As a long-time game designer, I can truly appreciate the thoughtfulness and innovation that goes into creating games like Lorcana, especially when it comes to catering to newcomers in the trading card game (TCG) space. Having taught games thousands of times, Steve and I understand the unique needs and expectations of Disney fans, and we strive to provide an engaging and accessible experience for them.
Recently, D23 organized a discussion centering around the history, current status, and upcoming developments of Lorcana. This event was moderated by Ravensburger, during which developers provided fresh insights into the game’s achievements and future plans. For instance, they disclosed that over 1 billion cards have been sold so far, while also unveiling details about Lorcana’s sixth set to be released in November 2024. Moreover, it was confirmed that The Black Cauldron will join Lorcana in 2024, followed by Pocahantas in 2026. Additionally, Pixar is expected to become a part of Lorcana starting from 2024, but specific details regarding Pixar’s inclusion won’t be revealed until 2026.
After the panel, Game Rant spoke with Ryan Miller and Steve Warner, two of the co-designers, about Lorcana’s evolution, the latest updates in the Trading Card Game, and the hurdles they have faced since day one. Naturally, we couldn’t resist asking them a question about Pixar. Here is an excerpt from the conversation, which has been revised for clarity and conciseness.
Lorcana’s Journey: Past, Present, and Future
As someone who has been following this game since its inception, I can tell you that it’s a surreal feeling to be here now, two years after the release of the game and with a much better understanding of what it is all about. Back then, we were all just eagerly waiting for it to come out, not fully grasping the impact it would have on us. Now, looking back, I can see how far we’ve come and what a difference it has made in my life and the lives of many others who share the same passion. It’s truly an honor to be part of this vibrant community and witness its continued growth and evolution.
Miller: This feels a lot like coming home since this is where our journey began. Two years ago, we received an amazing welcome, and it was one of those moments when you truly hope that it will make a significant impact. You hope it will create a stir, you hope it will be thrilling for the audience, but you can never be sure until there’s something released. I recall we dined at Morton’s the evening before last time. It was on that Thursday before the event, and both Steve and I were unsure of our feelings, weren’t we? I was tense.
Warner: Cautiously optimistic.
Certainly, I share a mix of prudent optimism. Our experience spans over decades in this challenging industry, where it’s tough to create a significant impact. However, upon reflection the following day, it became clear that we’d stumbled upon something truly exceptional.
Warner: Initially, it started out open and peaceful. However, as news about our activities began to circulate, things became more hectic, yes.
As a gamer, I walked into the event later that day, and before I knew it, there was an overwhelming surge of people, their eyes wide with awe. “Oh my god,” they seemed to whisper in unison. The rest of the weekend was etched into gaming lore.
Q: Was there any particular moment where you want, “Okay, we’re going to be okay?”
Miller: It still hasn’t happened for me yet. [LAUGHS]
Actually, I was just joking. But in truth, many trading card games don’t survive past their third year. However, I am quite confident that we will make it beyond that. There was a moment during D23 when the lines were incredibly long, and we were off to the side. It was then that I realized we have something that people are genuinely excited about.
aren’t we all Disney enthusiasts as well? Initially, we might have felt more at home in a gaming convention, right? But seeing Disney fans turn out like that was really thrilling, although we don’t want to wish for too much and jinx it, right?
Warner: I’m always that cautiously optimistic.
Miller: We don’t want to jinx it, right?
As a gamer, I recall a moment when we were informed that some talented actors from Warner Bros. and Disney would be joining us to oversee the queue. The instant that news broke, it felt like electricity in the air – pure excitement!
Prior to receiving such a massive reaction, each decision you made was based on your guesses about what others might prefer.
Miller: One hundred percent.
Given that you’re aware of people’s preferences and have an understanding of their tastes, how does this knowledge influence the choices you make?
As a gaming enthusiast, let me share my perspective: Initially, predicting what gamers would love wasn’t easy. Take, for instance, determining how many game boxes to produce before our launch. That was quite a challenge! However, when we finally launched last August, we encountered some issues due to this uncertainty. But here’s the silver lining – our dedicated production team and partners rallied together, working tirelessly to resolve the problems. By November or December of that year, we were back in the game. Scarcity can be a double-edged sword, but it was truly exhilarating to finally deliver the games into the hands of players and collectors alike.
