What is POWER CREEP? (And How to AVOID IT!) | Game Design

Draw 5 Move 5
6 Apr 202113:43

Summary

TLDRIn this episode of 'Draw Five Move Five', host Gabe explores the concept of power creep in game design, using Yu-Gi-Oh as a case study. Power creep, where new content outperforms older elements, can alter a game's dynamics and audience. Gabe discusses strategies to mitigate this, such as creating counters, using ban lists, and introducing incomparables to maintain balance. The video also promotes 'Legacy's Allure', a card-based war game seeking playtesters, emphasizing the importance of community involvement in game development.

Takeaways

  • 🎮 The video discusses the concept of 'power creep' in game design, which is the gradual increase in the power of new content over time, making older content less relevant.
  • 👾 Power creep can drastically affect gameplay and audience composition, as seen in the example of 'Yu-Gi-Oh!', which has a large and dedicated fanbase despite being unbalanced.
  • 📈 To avoid power creep, game designers must carefully consider the power curve, which plots the cost and power of game pieces, ensuring new content fits within this curve without overshadowing existing elements.
  • 🛠️ Introducing new game content to keep a game fresh can inadvertently lead to power creep if not properly balanced, as new elements may become too powerful compared to their cost.
  • 🔄 Power creep can be mitigated by introducing counters to powerful game pieces, which can bring them back in line with the game's balance.
  • 🚫 Another method to avoid power creep is through the use of ban lists or creating multiple game formats with different restrictions, allowing for a controlled power level in competitive play.
  • 🔄 The video suggests that introducing mechanically diverse tools, or 'incomparables', can help avoid power creep by providing players with choices that have different strengths and weaknesses rather than simply being more powerful.
  • 🔄 'Yu-Gi-Oh!' has attempted to manage power creep by embracing it to some extent, with every card now having multiple effects that either boost consistency or interact with the opponent.
  • 🎲 The video also mentions 'Legacy's Allure', a fantasy war game seeking playtesters to help balance its factions, emphasizing the importance of community involvement in game development.
  • 📅 The channel's anniversary is in May, and the creator is aiming to reach 1,000 subscribers by then, highlighting the importance of community support for content creators.
  • 📝 The video encourages viewers to engage in the comments section to discuss power creep, share thoughts on the topic, and suggest other games that manage power creep effectively.

Q & A

  • What is the main topic discussed in the video script?

    -The main topic discussed in the video script is 'power creep' in game design, its effects, and how it can be mitigated or avoided.

  • What is the definition of 'power creep' as mentioned in the script?

    -'Power creep' is defined as the concept where new content in a game becomes more powerful over time compared to the previous content, making older content irrelevant and potentially changing the game significantly.

  • Why is 'power creep' considered a problem in game design?

    -'Power creep' is considered a problem because it can lead to older game pieces becoming obsolete and can drastically affect the balance and play style of a game.

  • What game is used as an example to illustrate 'power creep' in the script?

    -Yu-Gi-Oh is used as an example to illustrate 'power creep' in the script, highlighting how it has affected the game's balance and design over the years.

  • What is the 'power curve' mentioned in the script?

    -The 'power curve' is a concept where each game piece has a cost and respective power, and the average of these two elements can be plotted on a curve to represent the balance between cost and power in the game.

  • What are some strategies mentioned in the script to avoid or mitigate 'power creep'?

    -Strategies mentioned include providing counters to overpowered elements, using ban lists or creating multiple formats with different restrictions, and introducing mechanically diverse pieces that are incomparable to prevent direct power level comparisons.

  • What is the role of 'counters' in managing 'power creep'?

    -'Counters' are game pieces introduced to penalize or negate the strengths of overpowered elements, helping to bring them back in line and maintain game balance.

  • What does the script suggest about introducing new content to a game?

    -The script suggests that while introducing new content can be exciting and draw in players, it must be done carefully to avoid causing 'power creep' and disrupting the game's balance.

  • What is the significance of 'incomparables' in game design as discussed in the script?

    -Incomparables are game pieces with mechanically diverse tool sets that offer different advantages and strategies, making it harder for any single piece to dominate and thus helping to prevent 'power creep'.

  • What is the game 'Legacies' Allure' mentioned in the script and how does it relate to the topic?

    -'Legacies' Allure' is a card-based war game sponsored by the video, which is mentioned as an example of a game with a clean and simple gameplay loop that avoids randomness, providing depth and replayability without the issue of 'power creep'.

  • What is the script's stance on the idea of not introducing new content to avoid 'power creep'?

