Note: I (Darren) did my best to transcribe the podcast interview into a readable form. While I did my best to keep the meaning exact, It is not an exact transcription. I edited it to do things like remove filler or repeated words.
You can read the interview below, or you can download the PDF, which includes timestamps.
Introduction and Ice Breaker
Introduction
Hey, you heroes! Welcome to Marvel Champions Monthly, a fan-cast about the card game, Marvel Champions by Fantasy Flight Games. Thanks for joining us as we complete heroic deeds and thwart the villain’s evil schemes.
KennedyHawk
Hey, everybody! Welcome to Marvel Champions Monthly, a fan podcast about our favorite card game, Marvel Champions. We've got a really special episode today. I'm joined with Darren from the Marvel Champions subreddit. How's it going, Darren?
Darren
It's going pretty well! I just enjoyed a lovely 4th of July holiday, and I'm geared up and ready to go.
KennedyHawk
Well, we'll have fireworks in today's episode too, because I think we're doing something pretty cool, right? Reddit often has these things called Ask Me Anythings, and in lieu of one of those, what we're going to do is a sort of Reddit Ask Me Anything interview. We've got two really special hosts with us. We have Tony and Caleb from FFG. So, how's it going, Caleb?
Caleb
Pretty good. Happy to be here.
KennedyHawk
We're stoked to have you here, and we've got Tony who is designing the wave that's being spoiled right now, right. The NeXt Evolution wave. How's it going?
Tony
That's right, yeah.
KennedyHawk
So, Darren did a lot of the legwork for this episode and gathered a bunch of questions from different fans of the card game all over Reddit. We're going to give him the chance to ask you a bunch of those questions, and I'll try to help along the way. This is really an episode sort of special for everybody, but really special for that Reddit community that's been thriving and growing around this awesome game. So, to kick things off, Darren, did you want to ask any ice breaker questions or anything like that?
Darren
Oh man, good question. So, before we hopped on, we were just talking about Idaho, because that's where I went for my vacation. So maybe just a light ice breaker. If you're just going anywhere for vacation, where would you go?
Caleb
Well, that's so funny that you're asking that because I am honestly stuck with that question in real life at the moment. I've got my sabbatical coming up at the end of this summer. For people who don't know, FFG employees who have been at the studio for 10 years earn a one month paid sabbatical. And I'm cashing in. My wife and I were trying to figure out where to go. I'm kind of eyeballing Seattle right now, the Emerald City. I'm a big, big fan of the music that came from Seattle in the 90s, and I like nature. So that's near the top of my list.
Darren
Seattle is great. I visited there, ah... it’s probably been like a decade now, but I loved it out there.
Caleb
Cool. What's the number one thing to do in Seattle?
Darren
Oh, I was out there for work, and so I think for me, what I loved doing was just hitting up the coast. It’s way colder than anything on the East, but it was still just awesome popping out to go see the coast and then in Seattle itself just grabbing so much good food.
Caleb
Awesome.
Tony
Taking a ferry ride is another good one.
Caleb
Oh, you've been out there, Tony?
Tony
Yeah, I've been out there some number of years ago, just on a short trip. It's a cool place.
Caleb
I'll have to talk with you more later then, since we're talking Marvel Champions and not Seattle today.
Tony
For me, something that probably people don't know about me is that my wife and I are something of globetrotters. Last year we managed to hit the final continent that we hadn't visited, and so now we've been to every continent on the globe. So it's left us with a little bit of a question of what do we do now that we've achieved this goal. We have plans to go to Costa Rica next year, and after that we don't really know.
Caleb
The moon. Tony, go to the moon.
Tony
Yeah, man, I wish! I would love that. Heck, I'd even enjoy going up into orbit.
Caleb
There you go.
Tony
But unfortunately, I don't have a billion dollar company.
Darren
How about you, Dan?
KennedyHawk
That's a good question. I studied abroad for a year in Japan with a home-stay family in high school, so I'd probably go back and visit my home-stay family in Japan. We've gone a couple of times, and every time we go, we tend to meet up. But it's [a] once a decade trip, so it's been ten years. It's about time now.
Darren
Oh man, I was raised on Japanese curry, and I've always wanted to go out to Japan and just have authentic Japanese food.
KennedyHawk
Next interview we’ll do there.
Questions
Darren
Perfect. Well, with the little ice breaker out of the way, why don't we kick things off? We'll get started on our questions. First, I'll say there were a lot of similar questions, so I combined a bunch from the Reddit post to try and consolidate things. But there were a lot of people who were asking “Where is X hero or Y villain?” I know you guys can't share specifics on unannounced products, but with such a vast pool of popular heroes and teams in the Marvel Universe, what does the process look like to actually pick which teams and heroes are used and when?
Caleb
Well, we have a document that I started working on pretty much as soon as we started working on the line. It's a multi-year plan that sort of outlines where we'd like to go. Now with that, it's sort of a living document as it's a living card game, and it's malleable. It has grown and changed quite a bit over the years. But yeah, you know the answer I always give is we hope that the game continues to be as successful as it is so that we can eventually get to everything.
Darren
I know that's a big ask to get to everything, because Marvel... their roster goes deep. I'm sure it's impossible to get to everyone's favorite hero, but as long as the game keeps trucking, I'm excited to see what comes out.
KennedyHawk
You mentioned having a plan ahead of time. How far ahead do you plan what heroes are going to become characters, and does the release schedule ever aim to line up with other Marvel properties like crossover comics or movies or something like that?
Caleb
We've tried that. We've tried that in the past. It rarely ever works out, because we don't have a ton of insider knowledge to what Marvel is doing. The MCU, they like to keep things pretty tight. They don't like a lot of leaks, so they're not sharing a ton of that information. So, we tend to learn about what's upcoming at the same time as everyone else. And due to the nature of our development process and the inevitable delays that spring up throughout that process, trying to line things up like that is just very difficult. So instead, we tend to just look at what we're excited about and what we think players will be excited about and come up with an order that makes a lot of sense to us.
Tony
Yeah, Caleb has had a great track record of kind of predicting where Marvel's going to go with things without any insider information. A number of our releases seem like we knew what was coming, when in actuality we didn't.
Darren
I was going to say... My intro to the game was a bit serendipitous, because I had literally got done watching WandaVision, and then went over to the game shop. And there was the newly released Scarlet Witch pack, [released] the same day as the last episode of WandaVision. So, I was certain you guys were in on everything. But that's when I started the game, and it was a great intro to it.
Caleb
Ah, that's great. That's cool to hear. Yeah, we have gotten lucky a few times. Kind of like Tony said, I'm pretty current with the books. I kind of know what characters are popular. Like we put She-Hulk in the Core Set. I did not know at the time she was eventually going to get her own show. I just knew that She-Hulk was a mainstay of the comics, and a really fun character. Similarly, we put Miss Marvel in that first wave of Avengers heroes. I had no idea she'd be getting her own show eventually. I just again knew that she's a really popular character in the comic books.
Darren
That's really cool to get that perspective. You've gotten good at guessing. Knowing how you look ahead to planned product, do you have any plans to revisit or rework the existing content through alternate versions of cards, print-and-play, errata, or anything [else]? I know we have 38 expansions now since the Core.
Caleb
No. I don't know that we have any plans to go backwards. I feel like the game is very forward-looking. I think we mentioned earlier, there's a lot of characters we're still trying to get to, you know. A lot of really popular characters, fan favorites. So, our focus for the most part is on getting to those characters.
Tony
And to that point, a lot of Marvel characters have very similar power sets. Every time we do a new character who has similar powers to what we've done in the past, it kind of gives us that opportunity to take a new approach to that power set and figure out a different way to represent it in the game.
Darren
I think you guys have nailed that. That's really interesting to see that approach, because we have a lot of heroes, starting with Iron Man in the Core and running through all those suit-building type characters. And they've all been very unique between Iron Man, War Machine, Ironheart, and SP//dr. It's just really cool to see the different approaches to similar power sets.