Making Lorcana
Q: Does the selection of characters and types of decks vary at all depending on whether it’s before or after a certain point?
Warner: I don’t agree with that. Over the years, our approach in design has consistently been the same. Our goal has always been to cater to all types of players since they often overlap. We strive to consider different preferences such as those who prioritize competition, fun, theme decks, and collectors. This approach hasn’t deviated. We adhere to it closely.
In the discussion, the idea of a “dream-crusher” was mentioned. I’m wondering about the balance between fulfilling fans’ dreams and perhaps going against their suggestions when they say, “It would be nice to do this.” How much should you cater to what seems like their desires versus telling them, “No, let us guide you with our perspective on what you might want?”
Miller: I prefer not to impose our opinions on others about what they should desire. When I refer to myself as a ‘dream killer,’ I mean the stage in game design where you’re enthusiastic about your concept, but it hasn’t been fully evaluated yet. You get overly excited, and then you show it, right? There are games that I’ve shown full designs of, and if Steve saw them, he would critique them harshly. He’s like a surgeon in his ability to dissect ideas effectively.
He could really quickly find the problems and point to them, and I always want him to do it before the fans because that balance is what leads to longevity. It’s not about my opinion or telling them what they want. It’s just, as Steve said, different people want different things, and the nice thing about trading card games is we can make cards for different people because there are so many cards. We can have cards that are just fun for the people who like big things happening, and for the really entrenched tournament player, we have cars for them. Of course, for the deep-cut fans, we have the Atlantis cards, we’ve got Treasure Planet cards, that sort of thing. It really comes down to not just franchise choice, but in game design, how we can make a set that is appealing to different groups for different reasons, right? That’s what it comes down to.
Q: Do you find it becomes more or less challenging with every card that you add?
Miller: More challenging
Warner expresses: Absolutely, it’s much tougher due to the sheer number of potential interactions. With 200 cards, there are approximately 40,000 unique combinations between them. Adding another 200 cards brings us to 160,000 potential interactions, and that complexity becomes quite overwhelming. Balancing this intricacy to ensure no single interaction becomes too dominant while still maintaining an enjoyable experience for the fans who acquire those cards is a significant challenge.
A: Balancing the desire for excitement around a new expansion with ensuring that existing cards remain relevant can be quite challenging. Here’s one way to tackle it: We strive to design the expansion in such a way that it introduces fresh, engaging content while also maintaining the usability of previous cards.
Warner: Essentially, some folks call it ‘power creep’, and they’re right about the gradual increase in power as the sets progressed, with no previous cards to compare against. To prevent rendering older cards obsolete, we’ve been mindful when releasing new cards and setting their power levels. In many cases, we create cards that might not have been strong initially but could prove to be valuable later on, like hidden gems or ‘sleepers’.
I believe one of the greatest aspects of trading card games lies in acquiring cards that initially weren’t particularly impressive when they were first released. Over time, as new cards are introduced, these seemingly ordinary cards transform into game-changing ones, which makes the experience incredibly enjoyable due to the sense of discovery. This element of exploration and finding hidden potential in cards is never-ending.
A: Instead of Lorcana, there’s now an additional resource called Gateway. This is unusual for a Trading Card Game, as many people are often left to figure things out on their own. However, it seems that your intention was to create a learning experience where one can gradually grasp each concept before fully immersing in it. Could you discuss the benefits of this approach?
Miller: Many Disney enthusiasts who haven’t dabbled in trading card games are joining us. Our game is user-friendly and should feel familiar to seasoned TCG players, but it offers a unique gaming experience that might be new to them, correct? It’s quite distinct. The concept of constructing your own deck can seem overwhelming, wouldn’t you agree?
One time, while cruising with Disney, I found myself at a table filled with the sweetest, most delightful grandmas. They were eager to learn a game to play with their grandkids, and I was more than happy to help! However, the moment one of them drew seven cards, she excitedly declared, “I’ve got four threes!” Now, while that’s impressive, it’s not the whole story. In this game, what matters most is what ends up on the table, not just what you start with in your hand.
