As a passionate collector of all things Disney and a seasoned card game enthusiast, I must say that my recent encounter with Disney Lorcana has been nothing short of magical! The journey of this TCG, from its humble beginnings to the sensation it’s become today, is truly remarkable.
The Disney Lorcana Trading Card Game, though relatively new to the trading card game market, demonstrated a strong impact during its inaugural competitive season. Attendees and their enthusiasm at various events hinted that the game has been around for more than just a year. Each of the Disney Lorcana TCG Challenge events this season attracted thousands of competitors, suggesting that both TCG enthusiasts and Disney fans find the gameplay and presentation appealing.
The team placed great emphasis on ensuring that the game had an authentic Disney feel, and this dedication to authenticity is also a significant advantage for Disney Lorcana. This unique blend of friendly yet strategically deep gameplay is evident in features such as the non-confrontational win condition, cards that play songs, and the diverse playstyles inspired by decks based on different Disney themes. As a result, Disney Lorcana has proven itself to be a formidable competitor in the trading card game market.
Game Rant participated in the Disney Lorcana TCG Challenge held in Seattle to chat with co-designer Ryan Miller. With a lifetime love for Disney and extensive background in trading card games, Miller played a significant role in creating a Disney trading card game that preserves the prestige of this renowned franchise. In this interview (edited for brevity and clarity), Miller discussed the game’s initial stages, the significance of making players feel part of the Disney world, and how Disney inspired various aspects of the game mechanics.
How Disney Lorcana Captures The Disney Spirit
Question: What are your thoughts on how Disney Lorcana’s distinctive feature, which involves accumulating 20 lore instead of defeating the opponent for victory, alters the gaming experience?
In great game design, we aim to achieve what football terms as ‘forward momentum’. Our goal is to make the game advance towards an endpoint as often as possible, ensuring a smooth and swift pace of play.
Going to level 20 offers a less adversarial approach as I’m not outright attacking any player. There may still be some contention due to the nature of challenging your characters, but I don’t claim victory by challenging; instead, I merely hinder your progress in our ongoing competition. In multiplayer games involving three or more players, one advantage is that no one gets knocked out. Everyone remains in the game for the duration.
In many games, progress requires actions like attacking or making moves that may have a negative impact on relationships. However, in Lorcana, I can advance the game by questing without worrying about any social repercussions. To me, this aspect makes it more enjoyable and less tense since there’s less hostility involved.
“It’s great that there are no penalties in terms of politics or social standing when advancing the game. This is why I often say, ‘When uncertain, seek the quest.’ Essentially, you can simply embark on a quest and think, ‘Alright, this sounds fun, let’s go questing.’ Admittedly, your characters might face challenges as a result, but that’s acceptable.
In the game, there’s a more amiable vibe overall. Previously, you pointed out that instead of “killing” characters, we “banish” them. I believe this difference is significant because it implies that this isn’t just about destroying things, but rather fostering an environment that’s more welcoming and peaceful.
Miller: I don’t always see a challenge as a literal battle. It could be a playful food fight, a heated discussion, or from a narrative perspective, it might entail the broom sweeping Mickey out of sight or Minnie having a conversation with Elsa that results in one of them leaving.
In the context of narrative, various forms of encounters or interactions can occur between characters. These aren’t necessarily physical conflicts but rather instances where characters engage with each other, often in unexpected ways. This could involve deceiving one another, driving a character away, or any number of actions that create tension or conflict within the storyline.
I find your perspective quite captivating. As the events unfold, it’s as if a story is being woven. Perhaps Beast is engaging with Elsa in some way. One can only imagine how such an encounter might play out and what activities could be taking place.
Another type of card we haven’t delved into yet is known as the “song card.” Certain cards symbolize songs, and a song card falls under the category of action cards. It functions similarly to an action card; you can spend its ink just like you would with an action card.
In this scenario, we’re referring to “Gruesome and Grim” from my preferred movie titled “Sword in the Stone“. You can perform this action much like any other action by spending its required three points or currency, which is often referred to as ‘ink’. This card enables you to deploy a character costing four or fewer without spending anything. Alternatively, one of your characters could perform the song for you, and in that case, I could have Donald Duck sing “Gruesome and Grim”. To make him do this, all I need to do is ‘exert’ him.