    -The script humorously acknowledges the idea but dismisses it as impractical, suggesting that instead of avoiding new content altogether, game designers should implement strategies to manage and mitigate 'power creep'.

Outlines

00:00

🎮 Power Creep in Game Design

The script introduces the concept of power creep, a phenomenon where new game content becomes increasingly powerful over time, rendering older content obsolete. It uses Yu-Gi-Oh! as an example of a game that has experienced significant power creep, affecting gameplay and audience composition. The video aims to clarify misconceptions about power creep and discuss strategies for avoiding it. The sponsor, Legacy's Allure, is mentioned as a fantasy war game seeking playtesters to help balance its power levels.

05:00

📈 Understanding and Combating Power Creep

This paragraph delves deeper into the mechanics of power creep, explaining how new game elements can disrupt the established power curve by being more powerful than their cost suggests. It discusses the impact of power creep on game balance and player experience, using the evolution of Yu-Gi-Oh! as an illustration. The script also explores methods to mitigate power creep, such as introducing counters to balance overpowered content, implementing ban lists or different game formats, and encouraging mechanically diverse toolsets to prevent any single element from dominating.

10:00

🛡 Strategies for Managing Power Creep

The final paragraph focuses on strategies for managing power creep, emphasizing the importance of providing players with a variety of mechanically diverse options to prevent any single piece from being overwhelmingly powerful. It discusses the use of incomparables—game pieces that serve similar functions but in different ways, allowing for strategic choices rather than automatic inclusion due to power. The paragraph concludes with a call to action for viewers to engage in the discussion about power creep, share their thoughts on the topic, and support the channel by subscribing and participating in community activities.

Mindmap

Keywords

💡Power Creep

Power creep refers to the gradual increase in the power level of new content in a game over time, rendering older content less relevant or obsolete. In the context of the video, it is the main theme, illustrating how it can drastically affect gameplay and audience composition, as exemplified by the evolution of 'Yu-Gi-Oh!' and its impact on the game's balance and player experience.

💡Playtesting

Playtesting is the process of testing a game by playing it to find any issues and ensure it is enjoyable and balanced. The video mentions 'Legacy's Allure,' a fantasy war game seeking playtesting help to refine its gameplay mechanics, indicating the importance of this process in game development.

💡Game Design

Game design encompasses the creative and technical aspects of creating a game, including its mechanics, rules, and dynamics. The video is a part of a series focused on game design, aiming to explore and explain concepts like power creep within the broader context of game development.

💡Balancing

Balancing in game design refers to the process of ensuring that all elements of a game, such as characters, abilities, and items, are fairly matched against each other. The script discusses how power creep can disrupt this balance and the measures taken to counteract it, such as introducing counters and creating different game formats.

💡Yu-Gi-Oh!

Yu-Gi-Oh! is a popular trading card game used in the video as a prime example of power creep. The script describes how the game has evolved over time, with new cards often being more powerful than older ones, leading to a shift in the game's power curve and affecting gameplay strategies.

💡Power Curve

A power curve in game design represents the relationship between the cost of using a game element and its power or effectiveness. The video explains how power creep can alter the power curve, making older, less powerful content less desirable compared to newer, more powerful options.

💡Incomparables

Incomparables are game elements that serve similar functions but are mechanically diverse, making direct comparison of power levels difficult. The script suggests using incomparables as a strategy to avoid power creep by providing players with choices that have unique advantages and disadvantages, rather than simply more powerful options.

💡Ban List

A ban list in game design is a set of rules that prohibit certain game elements from being used in official play to maintain balance. The video mentions that 'Yu-Gi-Oh!' uses a ban list to manage power creep by removing overly powerful cards from competitive play.

💡Counters

Counters in the context of game design are elements introduced to neutralize or reduce the effectiveness of other elements, often in response to power creep. The script discusses how introducing counters can help balance the game by providing ways to deal with overpowered cards or strategies.

💡Game Mechanics

Game mechanics are the underlying systems and rules that govern how a game functions. The video draws connections between different game mechanics to explain power creep and how it can be managed through various design strategies, such as introducing counters and creating alternative game formats.

💡Replayability

Replayability refers to the quality of a game that makes it enjoyable to play multiple times. The video mentions 'Legacy's Allure' as having a clean and simple gameplay loop similar to chess, which contributes to its replayability, and contrasts it with the complexity and power creep issues found in 'Yu-Gi-Oh!'.

Highlights

The video discusses the concept of power creep in game design, its effects, and ways to avoid it.

