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Designer Diary: Flash Duel: Second Edition – Expanding Without Expansions

David Sirlin
United States

California
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Flash Duel: Second Edition is such an unusually large leap over the first version of Flash Duel that I think I should explain how that came to happen. It started out simply enough, but ended up as a business experiment of sorts.

The original plan was to release an expansion for Flash Duel with ten new characters. After that, there'd be a second expansion that added the ability to play with more than just two players. One problem with this plan, though, was that I had upgraded the manufacturing of my other games and produce much higher quantities now to make that possible. It wouldn't make sense to print thousands of copies of an expansion without having thousands of the original game already in existence. So what was really needed was a remake of the original that used better manufacturing – as the cards in the original version were sometimes blurry – and that could exist in high enough quantity to even be part of the retail distribution chain.

The original
Okay, so we'll just rerelease the original game, then? Several fans of the game were disappointed with this for various reasons, the most obvious being that if they already owned the game, they were hoping for more. In addition, some complained about parts of the rules and wanted some things to work differently. I was looking over the card art, and I wasn't quite satisfied with the lettering of the card titles, and some other graphic design elements. Also, we've developed a FAQ about how some of the abilities work, and it seemed like several should be reworded so as not to need their FAQ entries in the first place.

Next, a guy named BT (who made the awesome 8-bit art on the screens in the Puzzle Strike Upgrade Pack) suggested that we color-code some of the words. I immediately saw the value of that idea because "attack" and "dashing strike" are different entities in the game, and different things trigger off them. An ability that says "when you attack" doesn't trigger if you dashing strike, and vice versa. By color coding attack to red and dashing strike to purple, it made that concept even more clear.

While I was rewording the abilities and color-coding them, I realized we needed more room for that text box at the bottom. The base game has a couple of abilities that need it, and the expansion had more, so I went ahead with that change. But then it became clear that the aspect ratio of the character art fit a whole lot better when we used the chibi (kid) versions of the characters than the original ones. I also got rid of the black border around the character cards and did edge-to-edge art instead, which makes the cards feel bigger.



Modes and More Modes

We've talked about changing some graphic design elements, card wording, art, and even some system-wide rules changes. So at this point, you can think of the project as a remake – but then some crazy ideas came up. One player suggested a 2v2 mode, and another player suggested a variant on 1v1 where you can actually *draft* whatever ability cards you want to make your own custom character. I started developing both of these modes, possibly for an expansion.

There was also the multiplayer mode I had originally planned as an expansion: the Raid on Deathstrike Dragon. In this mode, you team up with up to four players against a fifth player playing as a powerful dragon. (It's actually the expansion character Master Menelker in his dragon form, which is far more powerful than Midori's dragon form.) Then there's a hidden traitor mode, Betrayal at Raid on Deathstrike Dragon. In this mode, one hero is secretly on the Dragon's side and can use your hand information against you. This makes for a tense, suspicious game experience that's almost in another genre, and means that one player can't play the game for the rest of the group.

Also, some people asked for a way to play the game by yourself. I worked on several possible answers to that, but the one that worked best was coming up with a simple algorithm that a "bot" would use against you. It worked pretty well, so I thought this mode should go somewhere, too. This is getting to be kind of a lot of modes though, so which ones should appear in which expansions?

Too Much Value

And then the crazy idea was on the table: "What if we put the base game and both expansions – including all those modes and all twenty characters, plus the dragon raid – into one box?" This actually goes against traditional business concepts because releasing one game, then an expansion, then another expansion is just a better way to make money out of a product line. It's not a bad thing; it's just what everyone does, no big deal. But what would happen if we put it all in one box but only charged the amount that we'd normally charge for just the base game? This would be impossible with Yomi and impossible with Puzzle Strike because there are just so many components – but it was actually within reach for Flash Duel.

