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Design Log: Stardate 07.11.2002

The "Next Generation" of Star Trek CCG

No, not Star Trek: The Next Generation CCG (that was the game's original title, before First Contact, Deep Spave Nine, and more entered the mix). Star Trek CCG is going to have its own "next generation," in the form of a Second Edition game!

I tracked down TCG Designers Evan Lorentz and Brad DeFruiter to find out more. For starters, why second edition? Why not just make more expansions of the game as it is now?

"You know how complex the current game is," says Evan. And well I should know it, intensely aware as I am of the relentless bloating of the Glossary and Current Rulings as players demand more detailed explanations of so many aspects of the game. We've heard from many sources how too many players are dropping the game because of the complexity, and how potential new players are put off by the enormous rules overhead required to play anything more than a casual pickup game. Not to mention the huge number of exisitng cards which a new player may feel are necessary to play.

Because of these trends, says Evan, "Releasing another product without changing anything just isn't possible. This is something new: a way for new players to try Star Trek CCG, for former players to come back to the fold, while simplifying the game for existing players who just can't keep up with the rules."

But will it still feel like Star Trek CCG? "A lot of second edition will be quite familiar – you'll still put people on ships, move through the galaxy, attempt missions, overcome dilemmas." So... what's changing? The specifics are still very much in developmental stages, but Evan and Brad relate the basic plan of attack on several fronts.

For one thing, Evan has gone over the entire Glossary and Current Rulings with a fine-tooth comb, looking for entries that are too long and cumbersome, especially when they serve to clarify only one or two cards. Nasty job, that – a couple of weeks ago, when he'd gotten as far as the "L's", he told me, "I have a headache by about 10:30 every day." Thankfully, he's finished now, having generated a huge list of concepts that can be revised, simplified, or summarily eliminated.

At the same time, Brad was reviewing individual cards, page by 9-pocket page, looking for the ones that were confusing, too powerful, or too weak, or that utilized concepts that the designers had agreed could be eliminated. It wasn't all negative, either; another goal was to identify the best cards, the ones that provided the most interaction and strategic options. A third focus was the evaluation of feedback, from players, volunteers, magazine reviews, and other sources, to determine what there was about Star Trek CCG that makes learning or staying with the game difficult.

So what conclusions did they draw from all this? What do they see as the "problem areas" to be addressed? Topping the list are too many card types (what's the real difference between events, objectives, and incidents, anyway?), too many "free" cards, too much front-end time (seed phase, building up crew, etc.) before getting to the "meaty" gameplay of mission attempts, too many rules that support only one or two cards (such as Borg timeline disruption), and too many affiliations. ("We're thinking of cutting down to just one affiliation – Romulans," says Brad, giving me a thril before I realize he's just kidding. Darn it.) Whew! Even in summary, that's a big list.

In addressing the problem areas, they'll be pinpointing the First Edition cards and concepts that can work (most likely with some modifications) in the Second Edition framework; from those, they'll select cards for reprinting with more standardized (and less confusing) terminology, potentially modified game text, and probably, mostly new images. (Not all the cards in Second Edition Premiere will be reprints, of course, but if you've got a wheel that works pretty well, there's no reason to completely reinvent it.) I'm curious about the potential for modified game text, so Evan gives me a hypotheical example: "Suppose we wanted to keep the concept of 'Lower Decks' but thought it was too strong. We could change the attribute boosts from +2 to +1." Same concept, slightly different implementation.

So, will there be any compatibility with First Edition? "Yes, cards in Second Edition that are determined to be compatible with First Edition gameplay will be marked in some way (probably an icon) to indicate that they can be used in the First Edition environment." This means of course that the card backs will be identical to existing Star Trek CCG cards. And what about those broken links still awaiting closure? You did promise to fix them..."And we will – with backwards-compatible Second Edition cards." In other words, the fabled Time-Pod Ring will need to work in both environments.

My last question – for now – is, of course, when? "We're simply not far enough along in development yet to have any kind of timetable," says TCG Studio DirectorTim Ellington. "But Second Edition premiere will be the next Star Trek CCG product." He assures me that I'll be able to give you more details, about both the design and the schedule, in future design logs.

Now, if you'll excuse me, I need to go lobby for a new Major Rakal card.

Kathy McCracken
Major Rakal
Star Trek Intelligence Officer

July 11, 2002

Related link:
Decipher Announces Its Next Move for the Star Trek CCG Universe

 

 
 

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