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0:04
Greetings listeners and welcome
0:06
to to episode 301 of the Game
0:08
of Roundtable. I'm I'm tabletop
0:11
game designer Dirk joined joined
0:13
today by my co -host
0:15
digital game designer David Heron, and
0:17
returning guest Justin to talk talk
0:19
about his company, Stone Blade
0:21
Entertainment and their game Sulforge Fusion. Before
0:23
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1:00
Now, on the show. show. Justin,
1:03
it's great to have you on the show again. you on the
1:05
show is my absolute pleasure to be
1:07
back. pleasure to be it's been more years
1:09
than I want want to admit I get older and
1:12
get older and older. happened in lot
1:14
has happened in that time, Justin. a
1:16
You been doing a ton of stuff.
1:18
So to us up to speed about
1:20
all the things you've been doing
1:22
in the game design world. Yeah,
1:24
I'm trying to remember exactly how many years
1:26
it's been, because it's been, has been because it's a
1:28
lot of things. of things. It's It's I'm as I'm
1:30
in it, I don't feel like. a lot It's
1:32
a lot because I'm just in it.
1:34
and I kind of, every time I zoom back
1:36
and I'm like, oh wow, yeah, cool. Did that
1:39
too? that too? that too? too? Did that too? Did
1:41
So I'll just kind of work backwards
1:43
from today and maybe you can stop
1:45
me when it gets boring gets heard this
1:47
before. heard this before. So the thing that's thing that's been
1:49
most exciting most recently is
1:51
the launch of of soul forge which
1:53
for anybody watching the video,
1:55
I've got as my background here.
1:57
I've got is my The value of of
2:00
a game back to life. Now, just to
2:02
give the history of Solfor, because I'm pretty
2:04
sure I talked about Solfor's last time, I
2:07
was on here, this is the game I
2:09
collaborated on with Richard Garfield for the first
2:11
time back in 2011. And this was like
2:13
the dream come true project for me, you
2:15
know, the guy that created Magic Gathering, the
2:17
game that dictated the course of my life,
2:20
changed everything about my entire existence. Now we
2:22
have to work together and collaborate and was
2:24
the first version of a TCG designed natively
2:26
for mobile and digital, right? We had cards
2:28
that leveled up as they played. We had,
2:30
you know, a screen that only had five
2:33
cards in hand, five liens of combat. It
2:35
was a really fun combination between what I'm
2:37
known for as kind of deck building games
2:39
where you're building your deck as you go
2:41
and kind of the TCT model. Well,
2:44
we've launched a crowdfunding, we launched that game,
2:46
we ran it for several years, but eventually
2:48
we had to shut it down. And I
2:50
have always wanted to find a way to
2:52
bring it back. And Richard and I were
2:54
able to find a way to do that.
2:56
And actually, Richard gave me the spark when
2:58
he created a game called Key Forge. Now,
3:00
why he named another game. Also with the
3:02
forge logo, I don't know, that's not on
3:05
me. But the idea that you could make
3:07
an algorithmically digitally printed set of cards was
3:09
really cool to me, right? Because again, it's
3:11
a pro player, right? I started playing professionally
3:13
back in, well, again, now we're talking about
3:15
getting old dating ourselves, right? I won the
3:17
US National Championships in 97. Now, when I
3:19
did that, this is the early days of
3:21
the internet, I brought a homebrew deck. I
3:23
didn't know anything about a medi game. I
3:25
didn't know anything about all other people were
3:27
playing. I just brought my homebrew deck and
3:29
brought it into the game and was able
3:32
to win. That never happens anymore. Like, I
3:34
mean, it is, like, the environment is figured
3:36
out within a few days before hand, and
3:38
was able to win. That never happens anymore,
3:40
right? Like, I mean, And the idea that
3:42
you could make one-of-a-kind decks that would solve
3:44
that problem, but force you to play with
3:46
the deck that you had, and if Doctor
3:48
Strategy, what you had, was fascinating to me.
3:50
And so I asked them a million questions
3:52
about Keyforch, and I realized that wasn't quite
3:54
the vision that I wanted to be because
3:56
I still wanted some ability to customize. I
3:59
still wanted some leveraging of what the technology
4:01
could do for digitally printed cards, right? Because
4:03
Key Forge used the tech of having a,
4:05
you know, your normal set of TCG cards
4:07
typically, like the set one was like 300
4:09
something cards, and it would just algorithmally build
4:11
you a deck, but it wouldn't do anything
4:13
fancy to the cards. And I was like,
4:15
well, okay, we can do wait more than
4:17
that. And so a full. And so our
4:19
first step of our release had over 20,000
4:21
unique possible cards and more deck permutations than
4:23
Adams in the universe. And so that's a
4:26
fun, you know, marketing slogan, but it's also
4:28
just a really great way that means every
4:30
single pack you open, that means every single
4:32
pack you open, you know, every single pack
4:34
you open, you know, every single pack you
4:36
open, you know, every single pack you open,
4:38
you know, every single pack you open, you
4:40
know, Now, I've realized over the years, this
4:42
is something that the age gives you perspective,
4:44
is that I seem to be a glutton
4:46
for punishment. I'm never willing to just kind
4:48
of make something easy. So evolving that technology
4:50
and that digital printing technology wasn't enough. We
4:53
also made sure that every deck came to
4:55
QR code that you could scan it through
4:57
online account, and we built a digital game
4:59
that plays one to one with your collection.
5:01
So unlike games like Magic Arena, where you
5:03
have to buy your collection separately and then
5:05
buy another one on table, tabletop, you could
5:07
have one collection scanned it in to your
5:09
digital account, you could also buy things natively
5:11
digital, and next year we'll have the ability,
5:13
if you want to print your digitally purchased
5:15
stuff and print on demand in order, you'll
5:17
be able to have that too. layer on
5:20
top of that, I wanted people to be
5:22
able to also trade things digitally the same
5:24
way they could trade things physically. And so
5:26
we added in, we connected it to the
5:28
Solana blockchain to allow you if you want
5:30
to, totally often, I know people have mixed
5:32
feelings about way of three in the tabletop
5:34
space and the gaming space, but you can
5:36
choose to turn your decks into NFTs and
5:38
trade them digitally exactly as you would hand
5:40
a physical deck to somebody. And so we
5:42
built that whole thing, we just launched it
5:45
very recently, physical version released in October 2022,
5:47
the digital version released for free, anybody can
5:49
play it if they want on steam, and
5:51
we did the first version in April, and
5:53
then we just launched that trading functionality in
5:55
September, so just a month ago from where
5:57
we're talking. So that has been. a massive
5:59
project taking mountains of effort and teams and
6:01
tons of and a great community and so
6:03
that that is like the big big meaty
6:05
thing that has has taken a lot of
6:07
space. That's just one project I have a
6:09
lot of other talk about but I'll pause
6:12
there since I've been rambling for a while.
6:14
Well, no, pause there, not because of rambling,
6:16
but because, boy, there's a lot of meat
6:18
on the bone, just in talking about Soul
6:20
Forge Fusion. Start with sort of the last
6:22
thing you talked about. So purchasing cards, trading,
6:24
blockchain, talk more about that. How do you
6:26
make that work? Yeah, so the way that
6:28
we built Sall Ford Fusion was always like,
6:30
we wanted to make it take the best.
6:32
And I have been, I have been biting
6:34
at this Apple for many, many years. One
6:36
of our advisors on the project is Jordan
6:39
Weisman, creator of Shadow Run, creator of Shadow
6:41
Run, creator of Shadow Run, creator of Shadow
6:43
Run, creator of Shadow Run, creator of Shadow
6:45
Run, creator of Shadow Run, the project is
6:47
Jordan Wisman, creator of Shadow Run, creator of
6:49
Shadow Run, it's not where it's not just
6:51
like a gimmick, like a gimmick, like a
6:53
gimmick, it's not just like, it's not just
6:55
like, like, like, like, like, like, like, like,
6:57
like, like, like, like, like, like, like, like,
6:59
like, like, like, like, like, like, like, like,
7:01
like, like, like, like, like, like, like, like,
7:03
like, like, like, like, like, like, like, like,
7:06
like, like, like, like And so from the
7:08
beginning I wanted it to be like, look,
7:10
I have a physical deck, I own a
7:12
physical deck, if I want to behave without
7:14
paying attention to the digital side, I can
7:16
totally do that. But I want the digital
7:18
side to be an enhancement, right? The problems
7:20
of the physical game space, especially with collectible
7:22
games, I need to have a physical game
7:24
space, especially with collectible games, I need to
7:26
have enough people to play games, right? I
7:28
have a global community that can do that.