Tony
Yeah, numerous spider people as well.
Caleb
It helps to have multiple designers on the line, because I think there's already sort of a built-in difference there that Tony, Boggs, and I are likely to design the same character three different ways, you know. And then MJ came and guest designed for us on SP//dr. That was a real treat too. It helps that each character is really well defined in the lore, and then also having different talent available at the studio.
KennedyHawk
Speaking of revisiting old work, if there was a change you could make to an existing hero’s kit or an aspect, what hero or aspect would you make changes to and why?
Caleb
That's a tough question for me to answer, because I think in reality, we put so much thought and time and effort into everything that we do, from the vision step to the design to the play testing to all the finishing touches, that I'm really proud of everything we've done. Which is not to say that it couldn't be better, because obviously I'm not a perfect designer. Things could always be improved. But in general, I don't like to dwell on that, you know. I like to think we put 100% into everything we do. We haven't ever phoned in a single hero pack, a single scenario. Everything that we do, we're really invested in it. So, in general, I'm just really happy with the game. Again, I'm sure there's things that if I thought about it, I could think “Yeah, I might do that different now,” but I don't personally care to dwell on that.
Tony
And occasionally we will put out an aspect card or something that might help a particular subset of heroes that we feel could use a little bit of a buff. I know the SP//dr pack came with a number of those that target heroes with high health pools, who will also tend to have lower hand size, and so I think doing things that way is probably our preferred way of trying to give older heroes a bit of a boost.
Caleb
Yeah, absolutely. That's the beauty of a living card game, right? As the game matures, you can see, “Okay, this hero that we were really happy with at the time feels like they're underperforming now compared to other heroes. What can we introduce into the card pool now that might help bring them up to par?” I think Tony nailed it with that answer. That's a really fun way to do it. I think it's moving from positive to positive rather than going “Oh boy, we really dropped the ball” or something, and then lamenting it. I think instead it's just staying focused on positive and saying “Well, how can we take this thing that we were really excited about that felt like it came up a little short,” and then bring it back to where we wanted it to be without moving backwards, so to speak. Anyway, I don't know. Maybe it sounds like a lot of like political, you know, trying to put a spin on it or something. I'm sorry if it does. I genuinely mean it. I really like moving forward with this game, and I hope players continue to join us for the ride because it's a lot of fun.
Darren
I love it, because of the cards that you mentioned to buff the higher health heroes. Thor has been one of my favorites through the game, and he is a lot more of a build hero. So, it's great seeing [when] some of the new scenarios introduce new keywords and stuff, these new aspect cards come in and give him a place to stay level with everything. I've really enjoyed the way that that's been handled. So, you're using these aspect cards and new packs to help heroes, but we did also see some of our first non-technical errata changes to aspect cards with a rules Reference Guide 1.5 that was just released. Cosmo and Go for Champions! got errata for power or how they're limiting the design space. Are there plans to errata more heavily in the future?
Caleb
Oh, I hope not.
Tony
No, I don't think so. Both Caleb and I are of the opinion that errata are very rare occasions. We really will only look at hitting something with an errata if we feel like it's just completely warping the play of the game. Speaking for myself, I feel like given that this is a cooperative game, there's no head-to-head play, there's no tournaments that we have to worry about balancing for. Players can choose to use cards they think are overpowered or choose not to use them. It's just when something like Cosmo really limits what we can do with our design, or something like Go for Champions just trivializes the game that we feel like we need to make some kind of change.
KennedyHawk
Okay, that seems pretty fair. I think that's a good way to go in my opinion. One of the things that the communities really liked were the print-and-play cards, whether they were the alternate resources or the Ronan modular set that came out early in the life of the game. Are there plans to do further print-and-play content or alternate content like that?
Caleb
I don't know that we have any plans we could share. Well, go ahead Tony.
Tony
Yeah, I was just going to say we can't really talk about future plans. But we're aware of how popular that Ronan set is. It's always something we've got in the back of our minds.
Caleb
Yeah, I certainly thought that was a fun exercise. I'd definitely like to do more.
Darren
[Regarding] the Ronan set, if I remember right on other podcasts, you've said that was a pretty quick turnaround. And that was in the middle of doing all the other designs. Since release, there's been 39 products in 44 months. That's since the game released. On top of that you did the Ronan modular set, and Caleb you did a whole other game during that time. Is that release schedule and the pressure from maintaining the release schedule and from the communities demanding new content... Is that something you guys have ever struggled with?
Caleb
We struggled a lot at the beginning of the game. I think I might have talked about that in other places. It's just that, it was Michael Boggs, Nate French, and myself that did the original design, so you had three people working on the line. Then Nate was promoted to the executive game designer at FFG, and that left just me and Boggs on the line. What was a three-person job was kind of being managed by two people, and we were still figuring out the right development rhythm for the game. So, at first it was a lot to keep up with. Boggs and I had a lot of talks about how we felt like [we were] kind of laying track for an oncoming train, but thankfully since then we've been able to update the release schedule, the development cycle. And when Tony joined the team, that was kind of fun too, because Tony came... I think Tony is the very first person to join the card game team from the board game department. Pretty much everyone else who's ever joined the card game team was a direct hire to the team, so Tony brought this interesting perspective of, “Wow, this is an aggressive schedule.” I think that helped people to kind of get it, you know. Where Boggs and I were saying it all along, but it was kind of like, “We know that's how you feel, but we're not sure.” Then Tony comes in with this different experience. They're like, “Oh, oh, Tony is saying it too. Okay. You know, like maybe there's something here.” So, it's been a good process of getting it to a place now where I think we've settled into a really comfortable rhythm.
Tony
And certainly, there are periods of stress as you're coming up on deadlines and stuff, but working on this game is just great fun. I still enjoy playing it, even having play-tested it since the Core Set. I love designing for it. I love working with my play-testers to refine the ideas. It's just a great feeling to be able to work on this game and contribute to its success.
Caleb
Yeah, the fun of the game is definitely what gets you through when you're up against those deadlines and feeling a lot of pressure. Just going, “Wow, this game is just a real treasure.” That definitely helps.
KennedyHawk
And I mean the statistic you just put out is pretty amazing actually, right? Every other card game I've ever played always has these monthly release schedule plans, and there's gaps. Don't get me wrong... There are gaps in the Marvel schedule that's been released, and we've got this new dual pack method that I really like. But getting out almost a product every month on average is really, really hard to do. I don't think I've ever seen it happen as closely as it has to this before, so I think it's actually pretty cool. Maybe the Marvel demand is that much higher that the pressure still really gets to you, but as far as from a customer end, I'm super happy with it so far.
Caleb
Well, that's great to hear. I do think that was a factor early on. We really wanted Marvel Champions to be that game where we finally hit all those releases on time. It just seems like there's been one issue or another that sort of plagues a lot of our releases, where we start with all the best intentions, and then inevitably something comes up. So, it's just like everybody involved, including me and Boggs, you know, on the design side, we all wanted to get it done on time and get that product out. So, it's great to hear that people noticed that, and it made a difference.
KennedyHawk
All right. You talked about enjoyment in the game. The next question is about rules. And I'm the rule book reader for my group, so I find rules super fun. How do you approach rulings when there is a card that functions differently strictly as per rules than was intended? Maybe in testing or in design?
Tony
It really comes down to how differently it's working. We make a judgment call about whether it's significantly different enough that we want to issue an errata for it or whether we're okay just ruling it as written and allowing the card to be played that way. We try not to make rulings where you need to intuit what the intention of the card is. We want to try to stick as closely as we can to the way the card is written and the way it functions within the rules as they are written. So, if we feel like a card is being played significantly different than its intention and it's to the detriment of a scenario or a hero or something, that's when we will issue a technical errata to it to get it back into line with what we intended for it to do.