In other words, if a character used in a song costs at least as much as the song itself, then it’s fine to utilize such characters without spending additional ink, because you can reuse the ink for other purposes instead.
This mechanic isn’t just enjoyable and thematic; you could envision Donald Duck performing “Gruesome and Grim” (I won’t try, as I can’t mimic his voice). But it’s also a tactical decision, helping me conserve ink for other potential gameplay actions.
One way to rephrase that sentence could be: “What really appeals to me is the seamless integration of its themes and mechanics, resulting in a playful and engaging experience that’s also strategically challenging.
Occasionally, you might desire a character to burst into song, and other times, you simply enjoy the music without joining in. But isn’t it tough not to croon along when you play One Jump Ahead? Typically, when you hear a crowd playing music, you’ll often pick up on people spontaneously singing.
That must be so special to hear as a creator.
I’ve always been passionate about Disney since childhood. My journey into game design can be traced back to when I was around eight years old. My grandmother brought me to Disneyland, though we lived in Bakersfield, California, which is a few hours north of the park. She took me there only a few times, but the experience left a lasting impression on me, even at such a young age. What stood out the most was the sense of immersion that place provided. As you pass under the brick archway and turn into Adventureland, you are magically transported to another world.
Talking about it now sends shivers down my spine. At that age, I didn’t have the word “immersion,” but I knew I felt as if I was no longer a child in Southern California; instead, I was an explorer in Adventureland. Later on, when I delved into gaming, I began experiencing that same sensation again. Games possess a remarkable ability to whisk us away and narrate stories on the tabletop.
Disney has always held a special place in my heart. Getting the chance to work here felt like a dream come true, as it combines two passions of mine. Working here has been an absolute joy.
As I recall that pivotal moment when they extended the job offer for Disney Lorcana, I can still feel a rush of excitement and anticipation. In the initial days, it was like stepping into an enchanted realm where every stroke of my pen could potentially bring a piece of the Disney magic to life.
As a gamer speaking, I ponder over this too. As a creator, you’ve got to consider the audience. Familiarize yourself with who they are, as it shapes many of your choices. For our project, we targeted two main groups: enthusiasts of trading card games and Disney aficionados. We aimed to cater to both, ensuring an enjoyable experience for everyone.>
For Disney fans, we have these wonderful characters, and the art for this game is amazing. Every piece is brand new, created just for this game. We’re producing more new art than in any single product in the history of Disney-licensed products.
We aimed to create a game that would be inviting for Disney enthusiasts, a place where newcomers to trading card games could feel at ease, with a message such as “This game is for those who have never played a trading card game before.” Trading card games excel at this because they offer a fundamental set of rules that can be welcoming, while the strategy lies in the cards themselves. To me, it’s like building a house: the basic structure—walls, foundation, and roof—symbolizes the rules. The cards add charm and make it a home, a place where one can enjoy living.
For enthusiasts of Disney, there’s an inviting structure of guidelines that you can easily grasp. However, since it’s a unique type of game, those transitioning from different gaming backgrounds may find some new elements to master. For seasoned trading card players, this game presents numerous opportunities to demonstrate skill. The rules themselves even call for strategic decision-making, such as deciding which card to play next. A novice might simply pick a card without thought, but experienced players understand that each choice is a test of their skills.
Miller: From the very beginning, we asked ourselves, “Who is our target audience, and what kind of experience do we aim to provide them?” We then proceeded to brainstorm numerous concepts, testing them out until something worked. This process involved approximately a dozen revisions, each one sparking enthusiasm within us, thinking, “Could this be the winning idea?” However, there was often a flaw that would surface, causing everything to unravel, forcing us to start anew.
Often, the origin of that flaw could be traced back to the game itself. Recognizing the importance of multiplayer interaction, we aimed to ensure the game’s rules remained unaltered regardless of the number of players, whether three or more. We found this approach particularly appealing for social gamers. Unfortunately, several initial designs boasted innovative ideas but necessitated additional rules for multiplayer play, which we were unwilling to accept.
On certain occasions, things didn’t go as planned. I recall one particular instance early on that stands out. It seemed fantastic initially, but it soon turned into a disaster. As a gamer, I remember designing a system where heroes could only confront villains, and vice versa. It sounded exciting, but the gameplay was far from enjoyable. In this scenario, we categorized characters as heroes, villains, and allies. However, my idea of restricting heroes to fight villains, and villains to fight heroes, ended up being a disappointment.