7:30
And I can, you know, even if I
7:33
have a couple of friends locally, I can
7:35
play with, then I can play digitally. But
7:37
the way it works is I scan my
7:39
deck into my online account and if I
7:41
want to play in a tournament, the deck
7:43
has to be in my digital account. That's
7:45
how we track your scores and the decks
7:47
themselves can actually level up through tournament play
7:49
and earn experience and stuff. is also cool
7:51
and something you can't really do in a
7:53
normal TCG, because this is your deck, there's
7:55
no other one like it. But if I
7:57
want to trade the deck to you, then
8:00
what I do is I unlock the deck
8:02
for my digital account, which you can just
8:04
do in your settings, and then I hand
8:06
you the physical deck and you scan the
8:08
physical deck back into your account, you lock
8:10
it in your account, and then it's yours.
8:12
And so I was like, okay, well, why
8:14
can't I just do that digitally? And that's
8:16
exactly where there's no reason. Well, I'll give
8:18
you the reason that to try to do
8:20
it, because a lot of people ask the
8:22
question, and I think it's fair, I ask
8:24
the same question, like, why block team? Why
8:27
do we care? To try to make that
8:29
happen on our own private servers, like a
8:31
traditional thing, is both incredibly expensive, and there's
8:33
a lot of like challenging regulations around it,
8:35
and like, like, like, it leads to an
8:37
enormous amount of problems. But by using the
8:39
blockchain, we were able to build a system
8:41
that lets people do exactly the same thing
8:43
as they do with their physical deck. So
8:45
instead of, if I have a digital deck
8:47
of my account, I can unlock it as
8:49
an NFT, which I put it into my
8:51
digital wallet, I can sell it to you,
8:54
trade it to you, put it on an
8:56
exchange to Magic Eden, then where we now
8:58
have a whole marketplace, and you can then
9:00
put it in your account, lock it to
9:02
your account, and then play it just like
9:04
normal. And that was important to me to
9:06
make it both understandable because I'll be honest
9:08
with you. I've been in the space for
9:10
a while and a lot of this blockchain
9:12
stuff is pretty confusing and feels kind of
9:14
scamming and I wanted to just feel like
9:16
the thing that felt natural there. And then
9:18
there's layers on top of that that I'm
9:21
excited to build too, which I can talk
9:23
about where I do think that there's that's
9:25
the simple. version of blockchain that I think
9:27
is like kind of the no-brainer anybody that
9:29
plays a collectible game should appreciate this value
9:31
it's not trying to shoehorn a system into
9:33
something that doesn't make sense like the fact
9:35
that I own my digital my collectible cards
9:37
that I can sell them if I want
9:39
to that I can you know trade them
9:41
by them whatever that's the way it should
9:43
be and so that's what the blockchain allows
9:45
there and then I do think there are
9:48
more interesting things you could do with blockchain
9:50
you could do with blockchain you could do
9:52
with blockchain these NFTs, or we have our
9:54
own kind of token that lets you mint
9:56
the NFTs, that you will actually get a
9:58
say in what the future of organized play
10:00
and events and community building looks like. And
10:02
I'll give an example of why I think
10:04
about, I think this is important. With Magic
10:06
the Gathering, right, the, everybody now knows commander
10:08
format, most popular format, people play, but Wizards
10:10
of the Coast resisted commander for many, many,
10:12
many, many years. It was an unofficial format.
10:15
They didn't want people playing it. They didn't
10:17
support it. They didn't do anything. It took
10:19
a long time, like a decade. before they
10:21
finally realize like the players like batting down
10:23
the door like saying hey this is what
10:25
we want this is what really play matters
10:27
and I think that's crazy right and so
10:29
players know best in terms of what the
10:31
what kinds of ways they want to play
10:33
what kinds of environments they want to have
10:35
what you know in digital gaming terms kinds
10:37
of mods or tournaments or events or formats
10:39
all that stuff right and so I think
10:42
players should have a say in that and
10:44
so we'll be using some of the web
10:46
three elements to let players to let players
10:48
vote and decide what types of things to
10:50
do. Now, that's an important distinction from letting
10:52
players make game design decisions. And this is
10:54
one of the things I think other games
10:56
that have done as a main mistake, because
10:58
I think game design is a craft. It's
11:00
a skill that you hone over many, many
11:02
years. And I don't think players, I think
11:04
if you gave players everything they say they
11:06
want in a game, it will be a
11:09
minimal play experience. So that part, we're going
11:11
to retain centralized control of, but I do
11:13
think there's a lot of ways to make
11:15
players really feel like they. Because when you
11:17
build a collectible game, right, I mean, I'm,
11:19
again, I'm speaking from experience, like, it becomes
11:21
a part of your identity, right? I was,
11:23
I have a magic player. Like, that's who
11:25
I was, how I made my core friend.
11:27
It's became a part of who, you know,
11:29
everything about me. And if you're going to
11:31
be like, whether it be salt for fusion
11:33
or any of salt for fusion or any
11:36
of the other games that other games that
11:38
other games that are out there, or any
11:40
of the other games that are out there,
11:42
I want you to feel that sense of
11:44
ownership and I want you to have some
11:46
real ownership, like not just words. And I
11:48
think that's one of the things that the
11:50
promise of the blockchain allows that I'm eager
11:52
to explore. And again, I want to make
11:54
it very clear like 100% of this is
11:56
often nobody's forced to do it. You can
11:58
play the game physically without ever touching the
12:00
blockhand. if you, everything kind of merges together
12:03
to create what I hope is a best
12:05
of all world's experience for players. I've
12:08
got a ton of questions, but
12:10
David, I want to make sure
12:13
you have just a job. Yeah,
12:15
I'm actually interested in the, in
12:17
the, the resurrecting part. Like the
12:19
game, original Soul Forge came down
12:21
from sure a number of different
12:23
reasons and you wanted to, to,
12:25
to bring about it, like, what's
12:27
clearly something had to change and
12:29
we've talked a little bit a
12:31
bit a little bit about what
12:33
it is, but like, from like,
12:35
your, perspective on like
12:38
entering into this project of
12:40
like we're going to try
12:42
again, what did you think
12:44
was sort of worth reinvesting
12:46
in? And what did you
12:48
see that sort of indicated
12:50
that like the direction that
12:52
you're taking makes this like
12:54
second swing worthwhile? Yeah,
12:56
it's a great question, some meatiness to the
12:59
answer, both business strategy, game design strategy, and
13:01
personal psychology. They all play it. I'll be
13:03
honest, because listen, I've made a lot of
13:05
games over the years. I've honestly lost count
13:08
of the number of games I've made over
13:10
the years. I love making games. And several
13:12
games I've made have gone out of print.
13:14
And that sucks. You're not great. But when
13:17
a game was out of print, if you
13:19
bought that game, you still have it. You
13:21
still can play it. You still can do
13:23
everything that you want with that game. And
13:26
that's cool. Like, you know, I don't make
13:28
any more of it, but it's still yours.
13:30
You still have it. It's still yours. You
13:32
still have it. And it's still yours. You
13:35
still have it. It's if I want to.
13:37
For the first time ever in my career.
13:39
When we shut the Salford servers down, it
13:41
was gone. Everybody's collection is gone. The entire
13:44
community destroyed. The entire like people who invested
13:46
lots of money, lots of time, again, it
13:48
becomes part of your identity. It becomes like,
13:50
you know, people got like tattoos of our
13:53
characters. Like it's like legit stuff. And it's
13:55
gone. And that was like. was literally the
13:57
most painful thing they were having. I mean,
13:59
I almost bankrupted my company, like, trying to
14:02
keep it alive for a way for them
14:04
was reasonable. And so I, and I had
14:06
to do a lot of soul searching into
14:08
like, why did that go the way away?