Darren
I know that in the discord in particular there are whole channels dedicated to diving deep into the rules and digging through it. I know for a while there were a lot of rules answers that were just kind of floating, and everyone was wondering how that impacted other cards and how you can interpret it. So, I loved seeing 1.5 come out and just really solidify a lot of that and incorporate it into the actual rules. That has been a joy since that released.
Tony
Glad to hear that. We really put a lot of work into that. Our primary goal was just to codify a lot of rulings that we had started making since Alex Werner, our Games Rule Specialist, had joined our little team in answering rules questions. And certainly, there will be cases where we will potentially change our minds on an answer based on some new information presented. But we try to be as consistent as we can and not change answers as much as we can. But if there's ever any question about whether a ruling it stands, I would say if it happened before the 1.5 update or whatever the latest update is, there's maybe a chance that the update changed it. But if the ruling has come out since the update dropped, then that ruling is probably still good.
Darren
Okay, that's good to know. I know that on Hall of Heroes, he does a really good job about collecting all of the rules answers that people have gotten. And so, it's been nice having that hard line of like “[RRG] 1.5 is out. Here's everything codified.” Then we get some updates. Although I'm surprised... I met Alex at Con of Heroes, and I'm surprised she didn't quit within the first couple weeks from all of us submitting questions.
Caleb
Alex is great.
Tony
There was a huge backlog and I think we've gone through every question that was submitted since Alex started looking at them. There are some questions that are years old that are probably no longer relevant, and I don't think we'll probably address them. But if you submitted a question years ago and still haven't gotten an answer back, feel free to submit again.
Darren
Sounds good. I'm glad that Alex was added to the team. That's been nice having that avenue reopened to be able to ask those questions.
Tony
Yeah, totally.
Darren
Kind of changing direction a little bit from rulings to art, a lot of the art pulls from a variety of sources, like different comic runs or whatever. I love it, because it feels when you're playing like you're doing all these different comic books, all the different styles. But it does seem like most of the art in the game is pretty modern. Is there a particular reason that the art in the game is so modern?
Caleb
Yeah, we want the overall look of the game to feel cohesive. That's a huge part of what our art directors do. [They] make sure that there can be a variety of art styles in the game, but none of them should feel too jarring when sitting on the table next to each other. I do remember very early on there was a conversation in the studio about, you know, we have access to this huge catalog of art, but there needs to be some kind of guiding principle of what art we use. I'm a big comic reader, and so I recognize that there are a lot of different art styles. And it is a visual medium, so sometimes art just doesn't appeal to somebody. There are books that I was collecting that I was really into because I felt like the writer and the artists were just firing on all cylinders. And then that artist was moved to a different book, and they brought in a new artist and so it’s in a very different style. And I just quit the book, because I didn't... It was the same writer, same characters... The story was probably fine, but I just didn't like the art style. We don't want that to happen to the people playing our game. You know, where maybe they're really looking forward to a certain hero, and then that hero comes out and has a totally different art style from everything else they've seen. And that could be very frustrating. So, in that conversation we had forever ago, we basically chose a point in time in Marvel Comics, and we said anything prior to this date we're not even going to consider. Because certain production styles have changed too, where like in the 90s when I started collecting, they used to actually draw everything on paper and Xerox copies off to Marvel. And of course, everything now is done digitally, and you can really tell the difference. So that was a factor as well at the end of the day, we have a really talented art department. That’s their job, right? It is to help us to maintain that visual style and that cohesiveness.
Tony
Yeah, something I didn't really realize about comics until I joined the Marvel Champions team and started doing lots and lots of research, reading lots of back comics, is just how noticeable the change in art style has been over the decades. Which is to be expected; things change over time, and tastes change as well. But like even going back to the 90s, when I was in high school and collecting comic books, it's just a real night and day difference. You can really tell something [is] from the 90s when comparing it to something from the 2010s or later, and so we try to avoid cases where particular cards stick out in their art style significantly from other ones.
Darren
That makes a lot of sense. My first introduction to comics came a lot later. I was introduced to the MCU first, and so when I started reading comics, it was the annihilation event for Guardians of the Galaxy.
Caleb
Oh, that's so good!
Darren
And oh, it is. It's wonderful. But the first time I saw Star-Lord, I was like, “What? That’s not Star-Lord!” It was interesting to see that process of how that art changed as I caught up in the comics. But I have to say it is always fun finding Hawkeye in his old H costume and everything occasionally in the art. But I think as a whole, the art has been really great. It really hits that comic book feel. With that being said, you talked about how there's this overarching kind of vision [where] you want the art to feel the same and everything like that. Does Marvel or Disney have any influence over that creative process through the licensing agreement, directly through feedback, or anything like that?
Caleb
Yeah, they're the license holders, so everything that we do goes through an approval process where they need to look at it, sign off on it, and then say they're happy with it. I think the art actually kind of gets reviewed twice at least, because they get to see art pieces individually before they're even on the cards so that they can approve the art. Then they'll see it again later when we submit the set with the art on the cards and everything packaged as it will be printed. And they get to review it again at that point. So, there might be more to it than that, but that's the part that I'm aware of.
Darren
Nice. Okay. Do they just have a pool of art that you guys can draw from that they have pre-approved? And then you send in the designed stuff, and they approve it again in that form?
Caleb
Our art is a mix of commissioned pieces and what we call ‘pick up.’ So, there is a pool of art that we have access to through our arrangement with Marvel. They are very gracious to give us access to this where we can search up comic books and find art that we like from the books. And then there is a submission process where we can request the originals with no text on them and get high-res files to use in the game. And then there is the commissioned art, where we actually write art briefs. We describe the image that we want to see and put it in context, then we give that to our art directors who hire the artists to draw it. And then that goes through kind of a different approvals process, right? Because the stuff coming from Marvel is typically pre-approved, whereas the stuff that we're commissioning, that's something that they are going to want to see and sign off on.
Darren
That makes sense. So, kind of changing track again a little bit in terms of the actual design of cards and of heroes. Do you keep a list of mechanics or assumptions in the game to track where you have room for innovation?
Caleb
No, I don't think I do.
Tony
In terms of like a list, not really. But obviously Caleb and I are well versed in what has come before. We always try to play-test together [with] each other's stuff as much as possible, so we know what each other is working on. That way we know where there might be potential for crossover, [or] where there might be things that are a little too similar that we will revisit in one way or another. But in terms of any formal plan or bookkeeping, not really. I personally have some files. Like [I have] a spreadsheet of card ideas that maybe didn't pan out or didn't make a good fit for a particular hero or something that I might revisit in the future. [They are] what I call slush designs, or what the studio called slush designs. Which are basically things that we tried out and for one reason or another [they] just didn't make it into a current product, but maybe it's waiting for another product where it might make a better fit. There is that kind of stuff, but other than that, nothing real formal.
Caleb
Yeah, I think the design process is always so ground up. We choose the characters we want, and then the characters themselves really inform the design. I think that's how you end up with heroes who feel like the characters that they are in the books, right? I don't have a list of mechanics of like “I really want to do a hero who does X or Y,” and then we go through the characters and go “Oh, that character kind of fits this mechanic.” I'm not saying you couldn't do it that way. I'm sure there are examples where you could, and it would work brilliantly. But it feels to me much more natural to choose the character I want to do, and then say “Okay, now how do I represent this character's power in the game?”
Darren
I like that. That seems like it kind of wraps thematics a little more tightly when you're starting with the character itself versus with the mechanic and putting a character on top of it. Kind of along those same lines, there are a lot of reused mechanics throughout the game, but there are also a lot of card traits that show up. Like there's a large list of traits now, but there are a few of them that are largely limited to just one hero, something like ARROW with Hawkeye or TECHNIQUE with Nebula. Are these traits meant to be more singular in their use, or are they considered when designing aspect cards?
