31 lines
1.7 KiB
Markdown
31 lines
1.7 KiB
Markdown
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category: Design
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It was mentioned in one of the developer interviews that additional Timelines per syndicate are not intended.
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Which is great, but very unexpected, given the nature of most existing card games to always invent new mechanics a set.
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So the idea that something like [[Splintergleam]] will always have [[Volcanic Rivers]] and [[Torment]] are not expected.
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One would expect timelines outside of that lava theme, and that blood mechanic. Or again, how this means [[Silence]]
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will only ever have access to one timeline, [[Voiceless Sky]].
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The reason I like this is simple, other card games throwing out mechanics always feels irksome. Like mechanics often
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feel like they don't get enough support before they are thrown out, so your left in an unfinished state. And if a
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particular mechanic is liked, well unless it's "evergreen," it's probably gone. So I like these timelines being
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evergreen.
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Point is, get used to these timelines.
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Source: [Quick Chat | !Chrono | Game Dev QnA Show at 3:15PT :) - Twitch](https://www.twitch.tv/videos/2844466601)
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They did, also to my surprise, mention more Syndicates are a possibility, so if new timelines do come into existence, it
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will probably be via that vector.
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5-6 factions seems typical for card games, so I wouldn't expect a 7th given the obvious problems that can cause. Such as
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the additional factions feeling they lack cards. But the devs in interview clearly do not feel this is the case. Because
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mono isn't really a thing, syndicates are mostly used in pairs, so any new syndicate pairing would have access to all
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the cards in it's pair.
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Anyways, new syndicates with new timelines belonging to them. Interesting to think about.
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