good thing about an online game is, that these nerfs immediately apply to every player and cannot be argued about. Elements does use this strength in an exemplary fashion, also looking at the active community here.
So I rummaged a bit around on your page, not enough to get into the game mechanics but to understand the intention. Your statement that the game should benefit from the game mechanic problems of previous games, for me that is just common sense. Your also state that the concept of MtG is pretty much the only way a CCG can work, one can argue that point, especially since there are games out there with totally different goals, that offer different win conditions and that sometimes not even rely on combat. Don't know if you remember Mythos, Shadowrun and my alltime favourite (before Wizards bought it and the Olympic Comittee sued it) L5R (and in its follow Burning Sands and Deadlands).
I liked that you mentioned Vampire(Jyhad):The Eternal Struggle, which I remember fondly (especially since after its second cancellation, some US seller found out, that the Copyright of the Jyhad name was only for the US and sold displays for 30$ a pop to our favourite local gamestore). What you forgot, that here the energy is also the life of the player. The mechanic to always have a full hand was arguably one of the strengths of the game.