While constructing my deck, I divided it equally, yet still found myself unable to summon my antagonists, forcing my protagonists to roam freely without a foe to confront. This felt like cooking spaghetti and questioning if it’s cooked, ready, or to our liking – it was disheartening. We barely managed to play one game before giving up. I thought, “I don’t wish to continue playing this; it’s awful.
A pivotal point occurred during the development of a game that can be categorized as an engine-builder. In this type of game, players strategically place pieces, each with its unique role, similar to a self-operating Rube Goldberg contraption. Essentially, these games have a tendency to run autonomously once set up properly.
The gameplay style we envisioned is commonly found in board games, where each player progresses from left to right with each turn, building their engine while potentially having it modified by others. However, we found that the design felt overly mechanical and rule-bound, detaching players from the experience. This is an illustration of rules overshadowing the game so much that it’s hard to lose oneself in the game world anymore because there seems to be a game designer constantly instructing, “I’m going to do this, this, and this!” which takes away from the enjoyment.
During the heart of the pandemic, I found myself venting to Steve over video calls about my mounting frustration. He echoed my feelings. I exclaimed, “What is it that we yearn for?” Ultimately, it boiled down to wanting our beloved gaming characters to engage in enjoyable activities. So, we took a step back, refocused, and decided to revisit that idea.
Initially, we assembled various parts and worked on establishing our resource setup. It was a process of connecting these items, hoping that they would eventually come together cohesively. This occurred approximately five or six months into development when we reached the version you experienced today. After enduring multiple heartbreaks, it’s challenging to feel love again, so we approached this cautiously with optimism. However, as we continued working on it, our sentiment gradually shifted to excitement. That encapsulates the early stages of our journey.
How Disney Lorcana Took Shape In Its Early Days
Q: It’s always interesting to hear about those times when developers throw pasta at the wall, and it doesn’t quite stick.
As a seasoned gamer-turned-designer with over two decades under my belt, I can attest that even the veterans like me aren’t immune to the occasional stumble in the realm of game design. You see, you come up with an idea that ignites your passion, convinced it’s gold. But when you put it into practice, it feels more like lead. It’s a humbling reality of our craft. Yet, it’s these very moments that remind us to dust ourselves off and keep pushing forward, because game design is not just about the victories, but also the lessons we learn from our failures.>
As a gamer, I’ve learned something valuable from each and every game I’ve played. Each experience, whether successful or not, has contributed to my gaming journey. Without the countless hours spent testing different games, we wouldn’t be where we are today. Every bit of that journey was crucial.
Q: Can you recall an idea that led to everything else clicking together?
Miller said: “The tunes were reminiscent of that style. We discussed extensively how Disney inspired the layout. As I previously mentioned, regarding the fundamental layout of the house, we opted early on against being too groundbreaking. Being overly innovative can sometimes result in a designer boasting, ‘Look what I can do.’ Instead, our aim was to create a game that emphasized the theme rather than showcasing the designer’s skills.
As a gaming enthusiast, let me share an experience that perfectly encapsulates my expectations – remember when I mused, “What is it that I truly yearn for?” Well, I’m simply longing for my cherished characters to take center stage and engage in delightful escapades. That essence, that joy, is what we aimed to capture. Any element that obstructed this vision, such as the traditional villain-hero dynamic, had to be trimmed away to let our vision shine brighter.
In our discussion, we pondered over the question, “Yet, is the overall design of the game distinctly Disney?” Although we were confident about the characters and abilities being quintessentially Disney, we found ourselves uncertain about how deeply ingrained the structure should be in Disney elements. This was challenging since we aimed to highlight various themes from diverse Disney properties. To achieve this harmonious blend, we needed a design that would bring out the best of each theme from these beloved Disney films.
I knew that songs had to have a place in the game. I just knew it. Just having a “Let It Go” card is so fun! My personal favorite is “You’re Welcome.” I love that card so much. I think you drew it, actually! What I wanted to avoid was just slapping a song title on an action card and calling it a day. We went back and forth on different mechanics for how to do it.
Currently, Steve states that it was my idea, but I recall it differently – I’m uncertain who originally thought of it. The concept of having one of your characters execute the cost-covering action and play a song for free seemed revolutionary to me. It was one of those instances where I exclaimed, “Ah, this could be something truly unique.
