Fixing the Game Part One: Betrayers of Yu-Gi-Oh!

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Digital Jedi

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This artcle was posted by skyetown over at Time Tunnel Comic's Forum. He didn't leave a link to the original Artcle by Jae Kim, but I think it bears posting here, too. You can read the thoughts posted at Time Tunnel here. Since its a rather lengthy artcle I'll post my thoughts after you.

Article 38: Fixing the Game Part One: Betrayers of Yu-Gi-Oh!
July 28, 2005


To those who have read my column regularly, it comes as no surprise that my skill and expertise at the game stem from my immense love for it. I'm constantly poring through bins of commons, rares, and other holos that have gone unused from previous sets, looking for original ways to exploit the metagame. So it may come as a surprise to some that this article will seek a Pyrrhic victory, so to speak.

There are plenty out there who love the game the same way that I do, but turn a blind eye to its flaws. However, I feel that Yu-Gi-Oh! is currently falling towards its decline as a legitimate card game, and so I must point out each and every one of its failings to hopefully expose everyone else to the truth. Only by realizing and accepting its flaws can we work to fix this broken system. Onward then, to the Betrayers of the game Yu-Gi-Oh!

Problem 1: All-Too-Easy Access to Disruption

Yu-Gi-Oh! features an inherently broken system where you can disable your opponents resources at will. Heavy Storm will clear their entire backfield, Torrential will clear their entire front line, Delinquent Duo will cut their power by a third, and so on.

Compare this to other games. VS lets you recover a character each turn, and lets you use Plot Twists to avoid your characters being injured. MTG, on the other hand, lets you take each attack directly to your life points, preserving your monsters. In these games, it's more difficult to FORCE your opponent to lose resources; with the exception of cards like Plow Under and Apocalypse, from MTG and VS respectively, your resources exist separately in a closed container from your opponent's.

Problem 2: Resource Costs

Other games have costs to the resources that are played. For example, Upper Deck Entertainment's other game, VS System, has a threshold cost for each resource that is played. You can't simply drop Magneto, Master of Magnetism on turn one and force your opponent to cower. The game sets up a system where the best cards are played as the turns go on, ending up in thrilling finishes.

The godfather, Magic, also has a balanced resource system. Cards that truly devastate your opponents require the build-up of resources, or land, to function properly. In this case, draw power is less effective because it still requires a basic land set-up. You can summon one resource point per turn (with more through mana acceleration), so players must bide their time before unleashing their strategies.

Compare this with a game like Yu-Gi-Oh! In this game, the only resources are life points and cards. In a certain sense, the only resource in the game is cards. The established value of a card of advantage is greater than 1000 life points, and probably greater than 1700 life points, since nobody main-decks Reflect Bounder, and everyone

uses Delinquent Duo. Life points don't truly matter until players go below 1000 or 800 life points, where cards like Delinquent Duo and Premature Burial become dead in hand.

Cards like Pot of Greed, Delinquent Duo, and such have no barriers to them, except for the question of whoever drives them first. The resource management system of Yu-Gi-Oh! is inherently broken.

Problem 3: Consistency of Deck Themes

Again, other games have done far more with themes than Yu-Gi-Oh! has. VS System includes reinforcement and team-ups between teammates as BASIC play mechanics, with additional team-related support cards and drops to augment the system. MTG, on the other hand, COMPLETELY revolves around colors, which form the basis of the themes.

Yu-Gi-Oh!, on the other hand, doubles the field with both Subtypes and TYPE. Sadly enough, subtypes are pathetically supported and TYPE is worthless outside of a few support cards. Isn't it pathetic how the best TYPE supporters came out in the third Yu-Gi-Oh! set, Spell Ruler? That's right, the elemental searchers (Tomato, Rat, etc) and the elemental field spells (Molten Destruction, Luminous Spark etc) have been the best TYPE support yet.

Subtypes are even more poorly represented. Currently, as it stands, the player gets only 1-2 cards of support for a subtype they choose. Fiends generate NO bonus for running them, except for Dark Necrofear which is a monster! Incredible! Spellcasters generate literally ZERO themed support despite the fact their numbers are some of the largest in the GAME! Beasts currently receive ONE card of support, another monster (Enraged Battle Ox)! Meanwhile, the three biggest subtypes in the game in terms of numbers (Warriors, Fiends, Spellcasters) single-handedly outnumber the next SEVENTEEN.

