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Design Log
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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