Through our extensive experience teaching the game over time, we’ve come to understand that Disney fans require a unique approach due to their specific interests. We call this special treatment “Gateway,” which begins with a 30-card deck consisting of three Actions and twenty-seven Characters, all equipped with straightforward abilities. As you progress, you gradually uncover new packs containing additional elements like Items or Songs, allowing you to gradually learn and incorporate these concepts into your gameplay, rather than having to understand them from the outset.
As someone with years of experience in the trading card game (TCG) industry, I must say that I haven’t come across many products like this one in the market. It’s still relatively new and unexplored, but we’re gathering valuable feedback through consumer testing to make it even better. Our ultimate goal is to help both novice and experienced TCG players get into the game with ease and enjoyment.
Lorcana, Pixar, and Beyond
A: Naturally, I must inquire about your comment regarding Pixar. Fans have eagerly anticipated this for some time, so could you share your experience when you said, “We’re going to venture beyond the traditional Disney offerings”?
Speaker: I find Pixar’s tales and characters to be simply marvelous, and I believe that magic and playfulness are indeed present, isn’t it? The combination seems to blend effortlessly with Disney’s full-length animated films and shorts such as Mickey and Friends. It appears as though they could belong in the realm of Lorcana, doesn’t it? This connection feels quite organic.
It seems as though the experience is akin to anticipation when purchasing a gift for someone. The eagerness you feel is similar, isn’t it? You’re eager for their joy, after all, or you have a strong belief that they will appreciate it, and you can hardly wait for them to unwrap it and enjoy.
Q: How long ago did these conversations start?
Miller: Long ago on a dewy November morn [LAUGHS]
As a seasoned artist and storyteller, I must say I was absolutely thrilled when I had the chance to meet with the brilliant minds at Pixar Studios. It’s not every day that you get to sit down with some of the most talented individuals in the animation industry, discuss ideas, and explore the hallowed halls where magic is made. That experience left an indelible mark on me – it was nothing short of extraordinary!
Q: What are your favorite Pixar movies?
Alternate Version: Miller enthusiastically expresses his affection for the movie “Coco”. He finds it exceptional, stunning, and heartwarming. The film revolves around the theme of family, which resonates deeply with him. In fact, he feels inspired to celebrate Dia de los Muertos as a way to pay tribute to his own family. At home, they have an ancient apron that once belonged to Miller’s wife’s great-grandmother. It’s displayed in a frame and serves as a daily reminder of her presence, especially when he wakes his son each morning. Simply put, “Coco” is a film he adores deeply.
As a devoted admirer, allow me to express my deep affection for Wall-E. It’s almost surreal how much this movie resonates with me. The characters’ actions and subtle facial expressions speak volumes, and the minimal dialogue only adds to its charm. The narrative is captivating, immersing you in a world that transcends words. Truly, Wall-E belongs to my heart.
User: Pixar truly excels in this area. I believe they genuinely enjoy creating these short films, some of which don’t even have any dialogue. Yet, they manage to express so much emotion, as seen in the opening five minutes of Up that can leave you in tears. It’s simply marvelous, and it’s a thrilling aspect of our profession to collaborate with them.
During the discussion at the panel, many thoughts were shared about the tales that gamers create through gameplay. Have you ever considered developing these narratives beyond the realm of Trading Card Games (TCG)?
Miller: We refer to this as a Bruno-type query, and I regret to inform you that we don’t discuss Bruno. However, let me emphasize our immense pride in the universe we’ve constructed. I believe it was crucial from the start, as without the realm of Lorcana, we would just have characters from various franchises in a deck, wouldn’t we?
1. The quality isn’t satisfactory. It falls short of the expectations for our players, Disney, and Ravensburger. That was the initial task we undertook. We didn’t engage in game design at all; instead, it was all about creating a coherent world. We wanted a universe that could justify having three Mickeys present, or a colossal Tinker Bell, for instance, and explain how these elements fit together.
The importance of what we did was significant to us, which fills us with immense pride. We boast an exceptional squad of narrative designers and authors, including a novelist who has published as many as 16 books. Frankly, our team is outstanding, and we’re incredibly proud of it. We can hardly wait for the fans to witness the journey ahead!
[END]
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2024-08-12 20:37