As recent as last night, I had the pleasure of getting forced into a game with another bad actor. In this case, I've played against this person a number of times in the past and never really had a problem with them before. I don't know exactly how many games it has been. Maybe 20 and perhaps with them winning 0% to 5% of the games. At some point I noticed that they began to always choose Orgnum as a patron. It's annoying, but maybe not a problem. As early as last night, they also decided to start having incredibly bad manners. They decided to make all of the plays for their turn and then not press the end turn button for every single one of their turns. I realized that what they were doing is best described as the Orgnum Mindset and that isn't just because of their habitual Patron choice.
As always, they eventually lost the round. This time they rage-conceded after they played themselves into a corner by not working on their economy and instead focusing on spam usage of the magic Orgnum Patron button. The number of games where the opponents have found ways to snatch defeat from the jaws of victory is surprising. The game isn't always as canned as it seems, but this opponent is trying to treat the game as though it is. If they can just get a power generating card and then use the Ogrum button over and over, then that is the kind of game that they are going to play. It's the Orgnum Mindset.
And what happens when said players fails time and time again with this strategy? Nothing changes. They apparently think that doing the same thing over and over will at some point achieve a different result. It's the Orgnum Mindset. What happens when failure apparently aggravates said player? They move from trying to get an easy win thanks to the mechanics of Sorcerer-King Orgnum to trying to get an easy win through use of a bad manners technique. You guessed it, this is all so obviously part of the Orgnum Mindset. Maybe it's not about winning because they lose over and over. Maybe it's not about the time component involved with playing a long game out because they will gladly waste plenty of time through their bad manners. It's about their mindset, their Orgnum Mindset.
At some point, what is happening is that the player isn't even playing Tales of Tribute any longer. They are stuck in their own head, playing their own game, and they are owned by the Orgnum Mindset. This is where I make an appeal to designers. You cannot design a game for everyone because there will inevitably be players that are trapped within the Orgnum mindset. Such players do what they do not out of any motivation informed by wanting to enjoy a healthy strategy game. The more easy a strategy is to play and understand, the more it will have appeal among a lowest common denominator. That means that the game will have more appeal among those who are possessed by the Orgnum Mindset.
Maybe you ought not design strategies that are too esoteric with too narrow of an appeal, but it's obvious that there is also a toxicity associated with those who are motivated by the Orgnum Mindset. The Orgnum Mindset is a toxicity that, at it's core, undermines Tales of Tribute. It's not about playing, enjoying, or winning a round of cards, it's about being an Orgnum player and whatever psychic benefits that come with being such a players. I can only venture to guess what those "benefits" are, but I'm sure that they aren't conducive to having an elevated experience.
If you are making an offering to the broader public, such as the design of a card game, then you should avoid appealing to players that have the Orgnum Mindset at all costs. It should be plainly clear from the above example that no game can be made which appeals to everyone. The players with the Orgnum Mindset wants to play their own game. This is a story as old as Elder Scrolls Online itself. My friends list is a graveyard of the months gone by. You may think that the new thing or the new change is doing something neat, but it is really marginalizing a more core audience who has no choice but to up and decide to play their own game because they are not an Orgnum player. It obviously the case that appealing to a wide audience can have a result of having a larger net number of players, but the point is that there is a cost to such an appeal. The cost is the enervating mindset that starts to set in and become prevalent.
Edited by Personofsecrets on 6 December 2022 15:09 Don't tank
"In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel