Your Magic: the Gathering Knockoff Sucks

Magic: the Gathering is one of the great games. So, if you make an improved version, it will be amazing, right?

Wrong.

Your game would be amazing, if Magic didn't already exist. But, if Magic didn't exist, you couldn't copy it in the first place.

Even if your game is a bit better, I'm familiar with Magic, so I'll just stick to that.

Your game has to be significantly better than Magic, in some way, or do something that makes it appeal to a new audience.

That being said, your Magic knock-off is not better than Magic, nor does it appeal to anyone new.

Magic travels to all kinds of strange worlds, each with a strong theme. You should've chosen a strong theme, but you went with your own unknown, generic fantasy. You don't understand relatability, so your cards are "Warrior of Kroznor", and "Shard of Kozmog", with random abilities.

You don't understand elegance, so all your cards are walls of text. I draw my starting hand. I read through seven cards, each with eight lines of text. I don't know the rules yet, but I need to understand them all, and work out a strategy. Other players at the table simply pick a card at random from their hand, and ignore most of them. They haven't played the game 1,000 times, like the designer has.

The biggest problem is that your game is just a twist on Magic, and you didn't even understand Magic design to begin with. You added some extra stuff. Maybe you did a few things differently.

You needed to dig into the core of Magic, and understand its systems. You needed to pull Magic apart, and put it back together in a different way, with some totally different pieces. Instead, you left the core of Magic almost entirely intact, but made some additions and superficial changes.

You still have a mana system of some sort, and there's still a combat system. There are still "colours" or factions. You've still got "tapping" (turning sideways) of cards, to show they're used for the turn, but you've renamed it to "exhaust" or "tilt" or something. You also have both power and toughness scores, but they're now called "attack" and "defence". Your game is so similar that Trample, Haste and First Strike, from Magic, all make sense and exist in your game, but you call them something else. Of course, you don't use icons, because Magic doesn't.

Here's what to do

You needed to dig into the core of Magic, and understand its systems. You needed to pull Magic apart, and put it back together in a different way, with some totally different pieces. Instead, you left the core of Magic almost entirely intact, but made some additions and superficial changes.

You needed to think big. Maybe you should've removed the combat system. Maybe there's no mana system. Maybe combat takes place on a board.

You need to make a great game, and be 100 paces away from Magic, in order to get published. That's what I did with Radlands.

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