As a result of this pathetic subtype/TYPE support, every monster, spell and trap in the game is unthemed. Cards like Ring of Destruction, Breaker the Magical Warrior, Mirror Force, Premature Burial, and others are splashed into EVERY SINGLE DECK. It's even funnier (and sadder) when cards that the designers intended for as themed monsters are splashed into every deck because of their broken nature. For example, Yata-Garasu was intended to support Spirits, while Breaker was intended to support the Spell Counter mechanic. DIDN'T work out that way, did it? No sirree!

Throw in the fact that the designers are creating ridiculous gimmicks like LV monsters, Unions, Spirits, and such instead of supporting the original SUBTYPE/TYPE they were SUPPOSED to be working on, and the game of Yu-Gi-Oh! is a game of tragic, lost opportunities. Let's extrapolate some data, shall we?

Success Rate: The percentage of cards in a set that can be said to conceivably show up in a Shonen Jump Championship or Regional's Top 8 maindeck or sideboard.

The Lost Millenium Success Rate: 3/60, or 5% (Brain Control, Des Wombat, D.D Survivor).

Flaming Eternity Success Rate: 10/60, or 16.6%

Rise of Destiny Success Rate: 2/60, or 3.3% (I'm being VERY generous in granting the RDS picks.)

Soul of Duelist Success Rate: 3/60, or 5% (Again, VERY generous).

Yes, the sets are pathetic. Each and every new set contains 95% filler, and 5% decent cards of support. Gloomy indeed.

Problem 4: Unlike other card games, there are zero advantages to going second. Every advantage goes to the player who wins the coin flip.

Pure math is often better than emotions because it never lies. Here are the facts. In Yu-Gi-Oh!, each player begins with five cards. The turn player draws one card, and then gets to place his key resources onto the board. Stop, hold your horses. Let's analyze the two distinct problems with that.

1. Drawing that sixth card constitutes a net gain of 16% efficacy. The good players are able to use their resource advantages to FORCE simplification. Let me offer an example of what forced simplification is.

Forced Simplificaton: Imagine that I have five Smashing Grounds (I cheat, sue me) and a Mystic Tomato. You have five monsters on the field. I currently have a resource edge of one. A good player, seeking to exploit his resource advantage, will FORCE the simplification of the board. In this rather simple example, I will play five Smashing Grounds, and then summon Mystic Tomato to cause 1400 life points of damage. At the end of the turn, the onus is now on you to draw a monster to stymie the Tomato's efforts.

Let's use a more complicated example. I have a set Mirror Force, a set Scapegoat, a Heavy Storm, and a Black Luster Soldier- Envoy of the Beginning. You have two set Spell/Traps and a face down flip effect. Now in most cases, the good player will save his Heavy Storm, refusing to waste it on a 3 for 2 trade (my Scapegoat, my Force, my Heavy for your two Spell/Traps). This case is special, however. The correct play would be to play the Heavy Storm, then summon the Soldier to remove the monster from game. This leaves you with the dominating position of a Black Luster Soldier with your opponent top-decking.

Any resource advantage in the early game should be used to further the edge. A Pot/Delinquent combination in the first turn should cause far more long term damage than a Pot/Delinquent in the mid to late game, because a good player will use that early +2 advantage to create more chances at FORCED SIMPLIFICATION.

Now going back to the thought. Because the turn player has the chance to draw an extra card, he'll always have, at worst, a 16% advantage on his opponent. Now imagine both players are topdecking. The player who draws his second card has, at his turn, a 100% ADVANTAGE over his opponent. Each turn that the opponent draws is simply trying to KEEP UP!

Imagine if I have three cards in hand and you have three. When I draw my fourth card, I am now TWENTY FIVE PERCENT more powerful than you during the turn, ALL because of a coin flip.

2. Cards like Dust Tornado, Royal Decree, Imperial Order, Delinquent Duo, and even Scapegoat are far better when going first.

Here's a simple example; if I set Scapegoat and end my turn, your Dust Tornado can no longer pre-emptively negate it. All because I got to go first and place first! Whee!

Clearly the coin flip mechanic to decide who goes first is quite broken, leading to even more of a coin flip. /Depressing Rant.

Now if you're like me and have just read this article, you must be feeling depressed and want to quit. "JAELOVE", you say, "the game is broken and I want to give it up!"