Caleb
The traits themselves are kind of dual purpose. One is for mechanics, but the other one is just for flavor. There are certain traits within the game that I think are very important to the game at large. Traits like AVENGER, X-MEN, you know, that kind of stuff. And then there are some traits like the ones you mentioned that are just much more narrow, like ARROW and TECHNIQUE. Not all traits are equal in terms of design consideration. But what is fun about the traits is that you can do a trait initially that seems kind of innocuous, like TACTIC, and then later on releasing a hero like Cyclops who suddenly cares about the TACTIC trait. And that reinvigorates the card pool. Now people are going, “Oh my gosh, I've been sleeping on all these cards, and they suddenly have great values.” Who knows? Somewhere down the line there could be another hero who cares about TECHNIQUES or PREPARATION or something like that, right? Like any of these things that felt like previously they belong to one character, but now there's another character who cares about them. That's one of the fun things about working on a living card game like that.
Darren
Nice. I have to say Black Widow is one of my favorite heroes of all time, so any time you guys feel like releasing more PREPARATIONs, I am for it. On that same note for traits, when you're giving a character a trait what kind of considerations or limitations do you have on that? Some seem to be more theme focused... like you were saying more flavor based. [For example] something like Space Knight on Venom. While others seem to be missing. I'm sure you have heard plenty of “Why doesn't Spiderman have the Web-Warrior trait?” Do you have any limitations or considerations that you take when you are putting those traits in there?
Caleb
The first real serious limitation is just space and bandwidth. You don't want to crowd the card with 100 traits, because the reality is, if we were going to give Spiderman, for example, every trait that he needed to be accurate to the comic book, there wouldn't be any room for card text. It would say Avenger, Fantastic Four, Web-Warrior... it would just go on and on and on, all these things. So, what's important to understand is that when we make a version of a hero, what you're really getting is like a snapshot of this hero. We're saying this is the point in time that we are looking at this hero. So, the Spiderman that we have is the Avenger Spiderman. It's not the Fantastic Four Spiderman. Because you know real die-hard fans of the comics will know that he was part of the FF for a while with the Future Foundation and all that. That would be a different version of Spiderman, [as is] a Web-Warrior Spiderman. So that's kind of a key thing there. We are leaving room open. Maybe one day we will do a Web-Warrior Spiderman. [We] can't say for sure, but in the meantime, we know it's important to people that he should be allowed to be a Web-Warrior. So, we made the upgrade that you can play on him.
Tony
Yeah, kind of a rule of thumb that I take with traits is I try not to go above two, at max three, traits on a card if it really has a mechanical reason to have that many. But otherwise, I try to limit myself to one or two.
Caleb
Yeah, I think we've all done that. I think that's where the question comes up often too. Like I think when Storm was announced or released, people were like “Why doesn't Storm just have the AERIAL trait? Like [how] she can fly is a huge part of who she is.” But it's like, well, she already has these other traits, and it gives us room then to add text to cards in her kit. I think if you put her cape on her, then she gains the AERIAL trait. So that's part of it, too. Remembering that the Hero card itself does not represent everything there is to know about that hero. The kit is part of it. The aspects are part of it. That's all intentional.
Darren
This is an off-list question, so feel free to skip over it. I know the upcoming Angel doesn't have X-MEN. He's just X-FACTOR [How embarrassing! I meant X-FORCE]. Does power level factor in when you are designing for excluding some traits?
Caleb
Well, so Tony designed that, but I did want to say this is a perfect example of what I was saying about [how] you're looking at a character at a period in time, just a slice of this character. We know that Angel is one of the founding members of the X-Men, so we absolutely could have put the X-Men trait on there. But the version of Angel that you're getting in this pack is this slice of time that he was part of X-Force. So that's why he has the X-Force trait and not the X-Men trait. Though again, the upgrade is out there that you can make him an X-Men if you want to.
Tony
I was just going to say, certainly balance can be a factor when considering what traits to give a character. But for the most part, we try to give them the trait that makes the most sense from a thematic standpoint and then balance around the fact that they have that trait.
Darren
That's really cool. Having that perspective helps a lot. It’s just that little snapshot. [They are] not in both places [at] the same time. I really like that perspective and the perspective that their hero card isn't representing their entire hero. I know from Lord of the Rings a lot of that gets condensed to a single card, so it's kind of changing that mindset coming into Marvel for thematics. So, kind of on that note of what we were just talking about, power a little bit and balance. What would you say is the balance between going for a fun factor and the actual design versus the faithfulness to the character or gameplay mechanics? How are you balancing all of those during the design?
Caleb
Well, now I really want to hear Tony's take on it, because I know mine. Tony, what do you think?
Tony
I mean looking at the question, it's interesting that the question asker put a slash between fun factor and faithfulness. It had gameplay mechanics separate. Because I think it really comes down to the player whether they find it more fun to have a more true-to-the-comics faithful thematic experience or have a more satisfying gameplay experience. It really is a balancing act that has to be struck between those two things. Ideally, we find that spot where we are high on both of those metrics, but it really comes down to a judgment call [on] which one needs to be sacrificed if a sacrifice is required. I tend to start my designs like Caleb mentioned from what the Marvel comics have to say about the character, and then [I] build them up from there and design the mechanics around that. So hopefully just the fact that I started on a thematic level and built up from there will help the character feel true to its character through the game mechanics that I've come up with.
Caleb
Yeah, that's a great answer, Tony. I completely agree. Actually, I would say that our methods are very nearly, if not exactly, the same. That it really does start with the character and what makes that character unique, so it starts on theme. And you're trying to design something that feels very authentic. And obviously you're trying to make it fun, you know? And once it gets the play-testers, that's when we find out, “Okay, how much have we succeeded?” Eventually, yeah. You are just trying to balance it out. You know, if there's something that's super thematic, but it's just not fun, then you're going to start to work on making it more fun. And then make sure that you don't lose the theme along the way.
Tony
As an example, when I was working on the NeXt Evolution wave, there was an early version of Psylocke that was testing really well with the players. They were really liking the way she played, but I kept hearing feedback that she just doesn't feel like Psylocke. It's like “This is a fun character, but it's not a fun Psylocke character.” So, I ended up scrapping most of what that design was and going in a whole new direction that I thought would be more indicative, more capturing of the essence, of what Psylocke was about.
Darren
Oh, that's really cool to hear that you have that back and forth with the testers to get that gauge of thematics, not just how is it mechanically playing.
Caleb
If I can just take a second to brag on my coworkers, actually. I think I've been pretty outspoken about how I grew up on comics. I don't need to look up the characters that we're doing for the most part, because I've been reading their books since I was thirteen. Tony and Boggs, they're definitely comic book fans, but maybe not as obsessive nerd fandom like me. So, what I want to brag about these guys is when they get assigned a batch of characters, like X-Force for example with Tony. I know that he didn't know a ton of X-Force at the start. Well, these guys, they just read everything. It's really fun. It's great there's time in our day, and it is part of our job that we can do that too. It was amazing. Within the space of a couple of weeks, Tony's coming back to me, talking about all this insight he has gained and all about these characters. He is telling me stuff even I didn't know, for example, with the character of Domino. Domino is a character I've been aware of since the 90s, and I had my picture of her kind of from the Rob Liefeld days of the original X-Force run. And then Tony came back with, “Hey, Domino actually had her own book, and in there she had this posse of characters.” So, the vision for Domino changed as a result, from my 90s Domino to a more updated Domino with her posse. And that was really cool. It shows the commitment to the theme, and how important it is to be authentic and true to these characters, that we don't just do a quick Wiki search. You know what I mean? You could do that. You could just read the back of a DVD text and go, “Okay, I think I have an idea what this is about.” But instead, they're doing the deep dives. They're reading the books. I know Boggs, he became a huge Miss Marvel fan. He, like, read her whole entire run when he started working on that character. So that's kind of fun to see. It seems like 9 times out of 10 someone gets assigned a character they weren't familiar with before, and suddenly that's like their favorite character. They are reading all their books and excited to do the design now, and I think that's why it comes across in the hero packs when people get excited. It's because we're excited.
