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Capcom scrapping Puzzle Fighter to focus on Dead Rising

Capcom Vancouver is sunsetting mobile title Puzzle Fighter so it can refocus on the Dead Rising franchise. 

The mobile version of the arcade classic only launched in November last year, but has already been deemed surplus to requirements and will be pulled from app stores on July 1. 

It will remain playable until July 31, at which point the servers will be shut down for good. Capcom is giving all players 10,000 gems (the title’s in-game currency) in an attempt to soften the blow, and will also be releasing any upcoming characters and stages for free.

It’s worth noting that in-app purchases will be disabled on April 23, so active players will want to spend their free gems sooner rather than later (though they can still be used to upgrade characters before the servers are shut down).

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Nintendo unboxes new possibilities to make, play and discover with launch of Nintendo Labo

Nintendo unboxes new possibilities to make, play and discover with launch of Nintendo Labo

Experience a whole new way to interact with Nintendo Switch as you Make, Play and Discover with Nintendo Labo. Now available at retailers nationwide, Nintendo Labo kits offer interactive build-and-play experiences that combine the magic of the Nintendo Switch system* with the fun of DIY creations. In celebration of the launch, Nintendo unveiled a new online destination for you to share your Nintendo Labo creations and enter for a chance to win special Nintendo Labo prizes.

With each Nintendo Labo kit, building and discovery are designed to be just as much fun as playing, which is why the experience is categorized into three key pillars: Make, Play and Discover.

  • Make: Transform modular sheets of cardboard into interactive creations called Toy-Con – from a 13-key piano to a motorbike, a robot suit and more.
  • Play: After they are built, combine the Toy-Con creations with the Nintendo Switch console and Joy-Con controllers in creative ways to enjoy a variety of game-play experiences.
  • Discover: Learn how Nintendo Switch technology works together with each Toy-Con project. With Toy-Con Garage mode, a feature included with the software in each Nintendo Labo kit, you can invent new ways to play with your Toy-Con projects.

“As with anything we do at Nintendo, our primary goal with Nintendo Labo is to make people smile,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “Whether you are a kid or a kid at heart, we hope the playful spirit of Nintendo Labo ignites imagination and creativity in people of all ages as they interact with Nintendo Switch in new ways.”

For some initial inspiration, Nintendo Labo owners can visit the user-generated content (UGC) hub to see a dapperly decorated RC Car created by TV personality and “Science Guy” Bill Nye, who recently took Nintendo Labo for a spin and spent time tinkering with Toy-Con Garage. Check out Bill Nye’s full Nintendo Labo experience here. Throughout the next few weeks, the UGC website will also feature custom Toy-Con creations from popular social media influencers and Toy-Con Garage inventions from Nintendo employees.

Starting today, you can submit your own creations to the site by signing in with your free Nintendo Account. Fans in the U.S. or Canada who are 13 years old or older can also choose to enter their creations in the limited-time Nintendo Labo Creators Contest for a chance to win a Nintendo Labo prize package, including a Nintendo Labo kit, a special jacket and a signed framed certificate. Learn more about the contest and upload your submissions here: https://labo.nintendo.com/share/#!/contest/.**

The first two Nintendo Labo kits (available now) are the Variety Kit and the Robot Kit.

The Nintendo Labo Variety Kit ($69.99MSRP*** USD) includes all the necessary materials and software to create five different Toy-Con projects:

  • RC Car: The RC Car is powered by vibrations in the Joy-Con controllers and can follow a path of reflective tape by using the IR Motion Camera in the right Joy-Con controller – it even works in the dark! Materials to build two RC Cars are included, so two players can race or battle each other!****
  • Fishing Rod: Build a working rod and reel, and then go fishing on the screen of your Nintendo Switch console to catch a variety of exotic fish. You can also enter Aquarium mode – accessed via Toy-Con Piano – to view all the fish you’ve caught or even design your own colorful fish.
  • House: Insert different blocks into your newly constructed House to interact with the adorable creature inside. Combining multiple blocks can unlock special features and mini-games, including an exhilarating mine cart ride!
  • Motorbike: Rev the throttle of your Motorbike by twisting the right handle, just like the real thing! You can even create and race on tracks you design.
  • Piano: Compose and record music using different octaves, reverb and sound effects – even cat noises!