Well don't give up on me yet buddy! There are ways to wriggle out of these ridiculous game problems; even better, hopefully a higher up at Konami will read this and fix many of our problems
icon_biggrin.gif
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I'll be back in a week with an article on how to FIX these crippling issues. E-mail me at JAELOVE@gmail.com for agreements/disagreements
 
You have a lot of valid points, as a matter of fact I also written several lengthy articles talking about the game design of Yu-Gi-Oh! The game does give players unfair advantages, I've even considered writing to the game leads at Konami, or becoming a developer myself. In order to solve the following problems, the following changes would need to be installed:

The Ban List would need to be changed:
Mirror Force is unbanned (since so many cards in the game revolve around Trigger abilities (mainly that trigger when attacking)
-Defense (destroy without damage calculation)
-Defense (Trample)
-Inflict damage to life (gain an effect either by direct damage or destroying an opponent's monster as a result of battle)

Many people often forget the true basis of banning cards should be dependent upon it Spell Speed and effect monster abilities associated with that spell speed. I also get annoyed when a player just dumps a card in their deck for the heck, and you no more duelist will look for quick substitutes. Here are some ways to vary decks:

Yugioh is not MTG, as is meant for speed, but there are some ways to obtain an equilibrium.

e.g.)Spell Speed 1
See Yugioh Rulebook
In reference to effect monsters Spell Speed 1 monsters are the deadliest, therefore traps abilities like Mirror Force would be needed to counteract the ability to summon massive attacking monsters with good abilities such as M. Captain, and V. Lord

Rule 1.)Get rid of the semi restricted list, its just better to limit to one or ban.

Rule 2.) Ban Sacred Pheonix, and all massive removal cards that are too easy to use such as Torrential Tribute, Unholy Calamity, Dark Hole, Heavy Storm, Crush Card, and Deck Devastation Virus. The virus cards also allow a peek in the hand, and control of that player's hand for the next two remaining turns.

Rule 3.) A player may have a copy of a Spell or Trap (THE MOST IMPORTANT RULE) in their DECK, with the exception of cards that need multiple copies to work such as:

As a result this would the massive too quick removal with cards like MST, Fissure, Smashing Ground, Hammer Shot, Nobleman of Crossout and Extermination, Trap Hole
As well as have decks with same counters to thwart the opponent too easily
Also lower the chances of someone getting massive amounts of equips for quick kills with United, Mage, and Maha
Lowering spells and traps lowers the chances of someone stopping you with stall cards like Gravity Bind and the Level cards
-Goblin Management Expert (stated in card description)
-And Spells/Traps that revolve around a particular class of monsters or sub-type such as Toons, Dark Scorpions,
After all you need three Toon Worlds to play Toons as well as cards like Mustering of the Dark Scorpions which is were Don Zaloog really belongs in a Dark Scorpion deck (these cards would have it stated in their picture, card description, or card name-More theme with the cards that belong in their proper deck would result from this.)

Rule 4.) All effect monsters with continuous abilities are restricted to one per deck
From what I seen overall continuous effects are the deadliest of all effects because of their permanent ability
This would lower the number of Goblin Attack Force's you would deal with as well the Giant Orc's, Spear Dragon, Enraged Battle Ox Jinzo, Spell Canceller, Silent Swordsman LV 7, and Horus LV 8
It would also lower the chances of your opponent gaining field advantage.

Note: cards like Spear Dragon are trigger abilities (trample) and continuous, would also slow down cards like Hayabusa Knight, Ben Kei, Mataza the Zapper (they are also continuous)

Rule 5.)You may only play one monster per deck with a Multi Trigger ability, even though they are not played as often they are quite deadly especially if a person chooses to use Metamorphosis with cards like Ryu Senshi and Dark Balter

Rule 6.) Even though the game will have a slight problem with really powerful flip effects and trigger abilities, we can't restrict them all because so many of them like Giant Germ, Nimble Momonga need three to work. Therefore certain flip-effects and trigger abilities would need to be limited to one, but not all.
-Needle Worm
-Man Eater Bug
-Rafflesia Seduction
-Penguin Soldier
-Twin Headed Behemoth
-Night Assailant
-Spear Cretin
-Guardian Sphinx
-Morphing Jar #1 and #2
Cyber-Stein (even though it is ignition effect)
-Sangan (MOST IMPORTANT)

Rule 7.) Ban the following:
Heart of the Underdog
Pot of Greed (no cost)
Royal Decree
Winged Kuriboh LV 10
Graceful Charity

Hopefully this will help there are many cheap subsitutes such as:
Final Destiny
Lightning Vortex
Gryphon's Feather Duster
Rivalry of Warlords
Spell Purification
Malice Dispersion
Thuder Crash
Fairy Box
Second Coin Toss
Dice Jar
Any normal monster
Really Eternal Rest
Etenal Rest
Disarmament
Cyber Raider
System Down
Mega-Ton Magical Cannon
The Secret of the Bandit
Light of Intervention
Special Hurricane
Giant Trunade
Ritual Weapon
Fusion Weapon
Premature Burial
Fulfillment of the Contract
Re-Fusion
 
cameron2010 said:
I've even considered [...] becoming a developer myself.
On the UDE side of things, there are multiple game designer 'greats' already associated with the game. I mean, come on, the Yugioh Lead Developer (on the UDE side) is of such fame as being either a large figure in the development of, or the actual "creator" of, such games as Babylon 5, Rifts, Super Heroes, and Teenage Mutant Ninja Turtles, all huge success stories in the TCG world. You can't ask for much more talent than that to be onboard with this game. Anything (or anyone) else is just wishful thinking. I just can't believe that people are complaining about this game again. UDE already has all the available talent in the industry they need. They certainly don't need some online "critics" who actually play the game to be telling them their business.
 
It's late so I'd only a brief scan but "problem 2" leaves me wondering if the author does actually play proper Yu-Gi-Oh or schoolground Yu-Gi-Oh as if you play the proper game you have to give up monsters (resources) to summon the more powerful monsters, then there's the use of your LP as a resource for paying for many effects, then there's cards from your hand etc...
 
Well here's what I posted at Time Tunnel:

Yu-Gi-Oh! is an inherently different game for many reasons. For one thing, let's not overlok the fact that Konami was a novice at developing card games to begin with and to be truthful, didn't really know what they were doing.

As a result, much of the game's mechanics are inconsistant as they didn't intend for certain cards to react with other cards the way they sometimes do and have to create rulings where they otherwise shouldn't exist.

But that, in part, creates a uniqueness for Yu-Gi-Oh! that I don't believe will hurt it irrepreablly. In fact, that's a sick part of it's appeal. Many a time Yu-Gi-Oh! players have reffered to themselves as masochists because we just seem to like to torture oursleves.

Yu-Gi-Oh! is a dance. A fast paced dance where choreography and timing are everything. It's more like close combat, like real combat where you only get one or two real shots at your enemy and it very likely one or none of you will survive. There is seldom recovery in war. Throw in some Spells and Sorcrey and you've got realistic combat but with the genre flavor we all know and love.

Now where Yu-Gi is a salsa, VS (and I'll go out on limb and say Magic by extention) is a waltz. There is time to strategize and time to think about your next few moves. And likely you will get your next few moves. But unlike close combat, this is stategical combat. Battle between generals, not soldiers. You have an enemy you must study and instead of going for the quick kill, your main concern isn't winning the battle, its winning the war.

Yu-Gi-Oh! will always have its "brokeness" but inherently this is supposed to be fast paced game. Add to that the many errs of Konami and thier stubborness on translating cards literally instead of translating them into what they mean, and you have game with more confusion then any card game.

Americans also have this stigma about cartoons. No matter how many of us as adults watch cartoons and talk about cartoons and discuss how great a cartoon is, you still can't get Americans to view cartoons as for adults. They still think cartoons are exclusivly intended for children and by exension anything associated with that cartoon. The Japanese do not have this stigma. As long as Yu-Gi-Oh! has a cartoon associated with it, it will never get the respect of other cards games developed primarily for adults and who have no cartoon associated with them.
 
I tend to agree with the cartoon theory but what do we hope for, that Yugioh ends up on Adult Swim or one of the upper cable channels out there dedicated to anime or to vid gamers. This is a game that seems to grow through promoting it among the the lovers of these things. Cartoons were originally created to entertain adults at the movie theatres prior to the main feature. TV took that to another form with adult oriented evening cartoons in the 60's, 70's (look at the Jetson's or Flintstones). Today we still have The Simpsons and Family Guy (Futurama should still be on other than Cartoon Network). Yes the Yugioh cartoons can get cheesy but that happens. Maybe the U.S. will finally get it someday but they are not ready for it at this time.


