How Marvel Snap’s Developers Developed High Voltage As A Three-Turn Game

How Marvel Snap's Developers Developed High Voltage As A Three-Turn Game

As a seasoned gamer with over two decades of gaming under my belt, I must say I am genuinely intrigued by the new High Voltage mode introduced in Marvel Snap. The three-turn limit and the variable energy scale have certainly piqued my curiosity.


In a fresh twist for Marvel Comics enthusiasts, the card game known as Marvel Snap is introducing a temporary playstyle called High Voltage. Unlike regular games, this mode will have players battling it out in just three rounds instead of the usual six, aiming to secure victory swiftly. Other modifications include eliminating the Snap mechanic, implementing an energy range for each card, and allowing players to draw two cards per turn. Developers worked meticulously to make High Voltage feel as distinct from standard gameplay as possible, with the mode undergoing numerous tweaks before its launch.

As a dedicated gamer, I recently got some insights straight from the source – Ben Hayes, the design director behind Marvel Snap’s latest update. In this chat, he unveiled the reasoning behind transitioning from a six-turn game to a more dynamic three-turn experience.

Three Turns Was Chosen Because It “Felt The Most Different”

How Marvel Snap's Developers Developed High Voltage As A Three-Turn Game

Originally, as Hayes explained, the plan was that each High Voltage match would have four rounds. However, after trying out a four-round match, Hayes found it felt more like the regular Marvel Snap experience than they intended. Following the reduction to three turns, the High Voltage mode became noticeably distinct from Deadpool’s Diner, the previous limited-time mode, and closer to the unique gameplay experience the team had envisioned.

In High Voltage, Hayes elaborates that due to the restricted turn limit, players are urged to innovate by swiftly attempting potent combos without much time for setup. While testing the latest mode, Hayes shared his deck-building approach, stating he prefers to “jump straight into the core aspects of the strategy, rather than gradually or systematically constructing it with a flow of energy, or needing to select support cards and finesse the deck creation.” When asked about his favorite cards in High Voltage, the design director mentioned Black Panther, which carries a high Energy expense but amplifies its own power, and Wong, which allows abilities to occur twice.

The Variable Energy Scale Took Much Experimentation

How Marvel Snap's Developers Developed High Voltage As A Three-Turn Game

The three-turn restriction was established swiftly, whereas the energy scale, which awards players with 2-5 energy units per turn, required extensive testing. Hayes acknowledges Jules Robins, the principal designer of High Voltage mode, for devising the energy scale. At first, the team experimented with a rigid system where players got three energy on Turn 3, six on Turn 2, and nine on Turn 1, but this resulted in players being overly cautious, preferring to play 3- or 6-energy cards like Thanos or Magneto instead of trying out new strategies.

Hayes described the team’s process of settling on the energy scale:

With each group of numbers, they consistently encountered a challenge that dampened their enthusiasm for experimentation. However, when we expanded the range instead of restricting them to specific numbers, it seemed like a spark was ignited within them. They became excited, expressing an eagerness to invest more energy and resources into the project, curious to observe the results.

When the energy scale was introduced, Hayes clarified, it was then that High Voltage really began to coalesce as a distinct gaming style. He and his team are eagerly anticipating the kind of decks players will construct during the eight-day period when High Voltage mode is accessible – especially the unique and potent card combinations that might emerge in play.

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2024-10-18 15:24