14:11
And there's a lot of factors that come
14:13
into play, right? I was never built a
14:15
digital team and digital game before that, right?
14:17
I was doing it. I was just. I
14:20
thought I was like, arrogant, I'll give you
14:22
that. I thought I could do it. And
14:24
again, a little bit of like, arrogance or
14:26
putspah, as I like to put it, is
14:29
like, you need it. If you're gonna be
14:31
an entrepreneur, if you're gonna try to make
14:33
something new, you gotta believe in yourself. And
14:35
we made, and we made, and we made
14:38
several mistakes along the way. And we made,
14:40
and we made several mistakes along the way,
14:42
I think, and we made several mistakes along
14:44
the way, and we made several mistakes along,
14:47
we made several mistakes along, we made several
14:49
mistakes along, we made several mistakes along, we
14:51
made several mistakes along, I mean, And we
14:53
set our goal at $250,000. And this is
14:56
back in the early days of Kickstarter. And
14:58
we crushed that goal. We got almost $500,000.
15:00
I'm like, great. We did it. We crushed
15:02
it. This is we're amazing. You know what
15:05
it cost me to build that game? three,
15:07
I don't know. Three, I was going to
15:09
say three, four, three, four probably to keep
15:11
it right. Exactly. As long as you did,
15:14
it probably had like another burn rate of
15:16
at least 10 20K a month, like. Yep.
15:18
It was, it was massive. Exactly. And I
15:20
didn't, I've, that's the level of like ignorance
15:23
I had at the time. Sure. I think
15:25
you're, you're not alone in that. I think
15:27
it's a, it's a, it surprises people. how
15:29
much and so then and then when we
15:32
you know we had some great early traction
15:34
and then like you know blizzard launched hearstone
15:36
and they had spent you know eight million
15:38
dollars building their game and then another two
15:41
million dollars launching and marketing it and like
15:43
here we don't and we just didn't we
15:45
weren't ready we didn't have the capacity we
15:47
didn't have marketing budget we don't know so
15:50
so it was just you know one of
15:52
those challenges that and so so I had
15:54
to make a judgment call was like okay
15:56
you know like Do I really believe in
15:59
this? And the truth was I did. And
16:01
I think that the while I think the
16:03
failures were more technical timing financial than they
16:05
were like fundamentals of like what makes this
16:08
game great. Now, so I had to make
16:10
that call and then, and then now that's
16:12
that's kind of the first major piece. And
16:14
then there's the piece of like now, how
16:17
did I, why did we choose to launch
16:19
it the way we launched it, right? Because
16:21
we didn't just bring Solforge back. We brought
16:23
Solfor Fusion. We had, we had, we had,
16:26
we had a physical game, all the stuff.
16:28
And that is a combination of factors. Again,
16:30
personal psychology. I don't ever just want to
16:32
rehash the same thing, right? I want to
16:35
always push the boundaries of what, like, Solfor's
16:37
was interesting to Richard and I. I don't
16:39
know if I told the story on the
16:41
podcast the first time, but like, the way
16:44
we got to do Solfor's the first time
16:46
was like, it's 2011, it's at. Pack's Dev
16:48
conference, right? And I had just launched Ascension
16:50
the year before, so I got to do
16:53
a talk, which was cool for me. And
16:55
then Richard was doing a talk, and of
16:57
course I'm gonna go learn at the field
16:59
of the master, right? And I listened to
17:02
his talk, and at the end of the
17:04
talk, he has a, somebody asked a question,
17:06
hey, what's your favorite game right now? And
17:08
he says an ascension. And I like jump
17:11
for Joy. literally jump for joy as a
17:13
whole room lasts and like, but it gave
17:15
me my end. And so after the talk,
17:17
I went up and started chatting with him
17:20
and we talked for three hours. Like we
17:22
instantly knew we wanted to make so forth
17:24
and the reason we wanted to make so
17:26
forth and the reason we wanted to make
17:29
so much, it wasn't anything like what it
17:31
ended up being, of course, the design and
17:33
directions were very different, but we wanted to
17:35
push that boundaries of hey, this mobile technology
17:38
is amazing. We can take the best of
17:40
TCGs and bring it. Now, fast forward to,
17:42
you know, 2022 or whatever, or 2020, 2020
17:44
is when we start, 2021, we start having
17:47
this conversation again. It's not the same thing
17:49
at all, right? It's like, it's mobile games
17:51
and TCGs are everywhere. There's tons of them.
17:53
So just doing that is not, it's not
17:56
pushing the boundaries. What is pushing the boundaries
17:58
is what we've done with Salt Board Fusion,
18:00
right? Like, digital technology, digital printing technology. just
18:02
brand new, we could do more with that.
18:05
Having the ability to have a truly connected
18:07
collection. No one's ever done that before, where
18:09
I really have a one-to-one correlation across the
18:11
spectrums. And so that is what made it
18:14
like exciting for us. And I also wanted
18:16
to make sure I didn't end up in
18:18
the same situation because, look, I'm going to
18:20
do everything in my power to make Sulphore
18:23
Choose to succeed. But I can't guarantee that
18:25
it's going to last forever, right? Nobody can.
18:27
So you will still have your physical substitution
18:29
decks and be able to play them. And
18:32
if we, and the plan for the part
18:34
of the plan for the blockchain is eventually
18:36
we'll be able to transfer not just your
18:38
decks to the blockchain, but also we'll be
18:41
able to transfer not just your decks to
18:43
the blockchain, but also server management and control
18:45
to the blockchain where it would be like,
18:47
in the plan for the blockchain, I
18:51
have a couple of questions around, I don't
18:53
know if their questions are on money or
18:55
loyalty, but so first of all, the old
18:57
Soul Forge fans, the ones with the tattoos
19:00
and stuff, have they come back? Did you
19:02
make them right somehow? Like what is the
19:04
bridge there? Let me ask that first. Yes,
19:06
I think many of them have, right? Many
19:08
of them think I'm the devil and never
19:10
don't want to talk to me anymore. And
19:12
it was, you know, that's just the reality,
19:15
like people think that I took away their
19:17
toys and that because I wanted to somehow
19:19
or I just, I don't know, something. You
19:21
should have bankrupted yourself actually, really. Yeah, that's,
19:23
that was my mistake. Because they would care
19:25
so much about you. That's right. I could
19:28
tell that about that. No, but so what
19:30
we did was so, so we did, we
19:32
did our best to make them whole. Every
19:34
one of them, we messes to everybody that
19:36
back our original Kickstarter, we message, we emailed
19:38
every one of our original software players that,
19:41
you know, we're still have their contact information,
19:43
and we said, hey, here's the new, here's
19:45
the contact information, and we said, hey, here's
19:47
the new, here's the new, here's contact information,
19:49
we're still have their contact information, tried to
19:51
make everybody whole, obviously it's not a one
19:53
to one, right? The same, the card functionality
19:56
slightly shifted and the decks are slightly, so
19:58
I can't like really exactly reinstate your collection,
20:00
but we did our damnedest to make sure
20:02
that everybody was not only whole, but like
20:04
above and beyond in terms of the amount
20:06
of free stuff we gave because both horse
20:09
women exist without, especially those original backers and
20:11
players. And I understand, I mean, I know
20:13
what it would, what, what it, I promise
20:15
you that it hurt me that it hurt
20:17
me more than it hurt me more than
20:19
it hurt me more than it hurt me
20:22
more than hurt me more than it hurt
20:24
you. to lose all of that back then.
20:26
But I understand as a player perspective how
20:28
much it hurt and how it can feel
20:30
when you've invested so much of yourself. Forget
20:32
money and your psyche or, you know, your
20:35
identity into a thing and to have it
20:37
ripped away from you. And so, yeah, we've
20:39
done our best to make every one of
20:41
them whole. And a lot of the original
20:43
software players, if you happen to be listening
20:45
to this and you didn't catch any of
20:47
our messages or anything, if you log in
20:50
to Sophorthesion. with your same email address from
20:52
your original cell phone account, there's like a
20:54
claim airdrop button, which you, up until I
20:56
think December 4th, is valid to claim, there'll
20:58
be free tokens and three goodies for you.