Tony
Yeah, I appreciate you saying all that, Caleb. I do have one exception I have to take with it. And that is that I don't read everything, because there's not enough hours in the day, enough days of the week to do that. A lot of these characters have been around for 60-70 years and it's impossible to get a full breadth of what the character has to offer. That's where it's great that we have all these play-testers who are so passionate about, not only the game, but about the comics as well. They can weigh in with their own thoughts. “Now, this may have been true of this character in this one run, but this feels more true to the character. And we'd like to see something more in this direction.” And that's really what happened with Psylocke, and I think the character ended up all the better for it.
Darren
That's really cool to hear, and I definitely feel that in terms of reading comics. There is just no getting to all of it. When I first started in, I was just like, “What do you mean I can't just start at the beginning and read a whole character’s story?” And then [there are] crossover events, and I have to go back and read a whole other line. I can imagine it's a lot of work really researching and diving into those characters, so it's appreciated. I love seeing that come through.
Tony
Yeah, that's another practical reason that heroes are a snapshot in time. There is such a breadth of history to these characters, and there are so many writers who have worked on them and so many different artists who have worked on them, that they have changed a lot over time. It's hard to know where to start and what version of the hero to pick. In order for us to have a cohesive feeling character, we kind of have to narrow it down to, generally, the best-known version of this character or the most popular series or book that this character was in and go off of that.
KennedyHawk
So, you just talked about balancing fun factor, faithfulness, and gameplay. There was another question about balance. How do you balance complicated with difficult? This user said that they find complicated scenarios to be more difficult just because they have to remember and think about more things. But do you have any thoughts on complexity versus difficulty?
Caleb
Overall, our goal is to really keep the complexity down as much as possible, keep the game very accessible, and also just relaxing to play. Early on, Nate French and I had a conversation where he described it as not being too “beard-strokey." [That] was kind of the phrase he used. Like people often stroke their beard and stare at a chess board as they think about their next move and consider all the options. And we didn't want Marvel champions to be that. We wanted it to be very fast-paced.
Tony
And I took that personally. As an admitted beard-stroker, I took that personally.
Caleb
I think there's still a lot of room in Champions for beard stroking for people who want. It is a challenge, because I think sometimes, especially with scenario design, that's where it's the most challenging for us as designers. We want to really differentiate each scenario, so that none of them feel too similar to justify, “Why am I playing Sandman instead of just playing Rhino again?” Right? Like it has to be because they offer two different experiences. Now the easiest way to make something different is to add these new layers to it. But that's complexity, right? So, the tricky balance is making it different somehow without adding too many new bells and whistles and all this unnecessary complexity. I think in general, when we approach a box of five new scenarios, we kind of allow ourselves, “Hey, maybe this one will be a little more complex, just so we can make it do what we want it to do.” But that's just one out of the five, and the others will be less complex. Like with Mutant Genesis, the Magneto scenario is admittedly a little more complex than maybe your average scenario because of the story that I'm trying to tell. That you are racing to board Asteroid M and sabotage Master Mold, and you're trying to do all these things as Magneto's doing his thing. So, there's a little bit more going on there, whereas like Master Mold, that's basically like playing whack-a-mole. Can I destroy Master Mold faster than he's pumping out Sentinels? There's not too much complexity there. So, in general, like I hear you. I hear that comment, right? I really respect that we do not want to make Marvel champions a chore to play. It should never be a chore to play where you just mentally burnt out at the end of it, right? But it is a challenge.
Tony
Speaking of allowing a little variation in complexity, when we do that, we tend to try to put that at the end of the campaign. Because we have to assume that campaign box is a player’s first campaign box. So, we want to start them out in the shallow end of the pool and have them work their way toward the deeper end.
Darren
It's interesting to hear how you are approaching it with complexity. Because I know there are a lot of relatively similar characters. Like you have bruisers like Rhino or Venom, and it's crazy how one or two cards can make them feel totally unique without adding a ton of complexity. So, it's fun to see those designs come across. And I have to say in terms of the box starting on the less complex and building, that's fun for me, because I think some of those first scenarios are some of my favorites. But I really love that progression through the campaign of feeling the scenarios kind of build. Magneto in particular was such a good end to a box. Loved it.
Caleb
I'm really glad to hear that. Thank you. It occurs to me as we're talking about complexity as well that it makes a difference whether you are playing these scenarios as standalone games or if you're playing as part of campaign mode as well. And I would just encourage anyone who feels like, “Boy, there's just a lot going on, a lot to keep track of.” Like just play, standalone. Don't worry that you're missing out on something, because for me, personally, sometimes I find standalone is my preferred way to play. The campaign is definitely a vital part of the game, and it's there for people who want that progression and those consequences to carry over from game to game. But I initially got excited about Marvel Champions because it was something I could just get to the table really fast, and then invite my friends and say, "Come fight Klaw with me. Let's take on Ultron real quick.” And there wasn't any baggage or overhead of like, “Well, first, I have got to find all my campaign cards, and I have got to do all this other stuff.” It was just “Let's get right to it.” So, if people ever feel a little overwhelmed or whatever, I encourage you to just put campaign mode aside and take on your favorite villain, just straight up.
Darren
Nice. That's a good suggestion. I love standalone as well. It's just fun to jump around and [do] random villain of the week style plays. That's great. So, this one's jumping back a little bit to when you were talking about that balance between fun factor and gameplay. When you're designing heroes or villain scenarios and considering all of that balance, how is it that you actually decide when a hero or villain is done?
Caleb
Oh boy, that is a good question! I'm going to say right now that game design is absolutely as much an art form as it is a science. And so there is a lot of subjectivity in the answer to that question. There is definitely just a feeling. If you can imagine, how does a band... like my favorite is Pearl Jam... How do they know when a song is done, right? Like how do they know when it doesn't need any more work? And I imagine there's a feeling right of “This just feels good. This feels like it's doing what we want it to do.” So, for me there's a lot of that with heroes and villains. I kind of have an idea of what I want this hero to be able to do [or] what I want the scenario to feel like, and it can be very subjective. Just, yeah, this feels like the experience that I was setting out to create. And I could keep trying to needle at it, but I think at this point I'm getting diminishing returns on that effort. So, I'm just going to call it good, and I'm satisfied with it. Well, Tony, I'm curious what you think about that cause you and I sometimes have slightly different approaches.
Tony
Yeah, my first gut reaction was to say when my deadline hits. It’s as you say: basically, design is very much an art form, and so you could keep working on something indefinitely and never have it be perfect. But just kind of as a practicality, at some point you have got to say “This feels good in the state it's in. I don't think messing with it any further is going to get me any significant improvements to it. And so yeah, I'm satisfied with where this is.” And from a practical standpoint, there does come that time in your play-testing when your testers have limited time left to work on something. And so, you really have to make a judgment call. What needs the most attention right now? What am I still not feeling super comfortable with? And it's just really a judgment call. You play the thing yourself. You see what kind of feelings and emotions you have as you are playing it. Ideally you observe play-testers playing the scenario and listen to the discussions that they have in between it. [You] really try to pick up on those off-the-cuff comments like “Oh, that feels bad.” or “Yuck. I hate seeing this card.” and then try to make changes to those things that make them feel better.
Caleb
I think you hinted at the scientific side of it there with the process, right? There's kind of a consensus then among our play testers where you're balancing your experience with theirs and taking their feedback into account. I think in general, with each set it kind of reaches a point where testers start saying “This feels good. I don't think there's a lot more to do on this one anymore.” And it's very gratifying when that's your opinion too, and you go “Okay, well, if we're all kind of in agreement then I think we're ready to move on.”