With Nintendo Labo Robot Kit ($79.99 MSRP*** USD), you can build a wearable robot suit, including a backpack and visor, which allows you to assume control of a huge on-screen robot. Smash buildings and UFOs in Robot Mode, make sound effects using your Toy-Con Robot in Robo Studio or customize your in-game robot in the Hangar. With an additional Nintendo Labo Robot Kit and set of Joy-Con, you can even battle against a friend in multiplayer mode using just one Nintendo Switch system!

A Customization Set ($9.99 MSRP*** USD) is also available, which includes colorful tape, stencils and Nintendo themed stickers to decorate your Toy-Con creations. When it comes to decorating your Toy-Con projects, almost anything will work! Try some of your favorite arts-and-crafts supplies, like markers or paint.

For more information about Nintendo Labo, visit https://labo.nintendo.com/.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit https://www.nintendo.com/switch/.

*Nintendo Switch system required; sold separately.

**Void where prohibited. Open to legal residents of the U.S. and Canada, ages 13+. Nintendo Switch system and Nintendo Labo kit required. Contest begins 11AM PT on 4/20/18 and ends at 10:59AM PT on 5/11/18 for the Best Decorated Toy-Con Contest Category, 10:59AM PT on 5/25/18 for the Best Toy-Con Mod Using Toy-Con Garage Contest Category, and 10:59AM PT on 6/15/18 for the Best Original Invention Using Toy-Con Garage Contest Category. To enter, upload your photo or video of your Toy-Con creation or invention as detailed in the Official Rules. 9 winners will each receive One (1) Nintendo Labo Variety Kit (ARV: $ $69.99 USD) or Nintendo Labo Robot Kit (ARV: $79.99 USD), one (1) Nintendo Labo Creators Jacket (ARV: $ 70.00 USD), and one (1) award certificate (ARV: $ 70.00 USD). ARV of each prize package: $209.99-$219.99 USD. Total ARV of all prizes: $1,889.91-$1,979.91 USD. Chances of winning a prize depend on eligibility and quality of entries received, and how well each meets the judging criteria. Details and restrictions apply. For Official Rules, visit https://labo.nintendo.com/share/#!/contest-rules. Sponsor: Nintendo of America Inc.

***Manufacturer’s Suggested Retail Price. The actual price may vary.

****Requires an extra pair of Joy-Con controllers, which are sold separately.

Games Rated:

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Blog: A postmortem of the Anime Matsuri Expo

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


A first-time indie game exhibitor experience in a big expo.

I have done it, there is no going back now. We brought Rabbit Hole to show off at a convention for the first time: Anime Matsuri. Oh boy! I did not know what I was getting into.

As an indie developer with the first commercial project, It is difficult to know what to expect and what to prepare. There were so many little questions: what to bring? Where do I get those? How much to bring? What should you get from the guests? How to get traffic to your booth? Can I bring food? Is the table big enough? Can we setup extra chairs? How much should I spend? How about meals?  The list of questions just goes on and on.

This blog post is a way for me to reflect on the experience and share it with other fellow aspiring indie developers, or other creative individuals who want to share their works with the world. It is full of answers to the little things that you didn’t even know to ask. If you have never gone to an expo as an exhibitor, read on. Even if you are a seasoned exhibitor, I hope you will find something interesting and relatable.

Preparing the booth

To prepare for the booth, I started off with our good old friend, Google search. I looked at dozen of articles, listened to a few GDC speeches, and scanned through hundred of booth photos from PAX and other gaming events. There are lot of advice, and you can spend thousands upon thousands of dollars on the booth trying to follow all that advice. Who am I kidding? an indie guy like me can’t afford that.