21:01
That's really cool. And so my other
21:03
question is getting into like the blockchain
21:05
aspect and how it gets into finance.
21:07
So in TCG's finance has become such
21:09
a big part of the conversation. People
21:11
are investing in these things. They see
21:13
them as financial assets. And also that
21:15
has created ups and downs with people's
21:18
confidence in games. There's also I'm going
21:20
to combine a few things inelegantly, but
21:22
there's also the notion of power creep
21:24
and how from a play perspective power
21:26
creep makes old assets less valuable potentially.
21:28
So you in leaning into the blockchain
21:30
you have Even if it's not really
21:32
different, it just is using this different
21:34
thing, but it's just the same as
21:36
other games, it will, I believe, it's
21:38
thinking about player psychology, position you more
21:40
in the realm of finance, because people
21:42
don't think of blockchain as just a
21:44
one-to-one currency. Most people, they think of
21:47
it as this. know stalks, free tendies,
21:49
let's chase the big bucks world. So
21:51
you're kind of getting into this environment
21:53
where you're not, I'm sure this wasn't
21:55
your intent, but you are shifting people
21:57
to think of you more from the
21:59
standpoint of financial vehicle. How do you
22:01
keep the cards fresh? How do you
22:03
avoid power creep that invalidates these? these
22:05
financial pieces that people have joined block
22:07
chains to manage and I just want
22:09
to say how it all fits together
22:11
and what you're thinking on it all
22:13
is yeah well I mean look you
22:16
use the analogy of a trading card
22:18
game and I think that's a good
22:20
a good way to think about it
22:22
right there's different when you put financial
22:24
incentives into a game it changes the
22:26
game right poker actually a really boring
22:28
game without money If you ever play
22:30
poker with nothing on the line, it's
22:32
not interesting at all. But once you
22:34
start turning that dial up and that
22:36
money becomes like a meaningful or pain
22:38
point for you, all of a sudden
22:40
poker is fascinating and there's a lot
22:43
at stake, right? So the game of
22:45
poker is made better by the fact
22:47
that there's money on the line. And
22:49
there are other games where the dial
22:51
goes the other way, right, where there's
22:53
like premium games where they're trying, all
22:55
they care about is believing you for
22:57
cash and they're constantly hitting, you know,
22:59
like pay walls and barriers and they're
23:01
making the gameplay harder to force you
23:03
to pay, right? And that's an area
23:05
where the monetization, they're trying to entirely
23:07
capture money value and in exchange for
23:09
hurting your play value, right? So that's
23:12
a bad case of money on the
23:14
line. When it comes to things like
23:16
TCGs, I think about it in terms
23:18
of who could capture the increase in
23:20
value of the system, right? So if
23:22
Magic releases sets, they make money off
23:24
the initial sales, but the players make
23:26
money off the secondary market. The consumers
23:28
make money up the secondary market. So
23:30
the success of Magic, in a way,
23:32
partially there's money made by the by
23:34
the company, of course, quite a bit
23:36
of it. then there's a lot of
23:38
money that gets made by the players,
23:41
the people who choose to invest and
23:43
choose to play the game and choose
23:45
to own the cards. And that has,
23:47
that's in general, been a good thing
23:49
for the lifespan of magic. It means
23:51
that there's entirely, you know, places like
23:53
Star City games can run entire tournament
23:55
series and there's a lot more like
23:57
community and infrastructure and stores can live,
23:59
I mean, literally the gaming community entirely
24:01
wouldn't exist the way it would exist
24:03
the way it would. So there's a
24:05
value capture is not 100% of the
24:08
companies anymore. But when you look at
24:10
something like Magic Arena, where Wizards said,
24:12
no, you know what, instead of the
24:14
way they did Magic Online originally, where
24:16
their players have the accounts and they
24:18
can even sell stuff back and forth,
24:20
a little bit of the way they
24:22
did Magic Online originally, where their players
24:24
have the accounts and they can even
24:26
sell stuff back and forth, a little
24:28
bit, and so Wizards makes more money,
24:30
percentage wise off everything they do in
24:32
Magic Physical. Now, I believe that players
24:34
should be able to participate and capture
24:37
value in the system. And because again,
24:39
I think it's part of their identity,
24:41
I think the community, like gameplay, if
24:43
it's not a great game, you're out
24:45
of, you're out of, you're out of,
24:47
you're out of, you're out of, you're
24:49
out of contention and having a chance
24:51
of success. And having a contention and
24:53
having a chance to success, but really
24:55
it's the community that's not a great
24:57
game, you're out of, you're out of,
24:59
you're out of, you're out of, you're
25:01
out of, you're out of, you're out
25:03
of, you're out of, you're out of,
25:06
you're out of, you're out of, you're
25:08
out of, you're out of, you're out
25:10
of, you're out of, you're, you're out
25:12
of, you're, you're out of, you're out
25:14
of, you're, you're out of, you're out
25:16
of, you're, you're, you And with blockchain
25:18
now, there's also a sole forge token
25:20
that if the game, and again, we're
25:22
not making it, I want to be
25:24
very clear, I'm not making any promises
25:26
of financial gain, I'm not trying, my
25:28
goal is not raising any prices of
25:30
anything, but if it does well and
25:33
there's value to the token, players can
25:35
earn it from playing, they can use
25:37
it for various things in the game,
25:39
buying packs, minting their decks and entities
25:41
and other things in the future, then.
25:43
Players will gain the benefit of that,
25:45
right? And we've never sold one token
25:47
to any player ever. We just air
25:49
dropped it. We gave it away to
25:51
sort of set up the system. And
25:53
I think that's a really fascinating game
25:55
design. an opportunity to solve was how
25:57
does that giving more value into the
25:59
hands of the players and letting that
26:02
be something that we all fare, right,
26:04
that being something that incentivizes players or
26:06
at least creates a better overall community
26:08
where as we, you know, good, if
26:10
magic has this to some degree, right,
26:12
where if I, I draw people into
26:14
play magic and I promote magic, then
26:16
the value of my collectibles go up.
26:18
Right. And that same now with blockchain
26:20
there's a even greater incentive in theory.
26:22
Now you see it happening with the
26:24
meme coins and the stalks and the
26:26
those coins and all that nonsense where
26:28
it's literally just only thing is hyped.
26:31
And what I'm trying to build from
26:33
the fundamentals. I want to make a
26:35
great game. I want to make sure
26:37
that the stuff that we build in
26:39
blockchain actually has utility that does something
26:41
meaningful, right? I can use it to
26:43
play the game, I can use it
26:45
to buy packs, I can do things.
26:47
And then from there, now if it,
26:49
you know, if that accrues value, it's
26:51
not just value to the company, it's
26:53
not just value to Stone Blade, it's
26:55
value to the players as well. So
26:58
we've been talking about a lot of this
27:00
money stuff because it's innovative and interesting and
27:02
different. Let's get to brass tax. Talk about
27:05
the game. You know, it's, it's, it's, it's,
27:07
how does it play? What are the mechanics?
27:09
Take us through that a little bit. Yeah,
27:11
yeah. So my favorite, so the original soul
27:13
for is the heart of the original soul
27:15
for which lives on and soul for fusion,
27:17
and that was every target you draw a
27:20
hand of five carts. You will play two
27:22
cards, your opponent will play two cards. You
27:24
creatures get played into lanes, there's five lanes
27:26
of combat. At the end of the turn,
27:28
any of the creatures that are in the
27:30
front of the lane will initiate combat, they're
27:32
like, you know, aggressive, ready. They attack whatever's
27:35
across from them, sticky damage. If there's nothing
27:37
across them, they deal damage the opponent. You
27:39
can knock your opponent from 50 to zero
27:41
before they do the same new way. What's
27:43
interesting is that cards don't have mana costs,
27:45
casting costs, or anything like that. What they
27:47
do instead is whenever you play a card,
27:49
that card levels up and the level up
27:52
version goes into your discard pile. So in
27:54
the physical game, you'd play a level one
27:56
into the lane, you'd grab a level two
27:58
from the side deck, put the level two
28:00
deck in the side into the discard pile.
