Today we will address some very important questions. I'm sure these are questions that anyone considering pledging in new DTCG have, so we will do our best to answer. If you still have questions after reading the Q&A, post your question in the comment section and we'll make sure to answer as quickly as possible.
Q: How is Psypher different from other Digital Trading Card Games?
A: In the last few years, people have been offered many options when it comes to Digital Trading Card Games. But even with all these options, only a few have gained in popularity. One of these games is a game that took the traditional method and gameplay of TCGs and, bluntly put, dumbed it down to a level where most decisions became very linear.
In this regard, we believe that TCGs are, before anything, a strategy game based on important decision making. Should a player be punished for making the wrong decision? Sure. How else would he learn not to do it again? That player will actually go and tweak his deck after learning from such situations! We also deplore the fact that most of the game is based on RNG (Random Number Generator) mechanics in some TCG games. Don’t get us wrong, SOME randomness is fine, but when you have to pray half the time to get the effect you want, it’s neither interesting or challenging enough.
You also have games that made many promises to their fan base and ended up delivering a game that's so complicated and time consuming that people lost interest. Now, "How will Psypher be different?” Well, we are video game developers... but before anything else we are card games players. We are creating this game because we believe it will be engaging and, most of all, very fun to play. We give great importance to player feedback because we know it is what will make this game better and enable it to become YOUR game.
We have no intention for Psypher to be a simple Web/Facebook game. We want to push this project to a new level because we believe it will succeed at filling the gaps that so many before left unfilled. We spent months of production time trying different approaches with the interface. The interface is the language of Digital Trading Card games and one of the most important part. After trying out many new options, we realized most of them would create confusion and crowd the game board. We were not ready to sacrifice the playing experience of our players over that matter.
We then decided to build our core interface around what players were familiar to and already enjoying. We created a simple and clean interface to be able to better implement new features and make it easier for players to concentrate on the battle, hence making the whole playing experience more comfortable.
Q: What kind of business model will you have in Psypher?
A: We plan on having booster packs of 7 cards selling for $1.50 USD, each with bundle prices available. You will also be able to buy packs using credits, the in-game currency, which will be obtained for free by completing daily quests, earning achievements, defeating opponents, etc...
Arena entry fees are still being discussed and so are Warzone entries.
We will be giving the first Invasion mode pack (Raid) for free, with subsequent packs coming out every few months. These will be sold for either free-to-play currency or real money.
We intend on having new card expansions coming out every 3 to 4 months after launch in order to keep the metagame fresh and competitive, much like regular physical TCG's.
Q: Will there be tournaments in Psypher?
A: Definitely! Did we mention we love competitive play? Currently we have 2 tournament modes planned: the Arena and the Warzone.
In Arena, you are given a choice. After choosing your class/faction, you get to pick a pack of 3 cards amongst a total of 9 cards (3 packs of 3 cards). After you choose a set of 3 cards, all the remaining cards will vanish and a new selection of 3 sets will appear until you finish building your 45 cards Arena deck. You then can compete until you reach the maximum number of wins or losses. The pace at which you do your Arena games are completely up to you. In this mode, you will not keep the cards used in the Arena but will win amazing rewards!
In Warzone, you will be given X amount of booster packs to create your deck. You will have the full list of cards in front of you and will be able to build your deck any way you want to! Once your deck is created, compete against other people in the Warzone to earn amazing rewards. Once again, the matches can be done at the pace you desire.
Q: Where are you in terms of production?
A: We are currently in pre-production, we have all our cards from our first set designed and going through intensive testing. Once they are ready to go public, we plan on making the list available to everyone in web form and printing-friendly pages so you guys can go and play them before the game is out! We’d love your input on the cards and any crazy combination you’ll be able to come up with! We are developing the game on the Unity 3D game engine and putting everything in place to make sure the game runs as smoothly as possible on the systems we will support.
We are actively looking into servers that will be easy to dispatch across different continents to ensure the best playing experience to people from anywhere around the world. Speaking of which, did we mention the game will ship in 8 different languages? That's right! Psypher will be available to you, support and lauch, in English, French, German, Spanish, Italian, Chinese, Japanese and Korean.
Q: What about the game mechanics?
A: Here’s a list of some features we are excited about:
Out of the 6 classes, we have 3 equipment archetype Weapon/Armor, Weapon/Item and Armor/Item. We kept a durability based system when it comes down to equipment because we wanted players to concentrate on original deck building instead of always having "Silver-Bullets" cards in their decks to be able to manage specific threats. With a durability system, you know you only have to endure X amount of turns before your opponent loses an ability.
Let us tease you a little bit about one of our classes, the Bomber:
The Reinforce keyword. The Bomber will have some units with the keyword Reinforce. Units with this ability will be able to attack their own Leader, but without any damage being dealt. It will instead add an armor value equal to the attack of the Unit in order to protect the Leader! This means the Unit possessing Reinforce gives you the option of either damaging enemies or protecting your Leader. All of this included in the attack mechanic!
Leveling. I'm sure this is a subject a lot of you have been wondering about. Completing missions and going through certain events during the game will earn your Leader experience points. After he has earned enough experience to level up, his Leader ability will evolve. Here is an example of the Bomber's Leader ability per level (Take note that this is still going through balancing).
Now, take into consideration that as much as these effects may seem really powerful, players will have to make considerable sacrifices in term of resources to obtain them.
Defender - A Unit with Defender will be able to block after the turn he entered play, but only if he doesn’t attack the opponent.. So make sure you plan well or your opponent will have the field wide open to do what he wants.
Exhume X - Exhume will destroy the top X card of BOTH players library when the effect triggers. (Ex: Exhume 2 will remove the top 2 cards of BOTH players’ library and it will trigger Downfall!)
Defensive X - A Unit with Defensive will have +X/+0 on the opponent’s turn. (Ex: Defensive 3, the Unit will have +3/+0 during the opponent’s turn.)
Brutal X - A Unit with Brutal will have +X/+0 during player’s active turn. (Ex: Brutal 2, The Unit will have +2/+0 during his active turn.)
Chasten - Target Unit loses its card text until the end of turn.
Mission - Gain a Mission when you sacrifice a card with the Mission keyword from your hand and into the refinery. (Can only be done once per turn.)
Empower - A Unit with Empower will have the effect following the Empower keyword when it comes in to play.
Decoy - A Unit with Decoy will come in to play as a 1/1 Unit with Defender. When it dies, put it back into play with its original statistics (Ex: A 5/5 Unit with Decoy will come into play as a 1/1 Unit with Defender and when that one dies, the 5/5 Unit will then come into play.)
Fast - A Unit with Fast can attack the turn it came into play.
Downfall - A Unit with Downfall will have an effect following the Downfall keyword when it is destroyed.