When you are not sure what to do, the best option is to pick a goal, pick a budget, and then optimize for those goals. Since Rabbit Hole is still in development, my goals are just to get email addresses and build up a list of potential players/fans for the game, and all with a budget that is less than $600 for the entire booth. Here is a list of things that I bought, and why:

  1. A refurbished 30’ TV from Best buy ($90): I needed a large TV to show gameplay footage, and to let people play the demo. I couldn’t bring my computer monitor, and the spare one I got is too small. Also, moving images and video help capture people attention as they walk by the booth.

  2. A 8’x’4 vertical banner with stand from Vista Print ($83): I feel that a portable large banner facing oncoming traffic is a good way to catch the eye of each passerby. The art is one of the biggest assets of Rabbit Hole, so it is important to be able to show it off.

  3. 500 business cards to Rabbit Hole website from Vista Print, with UV finish ($42). Again, not sure how effective they were, but it is nice to have something to give to those show interest, but did not want to sign up that very moment. A great way for them to find the game online, after the expo.. More about this in the “The Script” section.

  4. A 4’x’4 banner from Vista Print ($43): This was used as the table runner. The default table provided by the organizer is too ugly and it just looks bad without some branding.

  5. A Small T-shirt with Rabbit Hole artwork ($10): I just wanted a t-shirt.

  6. A 8’x4’ banner from Vista Print ($69): To use as the backdrop. Again, another great way to grab the attention of those walking by,

  7. A Studio PhotoShoot Stand and Backdrop support from Amazon ($32): I needed something to hang the backdrops.

  8. Clamps and Clip Holders from Amazon ($15): These are super useful. I speak of this in greater detail in the section: Things that went well.

  9. Black Linen tablecloth from Amazon ($8): Super cheap, work greats due to the dark theme of Rabbit Hole.

  10. Props and miscellaneous from Michael Craft store ($130): The whole booth needs to have a theme that ties them all together, so I went shopping: sketchbooks, blackboards, prop trees and greeneries, bookstands, lantern, table lights, power cord, rotating display stand…

Here is how the booth looks after we put everything together, the bunny girl not included:

Not too shabby, and at around $550, the whole thing comes in a little bit under my targeted budget. The only thing that I would change is that I would have bought extra black linen to cover the whole booth. They are super inexpensive, and the red/white default color of the provided booth looks so weird.

The script, the script, and the script

Thank god for the scripts. If you are not a natural extrovert that becomes energized by talking to hundreds of strangers, you need a script. I’m glad that I put some time in before the event and thought about the script and it totally paid off. What is a script you may ask?

Simple. The script is the steps of events that you want your guests to go through to accomplish your goals. I’m very introvert, having a script helps so much because it makes everything repeatable and comfortable. My goal, as stated above, is to gather as many email addresses of potentials fans and players as possible. This was my script:

  1. Identify and approaching interested guests: If anyone looks at the banner for more than 4 seconds, or pointing at the booth, or carrying/wearing something that indicates that they are an RPG gamer, I would approach and ask if they would like to know more. 90% of the time, they will say yes. If they hesitate, just say “No problem! Enjoy your convention” and leave them alone.

  2. Give them the pitch: After they said yes, I would quickly and excitedly (as much as I could) give them the elevator pitch and the story. My elevator pitch and story was 3 sentences.

  3. Give them the artbook: I would quickly hand them the artbook, and ask them to just flip around while I give them 2 more sentences explaining the art direction and the platform the game will be available on. I would make a comment about a couple of my favorite piece of art in the artbook.

  4. Most of the guests will want to end the encounter after your pitch: After this point, most of the guest will want to just take a business card and leave, a few of them will ask a couple simple questions, and a few will want to play the demo.

  5. Draw a Rabbit: If they want to just take a card and leave, I would tell them that we have a “Draw A rabbit” event. It’s free to enter, they don’t have to draw well, and we will give 30 free copies of the game to 30 random drawings by the end of the convention. Majority of the time, the guest will say yes. View the winners of that Rabbit Contest here.