28:02
In the digital game, of course, it handles
28:04
all that for you. three turns, you shuffle
28:07
your deck and get access to your higher
28:09
level cards. So the game not only is
28:11
it's balanced by the fact that maybe your
28:13
stronger level one cards don't level up as
28:15
well as your weaker level one cards. And
28:17
it also creates this really cool story moment
28:19
because like for example the scorch, scorch main
28:22
dragon is one of my favorite cards. It
28:24
starts off as a little egg. It's an
28:26
oh six egg in level one terrible car.
28:28
Level two it's a little, it's a whelp,
28:30
not a bad card, not a great card.
28:32
And then a level three it's a giant
28:34
fire breeding dragon that lights up all the
28:37
opponent's lanes lanes lanes and does awesome stuff.
28:39
Right. So that to me is both a
28:41
great story, it's a design and development wise,
28:43
I balance the game around this interesting mechanic
28:45
without having to get in the way of
28:47
like, I mean, again, man is an incredibly
28:49
useful game, but it's an incredibly useful game
28:52
design tool, but it's a ridiculous abstraction. Nobody
28:54
can get man a screw, nobody can run
28:56
out, you know, not have everybody you can
28:58
play any card your hand, but you and
29:00
you and you sort of evolve your deck
29:02
as you sort of. And so on. So
29:04
that was kind of the heart of Soul
29:07
Forge. Originally, that's been carried over to Salt
29:09
Port Fusion. The differences are the fusion part.
29:11
So obviously, original Soul Forge is more like
29:13
a traditional TCG. You just built your deck
29:15
of whatever you wanted. Here you pick any
29:17
two different faction decks, there's four factions. You
29:19
shuffle them together. And each deck comes with
29:22
a forge-born, which is kind of like a
29:24
commander, and you get to pick which of
29:26
the two decks commanders you want to be
29:28
representing representing you. And that means that every
29:30
time you shuffle your deck you're forge born
29:32
accesses a new higher level power so you
29:34
get access to a power that you get
29:37
to use once per cycle like once per
29:39
time you shuffle. And so those are really
29:41
cool. And now there's some interesting design reasons
29:43
why that came about which I'm happy to
29:45
share the story of because I think it
29:47
illustrates a really cool design principle which is
29:49
a. So when in the original
29:51
version of the game, it was all digital
29:54
only. So the when you choose to shuffle
29:56
your deck and reset it was was easy.
29:58
the game could in theory go on forever
30:00
because your level three cards would just stay
30:02
in the deck until it was done. And
30:04
the game sometimes did go on forever as
30:06
one of the challenges with the game. In
30:08
the physical version of the game, we had
30:10
to make sure that the game would A,
30:12
and B, because we would know when the
30:14
game was, how the game was tracking. And
30:16
you had to have some kind of counter
30:18
to know how many times you shuffled to
30:20
know where you were in the game state.
30:22
And so we had originally a little tracker
30:24
thing that was like, all right, you shop
30:26
with one time, all right, you shop with
30:28
two times, all right, you shop with that.
30:30
That was both incredibly boring, annoying to do
30:32
the thing and people forgot it all the
30:35
time. And so how do we make a
30:37
bug a feature? And that was, okay, no,
30:39
no, let's make you get on. awesome cool
30:41
power every time you love love and now
30:43
all of a sudden it became something you
30:45
never forgot you were really excited about it
30:47
and now I started to move forward and
30:49
so then and then we gave those personas
30:51
and we gave them more characters and then
30:53
now we started to build a whole storyline
30:55
around those things so there's actually storyline events
30:57
I don't know when this episode's gonna air
30:59
exactly but we have a storyline event that
31:01
we're doing a global storyline event that's happening
31:03
I think next week where we're going to
31:05
be launching a new campaign inside the game,
31:07
which remind me I don't talk about campaign
31:09
modes and how they work in Salt Forest
31:11
Fusion. And quickly that we will be well
31:13
after that has launched. So this will argue.
31:16
All right, so all right, so this is
31:18
already exactly, this is already happening, and I'm
31:20
sorry for all of you who missed it.
31:22
But we do these all the time. We
31:24
actually will have another storyline event at packs
31:26
unplugged, which is for if we get in
31:28
December. So maybe this will be out before
31:30
that, and I will be there personally. And
31:32
so what we do with the storyline event
31:34
is when you participate in the storyline event
31:36
with your deck, you will influence the law
31:38
of the world, you'll influence which cards show
31:40
up in future sets. And we actually have
31:42
our writers write a custom story that gets
31:44
permanently attached to your deck. So the digital
31:46
like NFT and collectible of your deck has
31:48
that story attached to it. You become this
31:50
kind of artifact, this legendary artifact as part
31:52
of the world and your character that you
31:54
represent. Now, that's what you personify and they
31:57
move up in the faction rankings and all
31:59
kinds of stuff happens, which is just another
32:01
cool thing that came out of a game
32:03
design problem that turned into this really. opportunity.
32:05
And so then I'll briefly mention how campaigns
32:07
work then because I don't want to leave
32:09
that hanging. So if you're if you're familiar
32:11
with games like Slay the Spire, I love
32:13
that game. I thought it was such a
32:15
cool innovation on the deck building genre and
32:17
I loved the idea that you could play
32:19
a campaign that would algorithmically generate and change
32:21
every time. So that's exactly how soft workstation
32:23
works. We have a campaign that you can
32:25
battle, but you bring your own deck into
32:27
the back. So you confuse your own deck,
32:29
bring it into the game. Every time it's
32:31
going to be a different set of bosses
32:33
to fight, empowers to upgrade, and then there's
32:35
a big end boss. The first end boss
32:38
was Roklusa, a giant spider, kind of like
32:40
she loved from Lord of the Rings, and
32:42
then the second boss, which will have already
32:44
released by the time. And so every time
32:46
you battle it's different, your deck actually earns
32:48
XP in every fight, which means you get
32:50
to pick new upgrades for the deck. And
32:52
so the deck actually gets better and the
32:54
more you play and so you can advance
32:56
and then there's essential levels that you, the
32:58
bosses get better and stronger and so you
33:00
have a bunch of infinite challenges and play,
33:02
whether or not you want to play against
33:04
other people is another really cool, entirely other
33:06
game system we built that I forgot to
33:08
mention before. So it sounds
33:11
like in your game, the atomic unit
33:13
is not the card, it's the tribe.
33:15
There's not constructed where I could take
33:17
a bunch of cards across many different
33:19
decks and make something. I have a
33:21
tribe and then a second tribe and
33:23
I mash them. That's how I construct,
33:25
is that correct? That's exactly right. Yeah,
33:28
so everybody has in PDP play, you
33:30
have two. customization choices, which of the
33:32
two different faction decks or tribes as
33:34
you put it, we call it factions,
33:36
you're going to shuffle together, and then
33:38
which of the two forge-born you want
33:40
to be your main character that will
33:43
represent you and give you power throughout
33:45
the game. In the PBE mode, where
33:47
you're playing against the bosses, in the
33:49
algorithm generic campaign, you will then have
33:51
another, like, as you level, the deck
33:53
levels up 20 times, and it's like
33:55
10 different choice points you get of
33:57
like, which you want to upgrade, which
34:00
cards you want to upgrade. We don't
34:02
let those upgrades carry over to PVP
34:04
because it kind of would be unfair
34:06
and busted and in PDE we give
34:08
you more ways to customize your individual
34:10
cards. So I've played some
34:12
of the more recent games like Hearthstone and
34:15
Legends of Runtaira and they haven't worked for
34:17
me. This is no criticism to the games,
34:19
but magic lets me play in so many
34:22
different ways. And personally, I'm a blue black
34:24
player. I can't get that experience in those
34:26
games. They're very tactical, they're very green, red,
34:28
white. Not blue, like blue is really hard
34:31
to come by in those kind of games.
34:33
I have some ideas for the reasons for
34:35
that, but it is Soul Fortune also just
34:38
not able to get that full broad experience,
34:40
is it more tactical? And again, it's not
34:42
a criticism, but I personally happen to prefer
34:44
the blue way of playing. Yeah, yeah, no,
34:47
I hate listen, I'm a blue player at
34:49
my core, every major time that I won
34:51
in my career was with a blue deck.
