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251 No. 251
http://www.youtube.com/watch?v=bvX5NoeE-Ko
via: http://gonintendo.com/viewstory.php?id=114615

I would be very interested in trying this, if it ended up coming to English-speaking regions. The official Yu-Gi-Oh online game is still going, and YGO isn't even as popular as the Pokémon TCG (is it?).
I wonder what the rates are going to be like?

From the YouTube description:
Expert Deck Leafeon vs. Metagross was released in Japan on November 20th. It comes with two 60-card theme decks, damage counters, a coin, a playmat, and a CD for the Pokemon Online Game. It retails for 3,150 yen in Japan (about $30).

The two decks are intended for players who are aiming toward the World Championships and other high-stakes events, and thus they are 60-card decks instead of the standard 30-card half-decks that are more commonly seen in Japan. Each deck is completely functional even without doctoring, containing multiple copies of key cards, including a maxed line of the decks main Pokemon.

The online TCG simulator game offers several different modes of play: Theres matchmaking, where players are matched with random players of the same skill level; friend battles, where players battle people from their friends list, and an offline mode where players battle the computer. The game ranks players according to their win record, and grants in-game rewards such as medals. Players can also join teams, which are ranked collectively. Players can communicate with each other during their games by using various set phrases; this is similar to the way communication was handled in Super Smash Bros Brawl. In December, PCL will also be hosting an online tournament using the game. Few details about the tournament are known at this time. The simulator will be supported until August 31st, 2010, but it is unknown whether the servers will be maintained after that date


It also says you can buy the set on Amazon:
http://www.amazon.com/Pokemon-Japanese-Expert-Deck-Metagross/dp/B002P684P0/ref=sr_1_1?ie=UTF8&s=toys-and-games&qid=1266381360&sr=8-1
Unfortunately, I (most of us) can't read Japanese, else I'd be all over this.
>> No. 252
Wow, looks fun! I've seen a few images but I wasn't really sure what it was. Also, is it similar to Redshark? I've never used it but I hear its like Shoddy battle but TCG instead.
>> No. 253
looks and sounds pretty awesome. superior to Redshark where you have to count the damage and do all resistances, weaknesses, equipment, etc yourself.
>> No. 279
Yeah, I've know about this for a while. Sadly, I don't think it'll ever make it outside of japan.
>> No. 298
I love playing yugioh online it's great
>> No. 457
Is this the one that's currently on the Nintendo website?
>> No. 458
>>251
It's the most played TCG on the globe. It beat MTG more than a year ago.
>> No. 459
>>458
Not that I don't believe it, but I'd appreciate source/citation on that before I accept it as fact.
>> No. 460
>>459
I can't find it anymore, but Konami announced it on their official website. You can take it for granted unless you think Konami lies to somehow propagate how good the game is supposed to be, which is also entirely possible.

Oh, and also: an automated system isn't necessary at all. If there's a bug in the system, you're fucked, and it'll take a lot longer before new cards come out because they have to program them. As long as the system lets you keep track of everything, that's enough.
>> No. 461
>>460
Oh, you're saying YGO is the most played? Still not a stretch, but I'd still take a third-party reported figure over a company's own promo material saying "We're number one! Fuck year!".

Anyhow, I'm not quite sure what you're going on about with your second paragraph, but individual cards being programmed into the game engine, for YGO at least, is really the simple and tedious part. It's setting the engine itself up to work right that would be hardest, but with a game as relatively simple as PTCG I would think it's really a cakewalk, as evidenced by the recent launch of the TCGO into public beta. Basically the hardest part of putting new cards in is making sure your game engine knows how to handle the various effects, which ought to generally be standardized enough that you can have an effects list coded into the engine and just make card/attacks reference the various effects, and for anything more complicated, or for errata/special rulings you have a separate (hopefully small) exceptions routine that runs on top of the engine and supersedes the normal flow of gameplay/rules in specific situations.
>> No. 462
>>461
Now compare all of that with copy/pasting the card text into a file.