  1. If the guest wants to draw, I would give them paper pad and pencil, have them sit on the chair and ask them to draw and write down their emails. I also ask if they would like to be updated when the game come out. Everyone says yes.

  2. Collect Email: I would ask if it is okay to send them email update about the game and for their email. 90% of them would say yes.

  3. Finally, I would hand them a business card for the game before they leave the booth.

I improvised here and there but stuck with most of this script in every encounter. Even if you are a natural at talking to people and really good at improvising during conversations, you should still have an outline of steps that you want the guests to take.

This is even more important if you have other people helping run the booth. I found that by just telling my wife and sister to copy what I was doing, they were able to run the booth effectively without any additional directions at all. This is especially impressive since my wife is not a gamer and really doesn’t know anything about video games.

Things that went well

  • The art in Rabbit Hole is pretty unique and caught a lot of attention.

  • I learned so many useful noggins, and it is super motivating to see that people are really responding well to the game.

  • Draw A rabbit is a huge success. I got about  300 drawing! That is like a rabbit every 4 minute! It also kept guests at the booth longer, and crowds attract more crowds.

  • Soylent: they are meal replacement drinks. I wasted no time for lunch, these are awesome as fuel for running the booths.

  • This was on Easter Weekend, so my Rabbit Booth got extra attention!

  • Location was good. It is not a crazy prime location or anything, but we were not tucked in a back. One of the entrance was right in front of our booth, so we got decent traffic.

  • I also watch some anime and read manga, so I got stuff to talk to our guests who are mostly anime fan

  • The neighbor booths are pretty great. They drew a good amount of traffic, and some spill over to us.

Things that did not go well

  • I underestimated how physically draining it was. My legs were dead after the first day. After the 3rd day, my throat also hurt.

  • Mentally, I was also drained. Talking to hundreds and hundreds of people for 3 days straight is not my idea of a good time. If you are an introvert, get prepared, and plan some alone time during the event. Get someone to run the booth for you so you can take breaks.

  • We ran out of papers for “Draw A Rabbit” and had to have people draw on the other side of the page. Not good.

  • I was planning to use the TV again, but the power cord got damaged during transportation. I only spent $90 on it. Still, that sucked.

Things you need to know

  • Lighting: depending on the location, your booth may not be well lit. Make sure to get lights. It’s also great to attract people. We got a lantern and table lights.

  • Power outlet: bring at least 2. I only bought 1, and the power supply was not long enough to reach some sections of my booth. I had to borrow one from the organizer.

  • Bring extra chairs: I didn’t think of this but my wife suggested that we bring extra chairs. It turned out to be a great idea because sometimes you just get people to sit and relax on one of the chairs. That makes the booth seem busier. More attention!

  • I didn’t think of this, but most people have terrible handwriting and it is hard to read their email. Make sure if you have people writing down your email, double check if you can read it. In retrospect, I should have spent more time in a better system of gathering email and have a dedicated station for people to type in emails.

  • Bring clamps and clip ties. They are so useful in so many little things. I even use a clamp to balance my falling vertical banner.

  • You definitely need a dolly or a wagon of some sort. I can’t imagine carrying everything from the parking spot to the booth without a wagon.

  • Most people don’t care about the details of your game. They just need to know: genres, platforms, when it come out. They can get the rest from seeing the gameplay or playing the demo. I spent a bit more time in the art direction, but I think it didn’t matter much in the end.

  • If music is important to your game, bring a headset. It is always so loud.

  • Also, bring tissue and hand sanitizer to clean the controller and the headset. Some people wouldn’t touch the controller if they didn’t put sanitizer on it.

  • Don’t run a booth alone. Get help, use the script, and take breaks. Walk around the convention and talk to other vendor/exhibitors. I ran into some really cool people that I plan to keep in my network of contacts.

Other random stuff

  • A fan of my older flash games (Ge.Ne.Sis) sent someone over to say hi. It was super cool. I also met someone who recognized the main character in Rabbit Hole and asked if I made Ge.Ne.Sis 7 years ago. Crazy stuff.