Power creep is described as the gradual increase in the power of new game content over time, making older content less relevant.

The video uses Yu-Gi-Oh as an example to illustrate the impact of power creep on game balance and player audience.

The importance of understanding the power curve in game design is emphasized, relating it to the balance between cost and power of game pieces.

Designers often tweak new game pieces to make them functionally different, which can inadvertently lead to power creep.

The video explains how power creep can cause a shift in what players perceive as good, fine, and bad in terms of game pieces.

Yu-Gi-Oh has attempted to correct power creep through various methods, including introducing cards with multiple effects.

The video suggests that avoiding power creep can be as simple as not introducing new content, but acknowledges this is not practical for game longevity.

Counters, ban lists, and alternative formats are presented as methods to manage power creep in games.

The video introduces 'Legacies Allure', a fantasy war game seeking playtesters to help balance its mechanics.

Incomparables, or game pieces with unique mechanics, are suggested as a way to avoid direct power comparisons and creep.

The video likens power creep to entropy, a natural process in game design that can be managed but not entirely avoided.

Strategies such as creating counters and using incomparables are discussed to maintain game balance amidst power creep.

The importance of player feedback and playtesting in managing and mitigating power creep is highlighted.

The video concludes by encouraging viewers to share their thoughts on power creep and its management in game design.

The channel's goal to reach 1k subscribers by its anniversary is shared, inviting viewers to engage with the content.

Transcripts

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this video was sponsored by legacy's

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allure a fantasy war game in need of

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your playtesting help to start its power

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levels off right

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thanks to keith and stay tuned for how

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you can get involved

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okay next video last one didn't do too

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well

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really need a good one this time next

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youtube game design video

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easy peasy i do this all the time i am

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out of ideas

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oh no oh no no no no no

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i can't be out of ideas if i'm out of

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ideas all this work goes down the toilet

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the grind i've been on raising the

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channel up is over the community i've

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been building dies

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and all those horrid voices in my head

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that tell me i'm not good enough are to

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be right and i can't

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no comment oh

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yeah let's talk about power creep most

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players and designers have heard the

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term

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power creep it's the boogie man the

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monster under the bed that can destroy

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an unsuspecting game if it isn't

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accounted for

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but what it is why it happens and how to

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avoid it are often less discussed

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we're going to clear up any

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misconceptions about what power creep is

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and

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chat about how we can avoid it today on

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draw 5 move 5.

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[Music]

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hey everyone and welcome to the table my

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name is gabe and this

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is draw five move five the show we draw

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connections between the mechanics behind

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our favorite games it is not

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lost on me the irony of a yu-gi-oh

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player running a game design channel

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yu-gi-oh is frankly a hot mess it's not

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especially well balanced and though i

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adore it

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it isn't always the best example for

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game design because of how different it

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is from other games

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how often it completely breaks standard

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design convention and makes mistakes

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that you figure konami would have a

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handle on by now

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many people call this game too

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overpowered and say that power crepe has

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completely

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ruined it to that i say you are mostly

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right

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i don't think the game is ruined it has

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a specific and dedicated audience that

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enjoys it for the monstrosity it is

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today

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but it is a great example of how power

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creep can drastically affect how a game

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plays

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and who makes up its audience so today

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we're going to discuss

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what power creep is why it occurs and

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ways to avoid it

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let's be candid you like new things i

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like new things and developers know that

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we all like

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new things to keep the game from getting

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stale then the most

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logical solution is to give us new

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things

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if done well this can draw in new

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players incentivize old ones to return

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and get current players to keep enjoying

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the game

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it's a dream effects a flawless perfect

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solution that is if you ignore

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power creep power creep is the concept

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that over time

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new content in a game will be more

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powerful than the previous content

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as power steadily increases old material

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becomes irrelevant

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and the game can irrevocably change as

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yugi's rather dramatic and unstable

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mutations over the years have shown

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in order to make new fun stuff actually

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new and fun

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rather than just a reskin of another

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game piece designers will tweak them to

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make them

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functionally different increasing or

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decreasing stats

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changing costs providing new abilities

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and so on

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all of these alterations however run the

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risk of taking a game piece

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off curve and inciting power creep

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every game has something called a power

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curve

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each piece has a cost and a respective

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power and the average of those two

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elements can be plotted on a curve

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like so things that require minimal cost

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to play

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generally fall at the bottom of the

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curve with low power

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while pieces with a greater cost receive

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more powerful stats and effects

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looking at early yugioh for example

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monsters like urbi with his fast feet