KennedyHawk
Some more design questions here. What is a problem in design that you've encountered that you are most proud of finding a solution to, and what was that solution?
Tony
For me, I'll just go back to the Psylocke design and talking about how it wasn't feeling true to the character. And having to make the call that I just need to take a fresh pass on this. I need to try again, almost from scratch. A lot of card names and things stayed the same, because we had commissioned artwork at that point. So, I was a little bit restricted on that, and that's a practical restriction that I think a lot of people don't think about. When we're designing a wave, we start the art on that very early, because the artists need time. We only have so many artists, so we have to do things in batches of art. So, we have to allow enough time that our artists have the time they need to get all the artwork that we need done. We may commission a piece early on that we end up totally changing the design of that card and so we either have to find something from a comic book that we can use in its place, or we have to try to find a way to make that card work with the artwork that we have. And so, coming up with a solution to the Psylocke problem is probably the biggest roadblock I've had in working on Marvel Champions to this point.
Caleb
That's a great answer. You did a really good job with Psylocke, too. It's hard for me to come up with as great an answer as that, so I actually have two, because one is a little bit of a tease. The next product that I've done in the X-Men wave... I can't talk about details, because it hasn't been announced... But I wanted to really try something different with the campaign mode. I can't go into details, but what I can say is that I spent an extra amount of time on a campaign mode, and what I did at first just didn't pan out. And there was a lot of time I'd put into it. So, I had to pivot and find a solution while we were already in play-testing. And [I’m] really proud of what we came up with. There's a little bit of a tease there, something to get excited about for the next campaign. I'm excited to see what people think of it. That was easily the biggest hurdle I had to overcome working on the line. But since that's just a tease and kind of neither here nor there, I will say of released product, Rogue was the most difficult nut to crack because her power set is so unique from everyone else’s. And trying to figure out a way to represent “How are we borrowing powers from other players or other characters with Rogue? Like what does it mean for her to borrow powers from a minion, an ally, a villain, or even another hero?” And that took some doing to figure that one out. I'm really happy with how it ended up, so that would probably be the one that I can talk about the best.
Darren
Well, that's fun to hear. I should say from the get-go, X-Men have never been my favorite comics or shows. So, I was kind of dreading coming into this knowing that we're just getting so many X-Men in a row, and it has been a lot of fun seeing the designs that have come out. I've been so excited for these waves. Rogue was a lot of fun to play with all of her deck building hooks. And I am thrilled about this X-Force wave, because I think Domino looks like she's going to be top of the line for me. I think you guys have done great overcoming some of these problems and bringing out some really fun designs for the player base.
Tony
Thank you. That's great to hear.
Darren
Talking about design, as a comparison point, Tony, you came from a board game background doing games like Star Wars: Outer Rim and Unfathomable. And Caleb, you did the Lord of the Rings living card game, and even while designing Marvel Champions, you did the Star Wars deck building game. Comparing your experience, how does designing for Marvel Champions differ from your experiences working with other games?
Tony
I'll jump in here first. We've already talked about the schedule being one of the main differences. The fact that working on a game line like Marvel Champions means you're constantly moving from one product to another, to another. Every time you finish one you know that there's going to be another one coming after it. When I was working on the board game side, there was less certainty of what my next project was going to be. It really came down to what game does the studio want to make now, and who has the availability to make it? And so, I ended up working on a bunch of different game lines while I was on the board game side. Having that variety is nice, but I really enjoy working on a game that I love playing versus maybe being assigned to do an expansion for something that maybe I'm not as enthused about; it's not my style of game. So, they're different in that way. Another difference that really hit me hard when I started on Marvel Champions is just the volume of artwork that a card game needs. Even working on something like Imperial Assault, which has a bunch of cards but also minis and tiles and things, was just not even close to what I've had to come up with for Marvel Champions. I would often enlist Caleb and Michael Boggs in helping me write art briefs just so I could keep up with all of the art requirements that were needed for this game.
Caleb
Yeah, you just finished some art briefs recently and your work flowed into it. It's fresh on your mind.
Tony
Yep, yep.
Caleb
I think it's one of those things too. Like the first couple of times you write art briefs, you're so involved. [It’s] like each art brief that you write is a masterpiece, and you put so much thought into it. And then you get to be where I am. I've been doing this for 11 years now. It’s just like we're churning out our briefs because at some point the artist is going to do what they're going to do. You just need to give them the essentials, and the art directors do a great job of making sure it turns out the right way. Because I used to do that when writing our brief for Lord of the Rings at first was just this daunting “Oh, it needs to be authentic, and I need to get it right.” Eventually you write 100 different orc enemy art briefs, and you just start going, “An orc running at you with an ax. An orc running at you with a spear.” You just start changing minor details. Oh, I totally lost the question, because I was enjoying your answer so much. What are we answering?
Darren
How does designing for Marvel champions differ from your experiences working with other games?
Caleb
Oh yeah, so there I started to touch on it working on Lord of the Rings. My career has this kind of interesting journey of the most complicated game that I've worked on was the first one that I worked on with Lord of the Rings. I absolutely love that game, but it has a steep learning curve. Even at the time that I came in relatively early in its life, there were already some pretty involved scenario designs, some really intricate ideas. And I love that. That's really what I was into at the time, personally. The more intricate, the better. The more it could create that sense of immersion by making me feel like I'm actually doing what's happening in the adventure. And then over time, I begin to realize there's a fine line between intricate and exhausting. And I've probably wandered too far into the exhausting a couple of times with my designs where I maybe got a little carried away because I got really excited about an idea. You can sit on this side of the computer screen looking at the files and imagine how great it will be. And it's easy if you're not play-testing regularly to lose sight of what it feels like to be on the other side sitting at the table with the cards. One of the smartest things I ever did was I started a weekly Thursday night play test that ran for years. That really helped me to stay grounded and say, “Okay, I need to start to ease up on the complexity and keep that experience in mind.” And so, we brought that to Champions, where it was like if Lord of the Rings is up here being this intricate and involved, we want to make Champions a little closer to the ground, more accessible, [and] a little easier to play where less bandwidth is necessary to keep track of what's going on. And then, you mentioned the deck building game I made, and that was like step further even of like “Make this as beginner friendly as possible, and as quick to pick up. Like I want to be able to learn this game and start playing in five minutes or less.” So that's kind of been fun for me, just learning personally the value of simplicity and trying to shift my focus from how clever I can be to more of an end user experience and what are the people who are playing getting out of it. Seems like a natural thing to think about, but it's amazing when you first start in this business without a lot of formal training, everyone kind of brings their own stuff to the table. But I think we all eventually get there.
Darren
That is really neat to hear. I imagine as you're designing it, it's hard to let go of an idea or a mechanic you're really latched onto that you're excited about and having to maybe temper that in consideration of the players. I bet that would be pretty tough.
Caleb
Yeah, absolutely. I mean when it's like stuff you're really passionate about. I love Lord of the Rings. Like Aragorn's my boy, you know. And then you get a chance to design an Aragorn hero. The temptation there is to have him do everything, because he's Aragorn, and then you realize that's not good design. Good design is making a version of Aragorn who does this one thing really well in a really flavorful way, and then becoming comfortable with that. That I think is a hard lesson, but it's essential to good game design.
KennedyHawk
Speaking of unreleased concepts, I know it's been discussed before that there was originally a fifth aspect called Determination. Have you ever had any thoughts about adding an aspect or bringing Determination back to the game? Or is that something that sort of gets worked into the rest of the pool?