  • I met these guys who came all the way from Tokyo for the expo. Their comic book app is actually very nice, and the owner of the booth is super nice. You should definitely check them out and give them some supports: link here.

  • I found these Turtle Tee people and they were collecting emails by just handing out these business cards and have people writing down emails for random prizes. It is a good ideal, maybe I will steal this idea for the next expo.

So, was it worth it?

There were ups and downs, but it is totally worth it. The experience of running the actual booth is indispensable, and our email list grew by a whopping 350. I suspect some of the guests will unsubscribe later because people are just terrible at saying “No” face to face. However, we found some true fans and most of the list should remain intact. More importantly, I have a new story to tell, an experience to share, and a renewed motivation to complete the project.

Thank you for reading. If you are a creative individual who wants to show off your work to the world one day, I hope this blog was somewhat useful. Got any questions or comments, I can be reached at pretty much all these social media channels: Facebook, Twitter, Instagram, and Discord!

Follow our progress with Rabbit Hole on my studio website: 1manstudio.net

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Free This Weekend – Eador. Masters of the Broken World

In celebration of its 5 year anniversary, you can add Eador. Masters of the Broken World to your account for FREE starting now until Sunday at 6pm Pacific! Once you add the game, it will remain in your account permanently.

Eador is a universe made of countless shards of land drifting in the Great Nothing. Each of the shards is a little world unto itself, with geography and denizens of its own. The power over the shards is bitterly contested by Masters, the immortal beings mortals believe to be gods. Take the role of the mighty Master and shape the destiny of Eador! It is in your power to deliver the world from ultimate destruction – or to choke it with an iron fist of tyranny. Eador: Masters of the Broken World is a turn-based fantasy strategy game, where the decisions you make affect the world even deeper than the battles you win.

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Daedalic Publisher Weekend, Up to 90% Off!!

Eador. Masters of the Broken World – Valve

In celebration of its 5 year anniversary, you can add Eador. Masters of the Broken World to your account for FREE starting now until Sunday at 6pm Pacific! Once you add the game, it will remain in your account permanently.

Eador is a universe made of countless shards of land drifting in the Great Nothing. Each of the shards is a little world unto itself, with geography and denizens of its own. The power over the shards is bitterly contested by Masters, the immortal beings mortals believe to be gods. Take the role of the mighty Master and shape the destiny of Eador! It is in your power to deliver the world from ultimate destruction – or to choke it with an iron fist of tyranny. Eador: Masters of the Broken World is a turn-based fantasy strategy game, where the decisions you make affect the world even deeper than the battles you win.

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VR Spring Sale

* Dota Plus Post Game screen now animates faster. The Post Game no longer has Continue buttons blocking progress for the Hero Progress and Hero Relics screen; instead, after the presentation is over, there are icons on the top right to return to the summary screens.
* Hero Chat Wheel sounds will no longer be muted when announcers are muted.

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Loot boxes with real-world value deemed unlawful in The Netherlands

Developers looking to launch their games in the Netherlands might want to avoid loot boxes after the region’s Gaming Authority found that some implementations violate the Betting and Gaming Act. 

The Netherlands Gaming Authority (NGA) had been investigating loot box usage in 10 unnamed titles after concerns were raised by players, parents, and those working in addiction care.

It found that four of those 10 games are currently breaking the law by offering random prizes that have real-world value without letting players influence the outcome.

As reported by Dutch website NOS (via Reddit), the publishers of those four mystery titles (rumored to be FIFA 18, Dota 2, PlayerUnknown’s Battlegrounds, and Rocket League) have been told to amend their loot box model within the next eight weeks. If they fail to do so, the gambling authority could hit them with a fine or even pull the offending titles from sale. 

The NGA claims offering “games of chance” to Dutch consumers is prohibited without a license, and believes loot boxes are very similar to gambling games like slot machines and roulette in terms of design and mechanics. 