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and skull red bird with its knife

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starring

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wings oligie was weird guys had the

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highest power for a low cost to play in

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legend of blue eyes

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the game's first set the release of the

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yugi and kaipa starter decks a few weeks

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later immediately saw attackers at the

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same cost but with a higher

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power legend the mystical meaning of a

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genie and his fellow buffed out buffoons

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were significantly off curve or stronger

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than their cost should allow

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while powerful pieces like these are

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cool they also present a game design

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problem why should the player use the

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factually worse pieces they already have

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when these new ones are better in every

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case this is where power creep comes

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from

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to get players using other game pieces

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again the designers either need to

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reduce the power of the new pieces

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through errata or countering them or

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they need to release

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more content with similar power and cost

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the latter is often the go-to answer and

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the resulting mass of high power

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low cost game pieces encroaches on what

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makes the higher cost pieces

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special why spend an extra card to play

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succubus knight

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other than the multi-armed goth queen

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aesthetic when legend can tire in a knot

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without the added cost

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as a result the same process we saw with

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the low-cost cards ripples up the power

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curve

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and stronger high-cost cards like summon

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skull are created to ensure the pieces

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in more costly slots are worth playing

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eventually a full cycle is completed

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correcting the shape of the power curve

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while the curves shape is back to normal

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the baseline has irrevocably changed

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what players perceive as good fine and

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bad is now different

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cards like skull red bird and herbie

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which were good

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before are now just fine you might play

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them if you want more of the 9 or 10

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attackers in your deck but that's about

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it

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sorry irby your fast feet don't cut it

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anymore bud

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the cards that were fine like celtic

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guardian and with the phantom are now

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bad and the cards that were bad rarely

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have ever played before

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basic insect and company can buzz off

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they're not worth discussing

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yu-gi-oh has done a few things to try

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and correct this but for the large part

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it kind of embraces power creep for

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better or worse

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nowadays every card has several effects

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and most either boost consistency by

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finding other cards or

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interact with the opponent to reduce

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their plays and pave a path to victory i

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wonder if the people who designed irb

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ever dreamed they'd see a monster like

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soul eating overraptor

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fast feet got nothing on gross teeth

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now that we have a good grasp of what

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power creep is and how it occurs

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is there any way to mitigate or avoid

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its effects

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thankfully yes the most effective method

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of avoiding power creep is not to make

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any new content for a game

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ever simple thank you so much for

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watching

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you have my humble and eternal great

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okay okay i'm kidding mostly the idea of

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expansion packs and supplemental

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material didn't start until the 1970s

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with tabletop rpgs like dungeons and

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dragons introducing additional books for

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players and game masters

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for a very long time games didn't have

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supplemental material of any kind

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and plenty still don't introduce

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additional material to drive interest

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for example chess is one of the oldest

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best known and most played games in the

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world

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yet since the modern version of the game

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took shape in the 1800s

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it hasn't introduced any new pieces no

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archers that can attack from a distance

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but the game is just as fun

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some rules variants have arisen but none

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as popular as the standard version

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oh and if you do enjoy chess but one

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version with more options and cool

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fantasy theming

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look no further than today's sponsor

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legacies allure which is a card-based

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war game with no

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randomness you'll select what units you

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want to accompany your

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hero on the battlefield and fight for

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control of the map's center

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the basic gameplay loop is clean and

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simple just like in chess and the card

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interactions and variable setup provide

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tremendous depth and replayability

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i've played a few games with the lead

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designer keith rice and it's honestly

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been a blast

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reminds me of my olden days teaching

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chefs at summer camp with a much

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improved level of depth and

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far more orcs keith needs clever play

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testers to try and break the game's

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basic factions and he is running

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tournaments with prizing

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all you need to do to help out is have a

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copy of tabletop simulator on your

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computer

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and follow the link in the description

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to join the legacies of lore discord

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community

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i hope to see you there now if you

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actually

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do want to introduce new pieces to a

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game and still avoid power creeping out

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your old content there

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are still quite a few options at your

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disposal the first is something we

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mentioned a bit earlier

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providing counters if powerful elements

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get introduced to the game they're too

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strong for their cost

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introducing pieces that punish or negate

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their strengths can bring them back in

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line

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yu-gi-oh has been doing this a lot over

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the years especially since they hit a

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critical mass of hand traps in 2017.