34:53
So I hear you. I think that there
34:56
are It's somewhere in the middle, right? Like
34:58
you can't really succeed with a creatureless deck
35:00
that a game likes all four species, right?
35:03
You need some creatures to play. In fact,
35:05
our algorithm won't even let you get a
35:07
creatureless stack. It's just like, you know, the
35:09
game is very combat focused. So in that
35:12
sense, you do have to like battle. However,
35:14
we made it a point to make sure
35:16
that you could play very defensive, long game
35:19
control. games. You can have things that defeat
35:21
other players. In fact, in our first set,
35:23
we didn't include this, but in our, we've
35:25
released three sets now total, and they can
35:28
all be acquired by the way, also like
35:30
completely for free by playing the game and
35:32
we have a mastery track, we can unlock
35:35
the decks and get caught up, no problem.
35:37
But we included what we call exaltz, which
35:39
are basically like lane enchantments to use magic,
35:41
to use magic terms, other abilities. So there
35:44
are there are control strategies, there are combo
35:46
strategies, there are aggressive strategies. So but but
35:48
we don't let you do so you have
35:50
to do it is creature combat focused and
35:53
it is also you know you you can't
35:55
like interrupt your opponent in the middle of
35:57
their turn either right and that's and that's
36:00
not no counter spells now there are there
36:02
are there are like preemptive counter spells or
36:04
you can like pull a card out of
36:06
somebody's hand there are obviously destroy effects and
36:09
and the game is always one to one
36:11
back forth like I play card you play
36:13
card I play card so I can counter
36:16
what you're doing but there are no counter
36:18
spells and that's for a good technical technical
36:20
you know, like the timing and like the
36:22
problem of magic we have to like pass
36:25
past to like allow spell to resolve and
36:27
stuff is terrible for digital games. Like it's
36:29
just it's like it's terrible. So that's a
36:32
reason why nobody does that anymore. We're the
36:34
same way. We're the same way. You know,
36:36
we're the same way. You know, we're the
36:38
same way. You know, we're the same way.
36:41
We're the same thing that that does exist
36:43
in Soul Fortune. But but we had to
36:45
make adjustments for the reality. Yeah, both great
36:48
questions. We put a lot of thought into
36:50
it. I don't I don't want to say
36:52
I don't understand it so I understand it,
36:54
but how do you get things to feel
36:57
like they're curated and cool as opposed to
36:59
just mashed and then a follow-up question. How
37:01
do you balance it? Yeah, both great questions.
37:03
We put a lot of thought into it.
37:06
This is something Richard and I spent a
37:08
lot of time on. Now, there's a couple
37:10
aspects. When it comes to how do you
37:13
design, so when I started this conversation saying,
37:15
oh, there's 20,000 unique cards in set one,
37:17
now that number's way more, there's more decks
37:19
and atoms in the universe, like, oh, there's
37:22
a sense, that's cool. And in other sense,
37:24
like, how do I like, grock it? How
37:26
do I get my head around this? Like,
37:29
what, how do I understand what's going on?
37:31
And so we want to make sure that
37:33
it was using a discrete number of a
37:35
discrete number of arts that everybody of arts
37:38
that everybody could understand that everybody could understand,
37:40
to play the game. And so the way
37:42
I'll break that down. So what that means
37:45
is there's there's some holistically designed cards which
37:47
are just like other TCG cards like a
37:49
scorchworm the scorch main dragon rather you know
37:51
that's a it's a card we design. only
37:54
gonna see it that one way, that's what
37:56
it is. Then there are other cards as
37:58
we call, internally we call them splice cards.
38:00
And what a splice card is, is basically
38:03
an adjective and a noun. So there might
38:05
be an arrogant worm, and there might be
38:07
an ice yeti. And what the algorithm can
38:10
do is switch the adjectives in the nouns.
38:12
So there might be an arrogant worm, and
38:14
there might be an arrogant yeti. And ice
38:16
means something specific, and yeti means something specific.
38:19
And if you combine those two things together,
38:21
you're always gonna get the same. Right, and
38:23
so it, so in that sense, you can
38:26
know 300 discrete elements from set one, and
38:28
you would actually would be able to understand
38:30
the entirety of any card that could be
38:32
produced. Does that make sense? It does, but
38:35
there has to be some balance overall, right?
38:37
So you both need variety, things can't all
38:39
be the same power level or else it's
38:42
boring, but then you need it at the,
38:44
it's not tribe, what's the right word, faction?
38:46
Absolutely, at the faction level, you do need
38:48
balance, right? If there's wildly asymmetrical factions, that
38:51
probably wouldn't work real well. Yeah, yeah. And
38:53
so that comes down to, you know, as
38:55
with all of these things, you know, some
38:57
art, some science, and then we had to
39:00
use, we had to use a lot of
39:02
tools because like, you know, again, if there's
39:04
20,000 possible cards, we can't test all the
39:07
cards. Right. Right. That's just not going to
39:09
happen. Right. We just, we're not, we're not
39:11
a big a big a team. And so
39:13
what we did was we created our own
39:16
internal kind of algorithms and like kind of
39:18
red flag systems that like, hey, this pair
39:20
created a attack power that's out of line
39:23
for a level one creature. And that would
39:25
flag it for us and say, okay, let's
39:27
take a look at that. Is that really
39:29
out of line? Is there a problem here?
39:32
Do we need to change this? And that
39:34
would help us to surface individual problem cards
39:36
that were out of line. The individual powers
39:39
and how we tested those was easier. You
39:41
know, I know typically speaking if a power
39:43
was self-referential like deal damage equal to this
39:45
creature's attack or something like that, those ones
39:48
we always looked at hand by hand because
39:50
those would be much more like custom tailored,
39:52
but another one it's like, you know, activate
39:55
guilt through damage. know what that is, we
39:57
can balance, you know, we don't have to,
39:59
I don't have to test every single stack
40:01
combination that has that ability. I just know
40:04
I'm going to penalize a creature by they
40:06
to attack points or four attack points for
40:08
giving them that power, and then that will
40:10
balance out whatever pair it makes, right? So,
40:13
so we would, we would work through testing,
40:15
a playing game, going to feel for it,
40:17
you can't escape that, but we would also
40:20
use the algorithm to surface, decent and playable.
40:22
And this was something Richard and I actually
40:24
thought over at the beginning, because Richard's philosophy,
40:26
and you could see this in Keyford, especially
40:29
a lot of the other sense, was like,
40:31
look, let the algorithm run, man, let the
40:33
variety is awesome, and that's see what happens.
40:36
And that would create, and there's coolness about
40:38
that, because you can see these crazy decks
40:40
don't make any sense at all, but you
40:42
would definitely have decks that you like, this
40:45
is completely unplayable. You can literally make a
40:47
game happen and we I didn't want to
40:49
see that like I just think I think
40:52
that we're willing to sacrifice some variety for
40:54
Playability and so not only will decks be
40:56
playable But decks will also always have a
40:58
minimum amount of synergy built into them So
41:01
we have kind of what we call steaks
41:03
provides notes where if you see a zombie
41:05
lord you're gonna have at least one zombie
41:07
in that deck for sure, right? You won't
41:10
see a zombie lord without zombies Now because
41:12
also in our game, you can customize, I
41:14
can go find another deck with zombies and
41:17
smash it together, I can still like find
41:19
the synergies myself, which to me, again, is
41:21
part of the fun of a TCG, I
41:23
wanna find the synergies, not just be given
41:26
them, but also we wanna make sure that
41:28
there was like, you know, some decks are
41:30
better than others, of course, chasing cool cars
41:33
and cool combos as part of the fun,
41:35
but we wanna make sure they stayed within
41:37
a. I'm wondering it seems
41:39
like such a wide design space that you
41:41
run the risk of either letting degenerative combinations
41:44
through and like you or making so that
41:46
each verb noun combination isn't actually that distinct
41:48
so that there isn't some sort of degenerative
41:50
combination. The only thing I can sort of
41:52
imagine if you had some sort of like
41:54
evolutionary automated testing that's like bashing hundreds of
41:56
thousands millions of decks together. Are you pursuing
41:58
any or did you pursue any sort of
42:01
like automated testing of like not only the
42:03
cars but also the deck building mashing? algorithm
42:05
can tell you give you some sense of
42:07
the deck combination is going to be good
42:09
or not and it's actually one of the
42:11
tools we're looking to build in the app
42:13
like right now we let you we have
42:15
my favorite way to play right now we
42:18
let you we have my favorite way to
42:20
play right now is the random button which
42:22
will just randomly pair any two decks in
42:24
your collection and play it's just so much
42:26
fun but we're working on a kind of
42:28
smart random button which will like pair decks
42:30
that are likely to go well to go
42:32
well to And so the algorithm can tell
42:35
that because it can find the basic synergies
42:37
we've tagged everything with basic energies, but the
42:39
algorithm is not like the AI is not
42:41
that smart to be perfectly honest is not
42:43
smart. It's like not playing at the level
42:45
of the best players. It's good enough if
42:47
you're like an average or below player, but
42:49
it's not like. So I don't think the
42:52
AI like we didn't like have a million
42:54
AIs all battle with a million decks to,
42:56
you know, create Shakespeare or whatever, you know,
42:58
we didn't do that. Again, like I've been
43:00
doing this a long time. I have my,
43:02
you know, I have people like Jason Zillow
43:04
on my team as another magic pro player,
43:06
a lot of really smart people. And obviously,
43:09
you know, Richard's amazing, but you know, he's
43:11
not, he's not a developer, he's more of
43:13
a, he's more of a design guy, but
43:15
I think we did a really freaking good
43:17
job if I do pat myself on the
43:19
back. I mean, like, you know, it's like,
43:21
I'm a little shocked by how I can
43:23
see. which decks are performing well, I can
43:26
see how things are ranking against each other.