I'm sure it's not that hard to program them into a game, but with packs coming out constantly, people will get lazy about it. I don't think many people would prefer going through all of that when it's not even needed.

And what's wrong with manual play anyway? It's exactly the same as when playing the TCG IRL.
>> No. 463
>>462
Copy/pasting the card into a text file isn't playale in any sort of game engine.

"They" won't get lazy because "they" would be professional developers paid to make sure it works right. PTCG isn't YGO- it's not as overpowered, not as broken, and they don't put out a new pack every friggin' month.

It's better than manual play because it makes sure people don't cheat, which you have a better ability to IRL by actually seeing the whole playing field and your opponent in person.

I think you maybe don't understand that this is already a thing by now (www.pokemontcg.com) and that you're probably in the minority by not wanting it or thinking it's too complicated. Are the online/videogame version of YGO too complicated? Do they get "lazy" and do people prefer not to use those games? Because the fact that they successfully put out a new one each year would tend to indicate otherwise.
>> No. 464
>>463
>Copy/pasting the card into a text file isn't playale in any sort of game engine.
See:
-LackeyCCG, which has many TCGs, purely by copy/pasting card effects and stats.
-Dueling Monsters Genesis, only for Yugioh, but proves that this can be popular
-Duelingnetwork, also for Yugioh, but hit over a thousand people online constantly, merely days after launch

>"They" won't get lazy because "they" would be professional developers paid to make sure it works right.
This does mean that you'll have to pay for it. I'm not sure about you, but I'd rather not pay if there was this possibility.

>It's better than manual play because it makes sure people don't cheat, which you have a better ability to IRL by actually seeing the whole playing field and your opponent in person.
Actually, it's one hell of a lot easier to cheat IRL because it makes stacking possible (and don't be foolish enough to say cutting the deck helps; there are methods that take this into consideration).

The thing I don't like about pokemontcg.com is that you have to buy the cards themselves. I'm not sure if you can just buy any card you want, but if not, it means you have to buy packs until you have the card you want, not knowing how much you'll have to spend. Due to this system, not everyone has access to the same card pool, and therefore one has advantages over the other in deck building, and therefore the game is unfair from the very start of every single game.
>> No. 465
>>464

So... you're complaining that the TCGO is too much ... like the real game. Fascinating, but you know I'm pretty sure that there's this (free) program called Redshark, as well as a few others perhaps, that already do this. You want polish and support then you've got to deal with official games which means paying money. That's just how it is. I'd rather pay 35 for a decent official handheld/console TCG game than keep dealing with the minor incremental updates of fan-supported freeware like Redshark. Not saying it's not useful, but a full release of an official game would be much more accessible and easy to use, and it would just beg to be cracked wide open for modding to add newer/older packs, custom cards, or anything else you like.

This obsession with "paying for things we want is a terrible thing" really baffles me when I see it, because if you aren't willing to shell out at least a little money for things you enjoy... Well then why should anybody? And then why would the developer continue to churn it out when there's no money to be made? Paying for things isn't some end-all evil, and in fact it's usually that you pay for things that are a cut above the free stuff but hey that's just my opinion. Well my opinion, and the driving ideal behind basic capitalism, but hey let's not squabble over details.
>> No. 466
>>465
That is correct: I am complaining that it is too much like the real game. What it was originally like, is not necessarily the best way, it's just how it has to be, there are no other options IRL. But with online play, there is every reason to evaluate that, and I like it the Redshark way better for reasons I have already stated. And that polish and support can also be there, which, again, is the case with Yugioh already.

The problem isn't as much 'paying' as it is 'paying without knowing how much you'll really have to spend'. They could just release the whole game with every card in it for a certain price, but they don't, to make more money than necessary.

As for IRL play, I do think that is still worth it, because it comes with the appeal of buying something you can touch, physically opening them, actually having the cards, and I do admit that IRL playing is still the best experience.

I think the rest of our differences can't be narrowed down further than just different preferences.


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