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these cards are specifically designed to

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negate or interact with the opponent's

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plays even if you have no cards on your

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own

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field creating counters is a very

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precise

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balancing act because by their inclusion

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in a game the next

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new content may be designed to overcome

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them thus accelerating power creep

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honestly i think that all of the hand

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traps may have had that effect in

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yu-gi-oh

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most meta decks in this day and age are

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able to assemble a competent board

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through two interactions of this kind

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something they weren't able to do when

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hand traps were on the rise

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second designers can artificially cut

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off pushed content like amputating a bad

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limb

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this can be done through a ban list

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which is yugioh's bread and butter

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disposal bin

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for cards that were always a bad idea or

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by creating multiple formats with

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different restrictions to the cards

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available

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magic to gathering pokemon and

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hearthstone do this with their standard

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formats

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only allowing a certain amount of the

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most recent sets to be played in

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tournaments

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and allow much more of their cards and

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history to be usable in another format

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such as modern expanded and wild

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respectively

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this allows problematic game pieces to

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cycle out of the tournament heavy

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formats

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while still being legal to play in other

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ways keeping the power level of the

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highest competitive play manageable and

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allowing a high powered environment with

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more pieces to exist for those who want

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it

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the third and final method is to use

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incomparables it's a lot easier for

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power creep to occur when the only thing

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that's

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changed on a new piece is number if it's

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higher it's better

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end of story by giving different pieces

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mechanically diverse tool sets

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as long as none are strictly and clearly

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more powerful than the others

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players can discuss the pros and cons of

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each to their heart's content without

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any of them ever really causing

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power creep in magic gathering doomscar

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and descend upon the sinful both serve

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similar functions of removing all

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creatures from the board

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but go about it a little differently one

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destroys

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one exiles and each has an additional

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upside there are reasons to consider one

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over the other in a given deck if both

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are playable choices

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similarly in yu-gi-oh cards like pot of

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extravagance and pile of prosperity

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both allow the player to draw cards but

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the way each does so is different

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as are the costs of doing so one offers

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more cards but they're random

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the other offers a single card but it's

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the most useful one from the top

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few these incomparables are powerful but

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not overly so

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and it's a calculated choice whether to

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include these cards based on which

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options best fit your needs

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rather than having to include them

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because of how much better they are than

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other game pieces for the same

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cost and comparables also have the

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benefit of being combinable to solve

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problems presented when power crept

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pieces rear their ugly heads

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having multiple kinds of creature

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removal can deal with a tricky board

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state and

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using a draw card can find your answers

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to specific situations

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faster power creep is a lot like entropy

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it's always there slowly influencing a

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game over time it's

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frankly impossible outrun but when you

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know what you're fighting it's a lot

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easier to avoid it to plan around it

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with a solid understanding that power

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creep comes from individually

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overpowered content

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rippling outward and affecting a game's

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power curve we can craft measures like

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counters

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ban lists alternative formats and then

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comparables to put this content in check

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before it starts pumping the gas

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you're in the driver's seat and your

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game's power and speed are entirely

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under your control

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as long as you keep an eye on power

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creep in the rear view mirror

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thank you so much for watching you have

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my humble

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and eternal gratitude what did you think

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of the conversation

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did this exploration of power creeps

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solidify what it is and how it occurs

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are there any preventative measures i

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haven't covered and what games do you

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think keep power creep in check well or

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have managed to get a power creep issue

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back under control

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i'd love to hear your thoughts so let's

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keep this discussion rolling down in the

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comments

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if you enjoyed the conversation

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subscribe we're around 800 subs at the

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time of recording and i would

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love to hit 1k by the channel's

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anniversary in may

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if you guys can help me make that happen

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i'd really appreciate it especially if

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you enjoyed the content and you haven't

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subbed yet

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unfortunately i do have to take the rest

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of april off to work on a few sound

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design projects

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so the next video will be up on june 7th

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in the meantime

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i'm curious what topics everyone here

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wants to discuss

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this video was actually a suggestion by

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lost geass gaming as you saw in the

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intro skit

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anyway dingling that notification bell

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so you never miss an update i'm putting

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out new videos and games and gaming

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mechanics on the first monday of each

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month

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and dropping a like lets me know that

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you want to see more you can follow the

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channel on twitter and facebook at

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draw5move5

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it's the best way to find any important

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announcements get hyped for new videos

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and see any other useful game design

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content i've come across

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my name is gabe this is draw 5 move 5.

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until next time go have a good game

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[Music]

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you

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Game DesignPower CreepBalance IssuesPlayer StrategyYu-Gi-OhCard GamesMechanics AnalysisCommunity BuildingGame DevelopmentPlaytesting