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Descends

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Descends

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Removing the rotated out single player adventures feels like a bad move. What if they just removed the card rewards from the old adventures and gave new players a chunk of gold for beating them their first time?

Pros:

- Give new players a fun incentivized way to explore the gameplay and deckbuilding with a variety of challenges without having to brave the ladder 2 hours after installing the game.

- Celebrate the work that Blizzard put into the adventures making them worthwhile and unique experiences as opposed to eradication by reason of the cards not being relevant.

- Enrich the game by giving lore to the cards within the game itself, rather than forcing players to read the wiki/play all the Warcraft games.

Cons:

- Reduces the value of new adventures by letting players know they can play the encounters for free 2 years later. This is leaves the "I don't want to wait" factor and the "I want these cards it comes with" factor. The former's draw and power speaks for itself and the latter is probably the majority of the reason people buy into adventures currently

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@planetfunksquad: This was my immediate thought with this announcement as well but i'm not sure whether they will do it. The inclusion of a standard format is going to be healthy for the game for a plethora of reasons. The inclusion of a standard format also urges people to spend more money on cards to keep up.

They certainly could just not "reprint" cards as it stands to make them more money but hopefully they take some lessons from MtG. Taking out Sludge Belcher and filling that anti-aggro hole with a new card that would effectively be Sludge Belcher 2.0 makes that Sludge Belcher 2.0 desirable and therefore a "valuable" card. This also means that Sludge Belcher 1.0 is less valuable as a result. Eventually Sludge Belcher 2.0 will lose all its value as well. In anything where you build a collection, the feeling that your collection maintains its value is still important despite that scarcity and trading isn't a thing with this digital collection. Having reprints also makes cards that are bad because they can't stand up to the current meta have more value as the cards which create the oppressive situation disappear.

Obviously every important card in the meta shouldn't get reprinted all the time but just the possibility that a card will be just as desirable in 3 years as it was when you crafted. There are certainly bad aspects to having a standard rotation but reprints help mitigate a lot of that.

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Good episode, it was nice surprise to hear Tyler on it. I have one quick thing and one longer thing to comment on.

Quick: the switch from psycho to wendigo really wasn't that abrupt. There were plenty of cues on the main path about something more going on. Also every single one of those clues you picked up was either telling you that the psycho was a phony or history that had nothing to do with a storyline about punishing the teens for being sexy teens on a camping trip.

Longer: Until Dawn, to me, was a cliche movie that tried out a cool little experiment: giving the viewer an opportunity to do more than just yell at the characters when they don't turn around and go home. The point of that "stat" system in the pause menu was to tell the player that the characters had personalities already and would do dumb things in their archetypes typical way. The choices that the player could make would slightly guide them in a different direction which could save their lives. The "episode" breaks were in place to give you set times to reflect on what was going on (the therapy sessions) so you could better guide them each chunk of their story.

I think Until Dawn was just marketed incorrectly. It wasn't really trying to be something that you would want to play through multiple times and the inclusion of the collectibles was, in my opinion, included just to add more "value" to the product. Billy's comment about not liking the fixed camera angles because they got in the way of his ability to look everywhere and find everything highlights that this isn't supposed to be a typical gaming experience. This being a movie, it was a very directed experience and I doubt the director intended for the story to have Mike staring at the ground looking for clues as Jessica and him are walking to the guest cabin.

By the way, the flamethrower dude was the director of the game who in 2001 made a movie called Wendigo. Speaking of fixed camera angles, fun fact: Devil May Cry was originally going to be Resident Evil 3!