I say this a lot, but creating a game feels like buying someone a gift and waiting for them to open it. We get to experience that excitement every few months when we do a new set. When I got to that moment with these songs, I knew people were going to love them. I thought, “Oh my gosh, this is so fun!” That was a turning point for the design. At that point, the next step was to go to the larger team and show them that. Then there’s the more complicated process of designing the cards themselves.
Question: Does the ‘Lorcana’ character seem very Disney-like to you, given your longstanding fandom of Disney? Could you explain how you perceive ‘Lorcana’ as embodying Disney, and what this association means to you personally?
When I think about Disney stories, the words that pop into my head are awe and playful imagination. I believe Disney excels at evoking both feelings exceptionally well. While Disney is known for many things, it’s these two aspects that stand out to me. Moreover, we aimed to pay tribute to Disney because these characters and tales aren’t just fun; they’re deeply ingrained in our society and the essence of our audience. They hold a special place, and we want to handle them with utmost care. After all, we cherish them as well.
As a passionate admirer, let me express how essential the art was for us when crafting this magical Disney experience. We were meticulous about preserving its essence at every turn. In my opinion, our secret formula is infused with care, an eye for detail, and unwavering quality – love being the cornerstone of it all. Love, in this context, simply signifies that we share the same passion you do. I firmly believe that when something is created with love, you can sense it; whether you’re holding the product or flipping through the cards, there’s an undeniable connection between creator and consumer, a testament to the fact that those who made this treasure truly cherish it as much as you do.
Paying meticulous care to every detail demonstrates our affection; it’s the way we express love. By focusing on the intricate aspects in the artwork, the game mechanics, and even the naming of abilities, we strive for perfection. Although ‘excellence’ may seem like a corporate jargon, here it signifies that we still need to produce exceptional work. In truth, the art in this trading card game is simply breathtaking, a sight to behold. Our imaginative team has truly surpassed expectations, creating some of the most stunning visuals ever for a game. We have an incredibly talented group of artists, art directors, and graphic designers who consistently produce extraordinary work for our game.
All of this is to send a message to our fans: We love Disney, too. We love these characters, too, and we’re not just going to show them in the ways you know and love them; we’re going to surprise and delight you with ways you’ve never seen them before, like our giant Tinkerbell.
As a devoted Disney fan, I find myself drawing parallels with my past life as a club DJ in Seattle. Just like me, I’d start the night playing familiar tunes that would get the crowd moving and create a bond of shared enjoyment. This trust established at the beginning allowed me to guide them through an unexpected musical journey later on.
A: As a fellow musician, I can relate to this. Fans seem to possess an uncanny ability to sense authenticity. They often recognize when a performance or creation is heartfelt and genuine.
Gamer: Just like any artist, I understand the essence of our craft. For me, the ultimate goal of creating great gaming experiences is fostering a genuine bond with fellow gamers. It’s impossible to forge meaningful connections through deceit; sincerity and authenticity are the cornerstones of that connection.
Initially, when I engaged with Ravensburger, I harbored a hint of apprehension. You see, I’ve been immersed in the trading card game industry for well over two decades. Creating such games can be quite challenging, as they are more complex than traditional board games at every level, and even board games can be intricate to develop.
Initially, my view of the company was casual, but as I delved deeper into their work with Disney, my opinion shifted. What truly captivated me was the development of an engaging game called “Disney Villainous.” As a fellow enthusiast, let me urge you to give it a try – you’ll be a villain from the enchanting world of Disney, and your objective is to outsmart others by completing your sinister plans first. The game is not only entertaining but also beautifully designed, resonating with Disney fanatics like myself. It left me thinking, “This company truly understands the magic of Disney.
For six decades, they’ve collaborated with Disney, gaining a deep understanding of their audience and maintaining continuous dialogue with them. Initially, I was uncertain; however, after careful consideration, I believe no other company could execute this task as effectively as they can. Therefore, I’m ready to join the team!
It’s delightful when developers discuss their video game in a manner similar to how artists talk about their artwork.
Miller: This game isn’t just art; it’s also a remarkable community. The group surrounding it is among the friendliest and most inviting I’ve ever met. Can you hear the buzz out there? That sound, people enjoying something I’ve created, is one of my favorites. I feel that I was born to create memorable experiences for others and to unite them, and that’s something I’m particularly proud of with this game.