43:28
And we've done a, and it's a very
43:30
balanced setup, and there's a lot of things,
43:32
and every now and then one new mechanic
43:34
and new card set will come up and,
43:36
you know, start to become dominant, and people
43:38
figure out strategy to beat it. And then,
43:40
of course, you know, we can release new
43:43
cards and new content too, so we can
43:45
make sure we know the med game a
43:47
little bit leaning this way, we can put
43:49
out new cards that help it lean the
43:51
other way, right? That's part of the crafting
43:53
as we go forward. And we also built
43:55
in another system, which is another, what I
43:57
think is a, in a sense, it's a
44:00
safety net, but it's also an awesome thing.
44:02
It's another one of the cases where I'm
44:04
really proud of how we turn the bug
44:06
into a future. So the reality is, no
44:08
matter how good I think I am, no
44:10
matter how good our algorithm is, no matter
44:12
how good our AI battle plot thing ends
44:14
up being, we're gonna miss sometimes. Just like
44:17
magic, they have their team is 20 times
44:19
the size of mind, their budgets 100 times
44:21
the size of mind, and they still miss,
44:23
they still have to be encouraged, they still
44:25
have problems, right? Nobody gets this right. you
44:27
can't. So you have to have, okay, how
44:29
do we deal with that? And I have,
44:31
we have never banned a car yet, and
44:34
I hope that we never have to. But
44:36
what we do is every deck has a
44:38
ranking. And I mentioned, when you play in
44:40
organized play, your deck can rank up and
44:42
go from bronze to silver to gold, based
44:44
upon how you go. And go from bronze
44:46
to silver to gold, based on how you
44:48
go. And go from bronze to silver to
44:51
gold based gold, based on, you have to
44:53
gold to gold to be. But also, we
44:55
make sure that those higher rank decks are
44:57
not allowed in low level tournaments. So you
44:59
can't just take your gold rank deck and
45:01
play it in your local hobby store bronze
45:03
event and expect. And so if a deck
45:05
is, you know, quote unquote too good or
45:08
becomes a higher tier, then you're only going
45:10
to be pulled out of the minnow pool
45:12
and you're going to have to battle other
45:14
sharks. And so we built a system that
45:16
allows you to, because it's not a card
45:18
that's broken, it would be at worst, it
45:20
would be a deck, right? That's just too
45:23
good. And that deck is a one of
45:25
a kind. And so as it evolves through
45:27
the system and eventually wins world championships and
45:29
reaches a Platinum level and wins prizes and
45:31
wins money, it kind of becomes a legendary
45:33
deck and it's not usable in any other
45:35
events. And so there's a sense in which
45:37
this is a prize and reward and we're
45:40
even looking in ways we could like build
45:42
in some like cool unique like blockchain rewards
45:44
and bonuses when you when you level up
45:46
a deck to maximum. And so it's an
45:48
achievement goal and a reward for the players
45:50
but it's also protection mechanism for if we
45:52
do miss and if we do have decks
45:54
that are too good relative to others, it
45:57
will pull itself out of the pool and
45:59
move to places where it's okay to have
46:01
those super competitive decks. You can correct this
46:03
if it's wrong or else comment on it,
46:05
if not. What it feels like is that
46:07
the secondary market is getting a more power
46:09
in your game compared to others. And what
46:11
made me think of it was the zombie
46:14
king example. So if I'm cracking and if
46:16
I crack a pack with a ton of
46:18
specific tribal, I suspect that that's worth a
46:20
lot because somebody's got the zombie king and
46:22
they're looking for a big tribal to smash
46:24
it with. Is that right? And how does
46:26
that impact the way that the community interacts
46:28
with the product and feels about it all?
46:31
Yeah, absolutely. Like that's the idea. And we're
46:33
we're trying to build a system that where
46:35
players can really benefit. And so it was
46:37
funny because we have a very great dedicated
46:39
community, great players that were when there was
46:41
only the physical game out before we had
46:43
any digital. trading and opportunities only opened up
46:45
about a month ago at the time we're
46:48
recording. And they would host their decks in
46:50
the discord and say, hey, once a second,
46:52
they would like negotiate trades through discord where
46:54
somebody would mail a physical deck across the
46:56
country. and the thing get PayPal back and
46:58
like you know trust that this was all
47:00
going to work and make it and and
47:02
hope to find the deck they're looking for
47:05
and that was a lot of people doing
47:07
that and it was like to show how
47:09
much people care and how much how valuable
47:11
those decks can become and now thankfully with
47:13
we have a whole deck marketplace on Magic
47:15
Eden where you can peruse the decks and
47:17
browse them and find the ones you're looking
47:19
for. We're working on better tools to search
47:22
and sort and like so you can find,
47:24
hey I want only decks of three or
47:26
more zombies in them and find the thing
47:28
you want and like build it and go.
47:30
And so that has been something people have
47:32
really reacted well to. It's something we're going
47:34
to continue to evolve. And yeah, that is
47:36
the bet I'm making with Soul Ford Fusion
47:39
is that there is. world that players want
47:41
to participate in where they get to participate
47:43
in more of the upside of the experience,
47:45
they get to have more control and ownership
47:47
over the entirety of what the game in
47:49
the community looks like, and that, you know,
47:51
and of course, that the game, the core
47:53
game is great at its own because I
47:56
believe in that game design now for 14
47:58
years or so, 13 to some odd years,
48:00
and that this bet on the community will
48:02
pay off in bringing this back to life.
48:04
You talked about mailing decks across the country
48:06
and how do you prevent if I'm dealing
48:08
with scammer? Scammer says, oh, I've got this
48:10
ace deck. Then we make the deal and
48:13
then I go to scan it in. It's
48:15
like, this has already been claimed or something.
48:17
How how is that negotiated? Right, and there's
48:19
nothing I can do about that in the
48:21
physical deck world. That's why we introduced the
48:23
NFT system, because the NFT system is very
48:25
straight. Okay, I'm going to do this on
48:27
the exchange, I'm going to buy it for
48:30
this amount, and it trades, and it's all
48:32
handled on the blockchain, and it's completely secure,
48:34
and everybody that does it right away. That's
48:36
exactly why we introduced NEDGE. Now, to be
48:38
fair, like, I don't know many cases where
48:40
many cases where that happen, most people are
48:42
good. Most people are good. That's right. But
48:44
you can't control for that. And then obviously
48:47
the bigger the game gets, the bigger the
48:49
community gets, the more money is on the
48:51
line, the more you hold in bad actors.