Caleb
Right, no. You never say never in this business, but it seems the odds are very slim that we would add another aspect. Because, as you say, it was there at the beginning, and we ultimately cut it for a good reason. So, knowing that we had already conceived of a fifth aspect, and then as a team... because it wasn't an outside decision. That was a decision that Boggs, Nate, and I made together. We determined that this aspect is basically just borrowing ideas from other aspects. It didn't feel unique enough to itself. It just wasn't bringing anything truly new to the table that wasn't already kind of covered by the other aspects. So, what we did was we took some of our favorite ideas from Determination and then put them into the aspects that they belonged in. You can see that with [how] Boggs made the Aggression card Toe to Toe, where I believe it's like the villain attacks you, and then you deal 5 damage to the villain. That was a Determination card. The definition of Determination was like “I'll do anything to get the job done. I'll take punishment in order to gain an advantage.” But we looked at that card and went, “You know, that's really just an aggression card.” And I think we have others now. Like I believe Justice has something that will put a side scheme into play in order to get advantage. Tony, maybe you made that card. Remember what that is?
Tony
No, that was Galaxies Most Wanted, I think. One Way or Another.
Caleb
Oh gosh, is it that old? Gosh, Okay, I'm sorry. It all blends together. That's another box card. I love those designs of high risk, high reward. That was kind of what Determination was about. But we realized what they were doing was really stepping all over the toes of the other four aspects, so we just folded those ideas into the aspect that it belonged with.
Tony
And yeah, an aspect really needs to have its own identity in order for it to feel necessary to the game, so if we were to do another aspect, they would really need to have its own identity that could make it stand on its own.
Caleb
I'm really proud of the four we have. I feel like they really cover all the bases of what the game needs.
Darren
I think it is fun seeing those Determination concepts come out in the aspects. Toe to Toe is one of my favorite cards, and I just like that risk/reward of using it to take out a wimpy minion that's punching you or to risk a villain attack. It was a lot of fun. And I know there's an upcoming card for Aggression in X-23 that's coming out that feels very Determinationy. [It’s] the Now I'm Mad card, where if your hit points are below half, you get a boosted attack and a lower thwart. That's a very Hulk card, and I love it. We have just a few more questions, so I think we could tackle them as a speed round. So maybe we'll just ask the designers one at a time running through them. You guys can do some short answers on these, but let's go ahead and start with Tony.
Speed Round
Darren
What hero designed by someone else do you most wish you designed?
Tony
So, I'm not sure if this question is asking which hero do I wish I could take credit for, or which one do I think I can do my own version. And maybe in both cases I might say Wolverine. He is an awesome design, and I really love the way he turned out. And I did to some extent get a chance to make my own Wolverine with X-23, so being able to design her after Caleb had designed Wolverine was a lot of fun. It was at some unique challenge in figuring out how to make her feel sufficiently different from Wolverine.
Darren
I am excited for X-23. They look very different and unique, so you guys did great there. What is your favorite interaction between a hero's kit and an aspect specific card?
Tony
Oh man, that is a tough one. I guess I will mention that some of the Justice cards that I designed for Domino's pack, I designed specifically to work with her mechanic of discarding from the top of the deck. But I wanted to do so in a way that made sense with other heroes. That it didn't feel like it was just another Domino card but outside of her aspect. So, somebody like the two, the two allies, Wolfsbane and Feral, both have abilities that are good for any hero but are just a little bit better for Domino.
Darren
Which hero and/or scenario do you think has the most thematically creative mechanics?
Tony
That's another tough one. I feel like there's so many great designs in this game. What I was thinking about recently was the Project Wideawake scenario with the Sentinels. I just love the Mutants at the Mall side scheme getting Jubilee as your ally. This feels so much like that first episode of the X-Men cartoons that it's perfect.
Caleb
I love that answer, Tony.
Tony
And going back to [when] Caleb was talking about Rogue before, I think the solution he found for trying to capture her skill set in this game was just... chef’s kiss... just great. I'm really happy with how she turned out.
Darren
Who would you like to see in the game that isn't already in it?
Tony
I've mentioned this character before. I'd love to do a Squirrel Girl hero. I already have some ideas about what kind of mechanics I might put into her kit, and I really love the wacky off the wall type of characters, because they allow me to do wacky and off the wall stuff in their designs. So, I would love to do a Squirrel Girl hero.
Darren
Well, I would be here for that. I just want to have that Squirrel Girl versus Thanos match up to get that classic ‘her standing over Thanos’ comic image.
KennedyHawk
As long as we get Tippy Toe, right?
Tony
Oh yes! Totally.
Darren
What is your favorite aspect to design for, and why?
Tony
That's another tough one. It's like choosing between children. If I had to pick one, I'd probably say Protection, because I really enjoy it as a support aspect. Caleb has told me multiple times, going back to the design of the game, that Nate French was always saying “Why would I ever defend? What is the point of defending?” So, I love coming up with new and creative ways to prove Nate wrong that defending is pointless.
Darren
Protection is my favorite aspect, so I love hearing that. It is so much fun to play.
Caleb
Yeah, Nate famously said he would rather die than defend. We played a play test game early on, me, Boggs, and Nate, and it came down to we were going to defeat the villain on the next turn. We just had to survive. Nate drew like an assault for an extra attack. He could have defended and survived to win the game, but instead he was true to his word.
Darren
Oh man! That is funny.
Caleb
That's classic Nate. Yeah.
Darren
Oh, so Tony. What is your favorite hero and/or scenario to play?
Tony
The hero I often find myself going back to is Ironheart. I just love her leveling up mechanic. It's such a fun little mini game trying to get those killing blows and those final thwarts to get the extra experience. It's just so much fun. And when you get to that Level 3, that version three of your hero, you just feel unstoppable. As for a scenario, there's so many good ones in this game, it's hard to pick one, so I'll just go back to the one I mentioned before with Project Wideawake. I really enjoy the feeling of that Sentinel scenario and how they're trying to capture my allies and round them up. I'm not one who ever chump blocks. I like using my allies to their full extent and not chump blocking, so it's not as threatening to me. But I love how it does punish those people who just throw away their allies as if they have no care in the world.
Darren
Oh, see there's Protection there helping you out. Keep your allies on the board. To close out the list for you, what Marvel Champions gameplay achievements do you personally have that you wish to humble brag about?
Tony
I don't know. I don't really have anything specific in mind, but I will mention one down-to-the-wire finish that my game group and I recently had. We were playing Spiral on Expert, and [we] had had a couple of defeats. So, we were feeling a bit frustrated, and I want to say she had both sets of her swords. So, she was swinging for god-awful amounts of damage. I was playing Gambit. I was down to one hit point left when I got a Gunslinger out of the encounter deck. The Gunslinger has Quickstrike, and I only had one energy resource in my hand, so I couldn't take him out before he took me out. And had he defeated me... my Under Surveillance that I had attached to the main scheme was the only thing keeping us from losing the scheme, so if I was defeated, Under Surveillance leaves. Everybody loses. But fortunately, my friend still was ready with Rogue and was able to defend that attack, and we managed to eke out that victory over Spiral.
Darren
Ah, that sounds like a fun match. Okay, so jumping over to Caleb, we're going to go through the same questions just doing that speed round again. So, Caleb, what hero designed by someone else do you most wish you designed?
Caleb
Oh gosh, you know I should have been taking notes while Tony was answering his questions. I was over here going “Man! I'm glad he's not asking me that, because I don't know the answers to these.” What hero designed by someone else? Oh gosh. Because there's so many good ones, it's hard to choose. I like Archangel a lot. That's just a really fun design. The tri-form... different from Ant-Man and Wasp though, right?... that it's changing between Angel and Archangel. That was something Tony and I kind of talked about early on. Well, I started to get excited. Same with Cable. These were both heroes that I was like, “Oh, that's a great idea. That'd be so much fun, man. I could imagine how I'd do that.” And Tony's kind of like, “Well, would it be okay if I designed my set?” It's like, yeah, yeah, I'm busy over here. I should let you do it. And they just turned out great, you know. They're just awesome.