It took no legal issue with the other six titles as they don’t offer loot box rewards with any real-world worth or market value, although the group still feels loot boxes in general pose an addiction risk — namely because they’re aimed towards younger people.

“As a result of opening loot boxes, socially vulnerable groups such as young people could eventually be encouraged to play other games of chance. The risk of gambling addiction in this group is many times higher than in adults,” reads the study. 

“To date, the Netherlands Gaming Authority has not observed any suitable control measures taken by the providers of games with loot boxes to exclude vulnerable groups and prevent gambling addiction.”

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Now Available on Steam – For The King, 20% off!

For The King is Now Available on Steam and is 20% off!*

For The King is a strategic RPG that blends tabletop and roguelike elements in a challenging adventure that spans the realms. Set off on a single player experience or play cooperatively both online and locally. Every play through offers new challenges, opportunities, and rewards.

*Offer ends April 26 at 10AM Pacific Time

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Blog: Designing countermoves in PvP games

A skill-oriented player in PvP games, when looking at a new game, would ask the following questions:

Players will start to learn the controls, and, in the meanwhile, try to figure out a strategy. That’s obvious. But what happens underneath the player’s consciousness? As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves— emergent solution to specific problems. In this post, I will talk about what they are, how they work and use card games as an example of how to design them.[1]

Background Knowledge

Before we define countermoves, the most important thing to look at is the control. When we say somebody is good at the control of a game, we mean that his or her input is precise and fast. Obviously, there are two ways you can challenge the players: make them unable to see correctly, or unable to act correctly.

Players “can’t see” because the game throws redundant and complex information in a short amount of time. They can solve this problem by:

  1. Analysis
  2. Relying on experience and memorizing levels
  3. Muscle memory that triggers reflectively

Players “can’t act” when they know what to do, but just can’t do it correctly or quickly, because the game requires the player to input a series of commands consecutively, or be strict on the timing of their input. They can solve this problem by:

  1. Familiarizing themselves with the hardware and control scheme
  2. Focusing on fewer things

Definition

In trying to focus on fewer things, the players summarize and abstract their experience of trial and error, and compile multiple steps into one simple solution in their mind. Then they discover a countermove.

What Do Countermoves Do

Countermoves provide players with the following advantages:

  1. Faster reactions, because they shorten the overall time needed for multi-step control.
  2. Greater chance of success, because they increase the chance that the players performed a right counter to a particular move.
  3. Greater ability to multitask, because they save the players the energy to do more.

Now that we know where countermoves came from, and how players can use them, we can design them for the players to discover.

Designing Countermoves

Countermove vs. Strategy

What’s the difference between a strategy and a countermove?

Players form a strategy when they put game elements together according to the rules of the game to gain a larger advantage or to find an optimal solution to the whole game.

On the other hand, countermoves are optimal solutions under particular, specific situations. They are the adjustment or backup plan when trying to play according to a strategy.

In short, we think about strategies before the game, and about countermoves during the game.

What Creates Countermoves?

Since countermoves are reflections under the dome of a strategy, usually, the more strategies a game has, the more countermoves there will be.

If strategies pair countermoves one-to-one, it doesn’t encourage players to think about countermoves. It only forces them to memorize solutions. However, we would love our players to think about countermoves, instead of bragging about a solution they found.

Therefore, what we need is a design that allows multiple solutions to the same problem. This way, players will need to make decisions as they go, and can’t have a dominant solution in every case.

(Taku: a choice) — The Available Countermoves

There is one genre of game that:

  1. Has no dominant strategy.

  2. In which the power of all choices is dynamically changing.

  3. Is not transparent — some information is hidden.

  4. Has multiple choices most of the time.

That particular genre is fighting games: Street Fighters, King of Fighters, etc.

Fighting games have enclosed strategy sets — the characters. The sets won’t intersect with each other since a player only controls one character at a time. And the depth of countermoves usually won’t go more than three layers because of the complexity of the design. It is a genre that simplifies strategy and empowers countermoves to the extreme. 

