Flopfoot wrote:
Magic players aren't lazy. Magic is already a hard game compared to most other games. Magic has over ten thousand cards, over fifty mechanics, and seven game zones. Super Mario Brothers has four controls and you can see in a 150 pixel radius from your character.
Anyway, the game sometimes has to remove things to keep complexity creep in check. Here's some quotes from Maro - he's talking about the removal of mana burn, but could just as easily be talking about graveyard order.
But Magic is an awesome game. How would we ever stop attracting new players? The answer is what I consider to be the biggest danger to the game: complexity creep. Let me explain. The game keeps evolving. As it does so, it continues to add new elements to the game. Complexity can only grow. Here's the problem: The entry to the game is always the same. The beginner knows nothing. They have to make the jump from knowing nothing to knowing enough to play. But that line, "knowing enough to play," is a moving target. As the game gains in complexity, the line goes up. At some point the differential is too high and not enough new players can make the jump.
But things rotate out, you say. If a beginner sticks to Standard, then the vast majority of the game's complexity is hidden away where they won't see it. Ah, but here is the problem. New things drift from expansions to base sets. Some things even become evergreen, meaning they start appearing in every set. Inertia pushes the line up.
How does R&D fight this? How do we keep the line within the appropriate range? The answer is twofold. First, we make the best use of intuition that we can. Second, we remove things.
... This brings us to R&D's only other option, removing things. This is not something we do lightly, but it is something that has to be done. If we allow the game to add things, we also must allow it to remove things as well. Multicolor cards, legendary permanents, cantrips, numerous creature keywords, equipment, race/class, hybrid mana, planeswalkers—these are all things available to a designer for any set he or she designs, none of which existed in Alpha. The game has notched up considerably in complexity over the last sixteen years. What has been removed to keep the balance?
I find it interesting that whenever we remove something the common cliché for it is "R&D's dumbing down the game," yet adding new things to Magic is "business as usual." These forces are inexorably linked. If you want the latter, you have to accept the former. This is why R&D doesn't worry about lesseninog the complexity of the game. Inertia is pushing hard in the opposite direction. Until we start removing more things than we add, the complexity level isn't going down.
The number one reason mana burn was removed was that it could be. It happened infrequently and it stood relatively independent from other aspects of the game. To use a game metaphor, if Magic is Jenga, mana burn was that loose piece sitting high up in the middle, the one you take out early because you know it won't topple the whole tower.
Here's a different way to think of it. What if I assigned you the reader the following task (think of it as fodder for this article's thread): you have to remove a rule from the game for Magic 2010. Your goal is to have the least impact you can on the game, but you have to remove a rule that has some effect on game play. What do you choose? You, like R&D, do not have the luxury to say nothing.
Maro is a horrible author and has bad opinions on Magic generally.