There are families who engage in this particular game. Someone approached me and shared that their two girls were having difficulties with reading, yet they chose to enhance their skills on their own so they could join their father in playing the game. Frankly, I can’t think of a higher praise for anything I’ve ever achieved.
In essence, this game wouldn’t hold much meaning without the community and its talented participants. Yet, what truly elevates it to something extraordinary is the bonds we’ve formed. We’ve forged connections with these individuals, and they’ve done the same among themselves. Now, we’ve created something far greater than any deck of cards could ever aspire to be.
Could you explain what you find the most difficult aspect when it comes to creating Disney Lorcana, as compared to designing a board game?
Designing, manufacturing, and marketing this product is not an easy task; it requires a fair amount of complexity. However, I suppose you could call it a unique kind of challenge. To be honest, prior to its launch, we had to make numerous assumptions about the game’s entertainment value and how well it would resonate with Disney fans, which was quite challenging.
As a gamer, I’m constantly striving to ensure each new release not only resonates with the narrative and our audience, but also caters to the diverse groups within our gaming community. While I’ve talked about two main segments, there are countless sub-categories that need to be considered.
That’s another difference. With a board game, you make it, you launch it, and it’s out. You still market it; you still work on it. But we have something new every single quarter. 204 new cards every single quarter. We want to make sure that each of those launches is super exciting and super high quality, and that they continue to build on this wonderful game that we’ve made.
To me, it’s a marathon of marathons. We’re thinking long-term, not just three years down the line; we’re planning for 30 years. I’ve never seen a company invest in a game the way Ravensburger has. They were willing to commit time and resources well before we even launched, which is amazing.
Essentially, it’s crucial for us to maintain a balanced perspective: We should be considering the big picture and planning for the long term, but at the same time, every detail counts. I strongly feel that we owe it to our audience and our players to provide them with the best possible experience, investing our resources wisely since they are the ones investing their time and money in our game.
The task at hand is ensuring each event they’ve contributed to is exceptional, while maintaining a strategic view for our long-term goal – continuous improvement and attracting more participants. This balancing act, where we strike the perfect balance between focusing on the finer details and planning ahead, is the true test of our endurance.
Question: Earlier on stage, you spoke about not anticipating reaching this point. Can you remember a time during your journey when it became clear that Disney Lorcana was truly connecting with the public?
At the D23 event a couple of years back, which was our initial announcement for the game, the response we received from Disney enthusiasts – the most dedicated fans – was incredible. We had a booth set up where we distributed promotional cards featuring Mickey as Brave Little Tailor and a collection of six other cards. The excitement among the attendees to catch a glimpse of what we were working on and grab the cards was palpable. It was an unforgettable moment, even though the game hadn’t been released yet, nor had we revealed any gameplay details at that point.
At Gen Con, a massive annual gaming convention held in Indianapolis, we debuted our game back in August. Remarkably, a pair who are here today had been waiting since the previous Wednesday evening when the doors opened at 9 AM the following morning. They weren’t just early birds; they arrived at 6 PM on Wednesday to secure their spot, even planning to spend the entire night camped outside.
For the first time, this pair hadn’t attended any game conventions prior to this trip, which happened to be their annual wedding anniversary getaway. Hailing from Oregon, they are an adorable couple, and the man was sporting a Disney cap and bearing a tattoo of the same beloved company. Being enthusiasts of trading card games (TCG), they had never engaged in such activities before. However, I found myself amazed as I witnessed their genuine excitement upon this new experience, which ultimately brought them here.
We advised against camping, instead offering them an alternative arrangement. We interacted with them, took some pictures together, and had a fantastic experience. I prepared several cards for them to sign. It felt like one of those instances when we realized, “This connection is unique, and they’re genuinely thrilled about it.
Q: Any last thoughts you’d like to share before we head out?
Miller: Playing Lorcana has numerous approaches, but simply sitting down and shuffling cards isn’t one of them. Acquiring the game is a method to play Lorcana, or discussing deck building or viewing it as another form of interaction with other Lorcana enthusiasts. There are indeed multiple ways to engage in this game.
If you prefer not to join in the game, that’s perfectly fine! I still think you might find collecting quite enjoyable. I strongly suggest you take a look at it, as it’s an engaging experience. The creators poured a great deal of love into making it, and it was our gift to share. We truly hope you find joy in it.
[END]
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2024-11-21 14:30