Yomi — an abstraction of fighting games.
Yomi — an abstraction of fighting games.

Because of such design, players invented the term “taku” — choices, to describe the meaningful countermoves that they can choose.

Above Countermoves

Because fighting games are so about countermoves, there is also a term that describes the movement of players when they have a lot of countermoves.

立ち回り (Tachimawari: moving back and forth)

Tachimawari is the action that happens before an attack, or before the defense against an assault. The goal of these actions is to move into an advantageous position. In fighting games, players move back and forth before attacking, hence the name.

When you have enough countermoves, you will do everything you can to bring yourself an advantage in the next taku moment — that is Tachimawari.

A player may start from a tachimawari, find a way to score, then return to tachimawari again. Let us call it a “Tachimawari Cycle.” Every PvP game will have one or more systems where players will compete for scores — victory points.

The Tachimawari Cycle
The Tachimawari Cycle

Well-designed countermoves — ones that can create tachimawari — gives clear indications of the difference in skill level between two opponents. And a match between the same level would be a duel of mental strength.

So, how do we achieve this phenomenon achieved in other genres? Let us take a look at examples in trading/collective card games.

Why Countermoves Matter in Card Games

The card games that we often think of — Yu-gi-oh, Magic the Gathering, or Hearthstone — are unlike games of Rock–paper–scissors. They are not zero-sum games based on one element beating another. More often, they are “converting” games that provide resources, and judge players by who is the most efficient in converting the resources to victory points.

What Brings Strategy to Card Games

  1. A large card pool and a big number of possible strategies.
  2. Expanding card pool around existing core cards, creating extended strategies through iteration.

What Brings Countermoves to Card Games

  1. Many possible strategies.
  2. Limited choices (taku) for efficient “conversions”. 
    (Number of cards in hand, cost, conditions to use the cards, etc. all creates limitations.)

You can see how card games to fighting games are different. Fighting games accomplish tachimawari through simplification of strategy. On the other hand, card games emphasize the competition in efficiency between strategies.

Winning Elements in Card Games

The winning elements in card games are:

  1. Top decks
  2. Choosing the deck according to current meta
  3. Calculation and countermoves in a match

It is clear that countermoves are only a part of card games. Usually, card games utilize extra rules to make it seem that there are a lot of countermoves:

  1. Side Decks allows the player to have supplementary cards that counter particular meta.
  2. Limited Formats, such as Sealed Deck, forces players to change strategies between matches, thus bringing a dynamic to countermoves.

Optimizing the countermoves in a card game will make repetitive plays using the same deck more enjoyable, and thus boost the lifecycle of the card pool. You don’t want players to try out all the possible decks in three days and quit because the designer doesn’t have that many resources to keep throwing out new cards.

So, designing for countermoves in card games is adding complexity, in a cost-efficient way.

Designing Countermoves in A Card Game

Let’s look at how to design countermoves following the framework that we established before: Allowing taku, allowing tachimawari, and forming the tachimawari cycle.

i) Allowing Taku

Three essential elements will enable taku:

Accumulating possible actions: As the game goes on, you accumulate cost, cards in hand, and permanents on the field. These are your possible actions.

Ways to keep these actions alive: Not allowing direct attack, separating attack and defense, dividing battlefields, or eliminating a threat from the opponent… these mechanics exist to protect the player from losing their accumulated actions too quickly. See the example of Infinity Wars below.

Infinite Wars

  1. The battlefield is separated into Offense and Defense zones.
  2. The defender chooses which cards to take damage.
  3. There are costly spells to eliminate an enemy card directly.

The Balance between removal and accumulation: Or, how long do you want the player to keep their accumulated actions? If you have more ways to remove an opponent’s cards, then you are leaning towards stronger removal, and vice versa.

Stronger accumulation, medium, and stronger removal
You can tell which side of the spectrum a game is leaning towards by counting how many cards survives on the battlefield throughout the match.