48:53
So that's part of why we introduced this
48:55
system is because, I mean, the reason blockchain
48:57
exists, frankly, at all, is to allow for
48:59
that kind of, you know, pressless exchange that
49:01
you can guarantee is going to work. Yeah.
49:04
What is coming in the future of Soul
49:06
Forge fusion? What are things that we haven't
49:08
gotten yet that we can be excited about?
49:10
Yeah, so there's a lot of features that
49:12
we're working on building out. Right now we
49:14
run tournaments through our discord. You can find
49:16
event at saltfortunes.com and just click on events
49:18
to find them. But we run them kind
49:21
of like traditional DCG tournaments. You got to,
49:23
okay, it's happening on Saturday, you sign up,
49:25
we give you pairings, you find your opponent,
49:27
you match up in the app and you
49:29
play, right, as well as of course tabletop
49:31
events like we're doing at packs and packs
49:33
and plug. We're building an in an in
49:35
an in an in app tournament system.
49:38
so that you'll actually
49:40
just be able to to
49:42
pair and do more more like
49:44
you do in Hearthstone things
49:46
like that. like that. We want
49:48
we have we called
49:50
phantom decks in the
49:52
system. in the month we
49:55
give you month we free
49:57
phantom decks that last
49:59
for 30 days for 30
50:01
you can use a use
50:03
a potion to make
50:05
them permanent or else
50:07
they disappear. or also We
50:09
have other ways for
50:12
you to earn those
50:14
things. you to earn those things. And
50:16
of the things we're
50:18
doing things think our is I think
50:20
our I I don't think we've actually announced this
50:22
yet, but whatever, I'll share it, is that we'll
50:24
do share it, is that we'll do some events
50:26
and phantom tournaments, so that even if
50:28
somebody has that even infinite collection compared to
50:30
you, they can't use their collection. They've
50:33
got to only use what and got earned
50:35
over the course of that month or
50:37
whatever. earned And so that creates a fun
50:39
month or -ish so that environment and tournament, which
50:41
I think is gonna be really fun. type
50:43
We're working on building out I think is going
50:46
to be really fun. actually have the game available
50:48
on mobile. out. We're working on a there's a lot
50:50
of like polish features There's a lot of
50:52
like Polish features new cars, things, obviously new new
50:54
new content, new campaigns. I mentioned, the working
50:56
on the, as I mentioned, the community
50:58
governance feature sole forge if you hold the the
51:00
rights to vote on you'll have the rights to
51:02
vote on we what types of tournaments
51:04
we some what types of some new features
51:06
and prioritizing different features. really what I'm
51:08
really excited about. Because again, I just
51:11
think like that. that. Yeah, we've always
51:13
tried to be really good about being with the
51:15
community the community the and but often it's a but
51:17
few loud voices that participate at all there.
51:19
all there. think having something where it's like, look,
51:21
where it's like, in the game has an opportunity
51:23
to have a voice the game has an the game,
51:25
and that's something I really hope to have
51:27
ready. something I really hope then we're
51:29
going to be launching we're of to be launching
51:31
kind of a seasonal path of kind of mastery track. features
51:33
where you can earn a bunch of
51:35
stuff stuff and other people other people and leaderboards
51:38
tons of cool stuff that's on of tons
51:40
of And again, that's on the excited about
51:42
the community governance again that the I'm core of
51:44
the game exists now. And now when
51:46
I'm trying to decide, we the hard of the
51:48
What's more important? now and now when I'm Mobile is hard
51:50
you know, having another campaign launch. Or,
51:52
you know, there's all these different things
51:54
or you know, focusing on better graphics launch or
51:57
you know stuff all to be focusing on. should
51:59
we that focusing on better? I want players to
52:01
be able to weigh in and help
52:03
us prioritize. So I'm excited about that
52:05
and kind of collaborating on the road
52:07
ahead, which today anybody can do by
52:09
just joining our discord. You could find
52:11
those links from stumbly.com that'll take you
52:13
there. And then hopefully the near future
52:16
players will be able to have like
52:18
a real voting rights and opportunity in
52:20
that. A lot of cool things here.
52:22
As a last question, our listeners are
52:24
digital, tabletop, role-playing, all different levels of
52:26
experience. What's a piece of advice from
52:28
your design practice you'd like to offer
52:30
to our community to help make their
52:32
daily design better? Yeah, so there's a
52:34
lot to unpack here. As I think
52:37
I've mentioned last time, right? I wrote
52:39
a book on game design called Think
52:41
of Game Designer. I have my own
52:43
podcast that's totally, obviously, totally free where
52:45
I talk to the best people in
52:47
the industry about design. So, you know,
52:49
I've tried to put out as much
52:51
useful information as possible that people can
52:53
access for free. I have a sub
52:55
stack, Justin Gary Designs.com, will take you
52:57
there, where I write, if it's every
53:00
other week, I'll write an article, I'll
53:02
write an article, I'll write an article
53:04
about it. But I recently gave a
53:06
talk at GenCon where I tried to
53:08
distill all of that into something that
53:10
was like very like, you know, what's
53:12
the nugget there. And so I would
53:14
say that there's, there's, the process of
53:16
game design is one of constant failure.
53:18
Right. You are constantly trying stuff that
53:21
doesn't work. And so what I call
53:23
the core design loop where you move
53:25
from whatever your inspiration is to creating
53:27
your parameters in the frame around what
53:29
you're building to brainstorming ideas to prototyping
53:31
those ideas to testing them to then
53:33
iterating is a very psychologically painful thing.
53:35
So while I can give you lots
53:37
of tactics and tick tips and little
53:39
mechanics and player incentives and all that
53:42
kinds of stuff as goals, the real
53:44
hard part of design is the. emotional
53:46
part of how do you guard your
53:48
ego against that constant failure and feedback
53:50
cycle in a way that lets you
53:52
see the truth behind it that it's
53:54
not you that's failing it's the game
53:56
it's the mechanic it's a thing it's
53:58
an opportunity to learn and then take
54:00
that opportunity to learn and efficiently bring
54:02
it back into the system to be
54:05
able to both improve your game and
54:07
improve your own abilities. And so I
54:09
think that I advise people like, don't
54:11
get discouraged, right? Like I, it took
54:13
me a very long time to find
54:15
this path for myself, I went to
54:17
law school, I didn't think I was
54:19
gonna, I had no sense that I
54:21
was a creative person at all, I
54:23
had to really break down this whole
54:26
thing very analytically, and it, and the
54:28
step by step instructions of how design
54:30
games are not hard, everybody can do
54:32
it. that the practices and the kind
54:34
of internal strengths to realize that like
54:36
failure is part of it. I fail
54:38
all the time too. I've been doing
54:40
this 25 years. And so, you know,
54:42
keep up, keep that spirit up, do
54:44
what you need to do to keep
54:46
your motivation, find a great community that
54:49
supports you, and keep doing it because
54:51
if you're passionate about it, if you
54:53
love it, then success is not making
54:55
a million dollars on your game. Success
54:57
is actually making games that you love
54:59
that can bring joy to the people
55:01
around you. That's what success looks like.
55:03
That's amazing advice. Justin, thank you so
55:05
much for being on. Thank you. My
55:07
pleasure. Thanks for joining us on the
55:10
Game Design Roundtable. Our guest this week
55:12
was Justin Gary. You can find him
55:14
at Justin Gary.com or his games are
55:16
at Stoneblade.com. If you enjoy the show
55:18
and want to give us a bit
55:20
of assistance, consider heading over to patron.com
55:22
and searching for TGDRT. That's the Game
55:24
Design Round table and joining our patron
55:26
community. we appreciate your
55:28
support. In addition to checking out
55:31
our patron, visit our website at
55:33
tgd rt.com where you can connect
55:35
to our discord server, the show's
55:37
X account, or to the podcast
55:40
service where you'd most like to
55:42
subscribe. I'm Dirk Neimaner and I
55:44
am on X at D Neimanier.
55:47
My co-host is David Heron. He's
55:49
at David V. Heron. Our producer
55:51
is Cody Heril. He's at Cody
55:53
J. The show's editor is Avery
55:56
Paiaz. Who is at Paradox paradoxicidox.
55:58
Thanks and until next time
56:00
Design well.
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