My preference was always the Three Stooges anyway.
 
Digital Jedi said:
Yes, the sets are pathetic. Each and every new set contains 95% filler, and 5% decent cards of support. Gloomy indeed.
You may have seen an earlier post of mine but this just adds evidence to the money hungry UDE or Konami or both; compare this to the banned list, what does the banned list do, it makes you choose other cards, and you have to buy new boosters because 95% of any set is a filler. People it is all about money.

I enjoy the game but we could do without any of the reprint series and if there were retro editors, only going back to PSV, we would only need about 10 sets. I'm not going to blame them for LOB because it could have been the last booster set, I"ll also give a pass to MRD and MRL but once PSV hit I think it was clear.
 
The Advocate said:
You may have seen an earlier post of mine but this just adds evidence to the money hungry UDE or Konami or both; compare this to the banned list, what does the banned list do, it makes you choose other cards, and you have to buy new boosters because 95% of any set is a filler. People it is all about money.

I enjoy the game but we could do without any of the reprint series and if there were retro editors, only going back to PSV, we would only need about 10 sets. I'm not going to blame them for LOB because it could have been the last booster set, I"ll also give a pass to MRD and MRL but once PSV hit I think it was clear.

Most of the alternatives that were chosen are actually far better than the originals and are very hard to obtain since the reprint series. There should be a rule which forces people to play with the uprgraded errated version of a card. Reprints are not necessarily bad, because it makes cards easier to understand for those who did not understand what the card said even though it is in plain English. Some cards demanded more attention then others. An example is in the expansion Pharaonic Guardian (the set when I first started to classify cards by name and picture-e.g-The Dark Scorpions.) I will only use part of the description this card, obviously the most important part.

Spirit Reaper/Reaper on the Nightmare-Old
When this card attacks your opponent's life points directly, 1 card is randomly selected from your opponent's hand and discarded to the Graveyard.

Note: This old description does not tell whether the opponent discards a card randomly from their hand, or whether you discard randomly from your own hand.

Spirit Reaper/Reaper on the Nightmare-New
If this card sucessfully attacks your opponent's Life Points directly, your opponent discards 1 card randomly from his/her hand.

Note: Spirit Reaper was given more attention due to its high playablitiy in tournaments, which is slowly decreasing. In addition, the description clearly states that the opponent or defending player discards a card randomly from their hand.

Konami mainly along with UDE has decide to make so the attacking player discards 1 card from hand randomly. It is easy for someone to cheat and discard a card randomly from their hand. Yet, once more this card given more attention than many other cards. Reprints matter more me because of even the slightest difference in cards, even if they used replaced the semicolons like they did with the Element monsters in DR3. (e.g.-Element Dragon) The funny thing about this is that there are about 11 cards that have the same description or similar description to Spirit Reaper, yet these cards are pardoned due to ignorance of gameplay, detail, and lack of playablity which is a shame.
They are the following (this is included in my 67 page MSWord File)
Decayed Commander

Zombie Tiger

Toon Gemini Elf

Helpoemer

Mazera DeVille

Delinquent Duo

D. D. Designator

Dark Coffin

The Secret of the Bandit

Robbin' Goblin

And others as well which are a cost or part of the effect:
Fire Sorcerer
Legacy Hunter
Mind Crush

The ban list brings back some balance to the game, but it is not perfect.
 
The ban list effect of balancing out the game is a secondary effect. The main purpose of the list is to stymie decks that see play so often, that the rabid trade and accumulation of those cards does nothing to propagate the sales of newer sets. Think of the playability of the last 4 sets and think about the number of cards you actually see in CC decks in today's Traditional Format. We tend to think in terms of our personal preferences, but in truth, a decision that so dramatically affects the sales of the TCG will have, at it's core, its motivations rooted firmly in a marketing decision. The ban list too greatly impacts the sales and distribution of the game for it to simply be an arbitrary decision, or a decision made for the good of the trade market (something neither Konami nor UDE makes a penny from) on the part of the company. First and foremost, a decision that directly affects your sales is going to going to be your primary concern, rather then one that affects a market that has no impact on your bottom line.
 
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