When you establish these elements, if you have a viable core mechanic to transform resource into victory, your game has taku in it.

ii) Allowing Tachimawari

Players need to be able to switch from a weaker taku to a stronger one. They don’t want to be stuck with little choices.

In an ideal world, we would want the attacker to have more but weaker takus, and the defender to have fewer but stronger ones so that they are willing to play aggressively. We can do this through:

Flamestrike: Deal 4 damage to all enemy minions
Simple: the more the enemies, the stronger it is.

Cards that have dynamic power. They can be more powerful (valuable) according to some other elements on the field. A simple 4-cost removal becomes more powerful when there is a 10/10 enemy creature. A Flamestrike becomes more powerful when the opponent has more creatures on the field. There are so many ways to achieve this.

Three cards
Dynamic power cards from Realm of Duels

Separating offense and defense. This is how Infinity Wars works. By distinguishing the offensive zone from the defensive zone, the game made it much easier to manage the balance. — But that’s a path that few has taken. It goes against a player’s intuition, and sometimes against the rule of simplicity.

In the real world, what we see often is one card that combines both offense and defense function. And that would require some tricks.

Destroy target tapped creature.
Killing tapped creature

  1. If the game can distinguish offensive and defensive state, players will have more choices while defending. Magic the Gathering uses “tap” to do this. Whenever a creature attacks, it is “tapped.” And some cards kill a tapped creature.
  2. If you can find a value that pivots the power of cards, you would be able to design cards that have a particular use for both offense and defense.
  3. If you can give the disadvantaged player a stronger taku at match point, you would allow a dramatic comeback. Molten Giant is one of those cards.

cost 1 less for each damage your hero has taken.
It’s so easy to make a comeback that this got nerfed — use to be a 20-cost card.

If players don’t have enough way to obtain stronger takus, you would quickly end up with aggro decks dominating the game. The metagame then stagnates.

iii) Encouraging Tachimawari in Card Games

Now we have cards that would allow players go from weaker takus to stronger ones. But, why should they? What motivates the players to do tachimawari, rather than go for the optimal strategy and win easily?

There are ways that are unique to card games which will encourage players to think before they make decisions.

  1. Response: in Magic the Gathering, you can cast an instant spell or activate an ability while another spell or ability is already cast or activated. Your response will take effect before the other one, creating risk for the offensive.
  2. Hidden information: a card can be played face down. When there is secret information, one can never be sure if victory is at hand.
  3. Error in prediction: Since card games don’t happen in real-time, players have the room to predict the opponent’s move. And they will make mistakes. A lot of times, the thought of “they might have this card” causes more loss than the opponent actually playing that card.

By involving risks, we can make it harder for players to predict the outcome of every move, thus preventing an optimal strategy and encouraging Tachimawari.

iv) The Tachimawari Cycle in Card Games

Let’s sum up what we talked about:

  1. The basis of tachimawari in card games is the competition of efficiency in converting resource to victory.

  2. In a cycle, a player accumulates actions, therefore have more choices (taku).
  3. A player can go from disadvantage to advantage because of well-designed game rules and card power.
  4. The game encourages a player to do tachimawari by involving hidden risk in offensive actions.

And we have the Tachimawari Cycle that’s specific to card games:

Card Game Tachimawari Cycle

Bottom Line

What do we see in card games? There are essential cards, countermove cards, and dynamic power cards. And there is the resource, the hidden information, and the victory point. What else can there be? Can there be multiple ways to convert resources into victory points — or even various kinds of victory points? Can some tools make any weak taku stronger? Can you establish a tachimawari cycle anytime at your wish?

There is still a lot more to explore in this genre and in other PvP genres, too. I hope this article answers the question of what is a countermove, why countermoves work, and how do they apply to popular PvP genres.


[1] This article is derived from research that I have done in cooperation with a handful of industry veterans. Special thanks to Jing Xie, my former colleague, and designer of Realm of Duels, for tutoring me about the basics of PvP gameplay and teaching me about the concepts and terms in fighting games. He provided the framework upon which this post takes form.