Darren
Oh man yeah, this whole wave is looking awesome. So, Caleb, what is your favorite interaction between a hero’s kit and an aspect specific card?
Caleb
That was the one that I was like “Oh, I could answer that one!” Because, yeah, that's Cyclops, and [I] created the whole suite of TACTIC upgrades that attached to minions so that you know he's got different options in the different aspects. I can't remember the names of them right now off the top of my head [for] the leadership one, the tactics one... but I do really enjoy just searching those cards out in alter ego form, and then switching to hero form and blasting a minion with an optic blast. That's always fun.
Darren
Pinned Down is one of my favorite cards in the set, and that was a perfect card for Cyclops.
Caleb
Yeah, that's the minus two attack, right?
Darren
Yeah, yeah, I use that card in so many decks, you know?
Caleb
I love the art on that. That's one of those we were talking about earlier where you get pick up art, and sometimes you just find the perfect image. Rockslides got someone in a headlock. It's just perfect for Pinned Down. Makes me happy.
Darren
Such a great card. Okay, so which hero and/or scenario do you think has the most thematically creative mechanics?
Caleb
Oh, shoot yeah, the first thing I thought was one of mine, so now it sounds like I'm bragging on myself. But I like Hela, you know. Mostly what I like about Hela is the reaction to Hela from the fans. We wanted to do something different that felt more like going on a quest than necessarily just getting into a fight with the villain. And we weren't really sure how people would respond to that, because the game really is mostly about fighting villains. But everyone was so excited about the journey that they went on in that scenario. I was like, “Wow, we're really onto something here. I'm going to need to do more stuff like this in the future, I think.” And so that informed Magneto's design as well. You know, they're trying to put a little more story, a little more journey, of what the heroes are trying to do besides just defeat the villain.
Darren
Having that progress in that quest feel was really cool to bring in. Galaxy’s Most Wanted had kind of a similar-ish one that hinted toward it with Escape the Museum, and then Hela just knocked it out of the park. Loved that scenario. Alright, so Caleb, who would you like to see in the game that isn't already in it?
Caleb
There's a lot of street level heroes that I'd like to see. I know a lot of people want to see Daredevil. I think we'd also like to see Moon Knight or Ghost Rider. A lot of those characters I think would be really cool to see.
Tony
(Jokingly) Do you think people want those? I got the impression they weren't really excited for those kinds of heroes.
Caleb
You know, I was a little sad when X-Men were announced, because it felt like until X-Men were announced, every new set we released or announced, they'd be like when are the X-Men coming? Right? So, I felt like, “Okay, we're announcing the X-Men. Finally, everyone's going to be really excited.” And then the moment we announced the X-Men, they're like when is Daredevil coming? Like, come on, guys. Yeah, just be happy for one minute, please.
Darren
Oh man, I know a lot of people were excited when X-Men came into the game. But Daredevil is on a lot of art, constantly reminding us he's not quite here yet.
Darren
What is your favorite aspect to design for, and why?
Caleb
Uh, I think I find myself doing a lot of cool Leadership stuff. Not necessarily because Leadership is my favorite aspect, but there's something about it that appeals to me. So now, yeah, now again, I'm thinking of unreleased stuff that I've designed that I'm really excited about. And I'm sorry to just keep teasing, because it's going to be a while before it makes it out. But I just find that something about Leadership and interacting with allies in unique ways just sparks a lot of creativity for me.
Darren
What is your favorite hero and/or scenario to play?
Caleb
[My] favorite hero is generally a toss-up between Cyclops and Captain America. I really love throwing that shield. I've been doing it for years. I'm still not tired of it. Or zapping bad guys with an optic blast. Favorite scenario? I feel like Master Mold is fun for me, just because it’s straightforward. Sometimes I just want to play. I don't want to play campaign mode. I just want to jump into a fight, and I love how every time you go to alter ego to recover, he builds another Sentinel. And so, you know, like “Gosh, I need to recover, but that means I'm going to have to fight another minion. I just have to hope it's not a really big one.” You’re like, oh, no, it's the 8 hit point one. I love the pressure and the immediacy of that scenario. I feel like it's poor taste to always answer with my stuff.
Darren
Oh no, feel free to toot your own horn, because those are some great designs.
Caleb
I appreciate it. I do. I do really enjoy it though, like the stuff that Tony and Boggs are doing too. Like I think the Sinister 6, that's a brilliant scenario. When we were talking about Hela a second ago and storytelling and stuff, that was another one that came to mind. I really enjoy that you don't win that scenario by defeating the villain. You have to escape this ambush, and they just keep teaming up with you. But if we're going to get to cards, I wish I had designed, I wish I had designed the treacheries in that set, because Boggs came up with the best card names and abilities. Like for all the different Sinister 6 team ups, right? Like my favorite was the Frequent Flyers, where it's the Sinister Six with AERIAL. I wish I could remember the other ones off the top of my head, because they're all amazing. But yeah, I wish I had come up with some of those names and some of those fun concepts.
Darren
I really loved all of Sinister Motives. But Sinister Six was a lot of fun, having that kind of back and forth, seeing these different villains pop up. To close it out, Caleb, what Marvel Champions gameplay achievements do you personally have that you wish to humble brag about?
Caleb
This one I can't really take all the credit for. It was Gen Con last year. My memory being what it is, I can't remember the gentleman that I was playing with, but he let me borrow his Venom deck. I just had a great time with it, because turn one I had the Symbiote Suit. Turn one I played Symbiote Suit, and I just spent the rest of the game just wrecking stuff. It was amazing. It was an extra encounter card from turn one of the game, and we just mopped the floor with the villain because Venom was doing so much work. That was a lot of fun.
Darren
Oh man, I love that suit. Like I think it was a great way to incorporate [it] into the campaign. And, ah... to see some of the other players get slightly annoyed so early in the game...
Caleb
No, it was great. So, we had this moment where I said like, “Okay, I got it. It’s turn one. Like, should I play it?” And I think maybe it's like “I'm playing with the designer. I can't tell him what to do,” because he was like, “Well, whatever you want to do” kind of thing. I was like, “Well, then I'm going to do it!” because that just seems like way too much fun. And it really was. So again, sorry I can't remember the gentlemen's name right now, but big props because the deck that he had customized was a ton of fun to play.
Darren
Oh man, that sounds like a lot of fun. That wraps up all of the questions that we had in our list.
Closing Remarks
KennedyHawk
Yeah, we made it through everything in about an hour and a half, so good job team. Nice!
Caleb
This was fun.
KennedyHawk
Are there any other closing remarks that the designers want to leave for the community that's loving your games?
Caleb
Thanks for all the questions and all the interest in the game. And I hope you guys continue to stay interested. I think people have a lot to look forward to with the NeXt Evolution wave. Tony really did a fantastic job with that box. I know Boggs did a little bit of work at the beginning, but Tony really carried it through to the end. Yeah, you guys are in for a treat.
Tony
Yeah, I'm really excited for everyone to get NeXt Evolution in their hands. I do want to give Michael Boggs credit. He did some excellent initial designs on several scenarios and several heroes. Even though I took it across the finish line, a lot of his blood, sweat, and tears went into that, and I think everybody's going to be really excited to have that in hand. I can't wait to hear everybody's feedback on it.
KennedyHawk
Awesome. Well, thanks again for coming on and answering questions. And thanks to Darren for running the show while my children pestered me in the background, so that was perfect.
Darren
Thanks for hosting us.
KennedyHawk
Hopefully everybody gets the chance to try out the demo scenario at Gen Con, because that’s just... it seems like it’s further away, but it’s less than a month. So, it’s coming up.
Tony
Yeah, definitely. Caleb and I will both be there. So, if anybody wants to stop by and say hi, please do so.
KennedyHawk
Thanks everybody for tuning in.
Outro
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