Is it a good idea? I honestly don't know. Maybe I'd sell more if I separated these into three products, but I'd like to see what players think and what the press thinks when they get what amounts to basically "too much value" in one box. Twenty characters means 190 matchups in 1v1, not counting mirror matches; twenty characters in one box is kind of ridiculous, really. Plus the twenty-first character of the Dragon. And all-told, there are actually SEVEN different game modes here. Yes, you can play the game in the same old 1v1 mode that the first edition was all about, and if anything, it's even simpler due to better wording and rules. But you can also explore a sort of shocking amount more with drafting and single-player and 2v2 and dragon raids. I even managed to fit a portable version in the same box, so you can take the 1v1 game on trips, or play two games at once.


So the experiment here, what I'm wondering about, is if a game has a lot more gameplay in it than you'd really expect, does that get noticed? Do reviewers talk about it, does it bring more players into the fold? I don't know, but I guess we'll find out. I'm really happy with how it turned out at least – and just wait until you try this dragon raid thing...

David Sirlin
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11 Comments
Subscribe sub options Mon Dec 19, 2011 6:30 am
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Ben Stanley
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Nice article, David. I like your games, and this one interests me because of the value and different modes, but I haven't pulled the trigger just yet. I do hope the experiment is a great success for you. I think it is awesome to have multiple modes (I'd love to try that dragon raid some time) and it's cool to have a portable version included with the full game.

En Garde is an elegant design, so I am really curious how the additions play out.

I hope you seriously explore iOS implementation for games like this one and Yomi. I think both would be fantastic fits on an iPhone.
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  • Posted Mon Dec 19, 2011 8:10 am
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Stefan Lopuszanski
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I do like the re-vamped Flash Duel. I'm sure you'll sell more copies this way than having separate expansions.

Keep up the great work Sirlin!
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  • Posted Mon Dec 19, 2011 8:24 am
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Keith Burgun
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Goldens Bridge
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Very excited for this. Keep up the good work, Dave!
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  • Posted Mon Dec 19, 2011 10:48 am
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johny uffels
Netherlands
zwolle
sign me up for the complete second edition
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  • Posted Mon Dec 19, 2011 12:39 pm
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David Boeren
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Blue Steel wrote:
I hope you seriously explore iOS implementation for games like this one and Yomi. I think both would be fantastic fits on an iPhone.


+1 to that. I've played and enjoy Yomi and it would be cool to be able to carry it with me.

About your marketing "experiment"... Prior to reading this, I had no interest in checking out Flash Duel. Now I do. I'm going to go pull up the BGG page right now and read the reviews. I think offering a good value in a game attracts additional interest from gamers who might not have given it a second look before.
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  • Posted Mon Dec 19, 2011 4:30 pm
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Dany Majard
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I am really impressed by the initiative !
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  • Posted Mon Dec 19, 2011 5:44 pm
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Mark Bigney
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It certainly sold me--I pre-ordered and was eagerly awaiting its release. I sincerely hope it pays off for you.
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  • Posted Mon Dec 19, 2011 6:04 pm
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Echo W
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I got my pre-order in the mail the other day and I couldn't be happier! Thanks David.
 
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  • Posted Mon Dec 19, 2011 11:33 pm
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Ian Vincent
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Multiple modes is hard to do well. IMO, each one needs to feel very different and all of them need to be strong enough to be adverts for the game (as you never know which one players will be introduced to first).

I say this mostly as a warning to others. It sounds like a lot of thought has gone into this and I hope the experiment pays off.
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  • Posted Tue Dec 20, 2011 12:57 am
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Mark Thomason
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The advantage of rolling it into one box is you'll sell more of that box than you would have of either of box 2 or 3 if you split it out.

There is definitely a market for expansions, but that market is a subset of the market for the original game.

If the original game doesn't have enough to it to sell a lot of copies, you'll never get enough fans interested to the point that a large portion of them will want the expansions.

Personally, for my taste, I would never have bought the base game without the expanded options - too little there for me to be excited. But with as much as you provide in the single box, I'm taking a second look and checking the game out, which I wouldn't have even bothered with if it were broken out because the base game would be too simple for me to want to try it out.

So I think you've made a good choice there. If the expansion to a game adds so much to the game that it's not much fun without the expansion, I think you've just left out part of a base game.

Good luck!
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  • Posted Wed Dec 21, 2011 5:44 am
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David Valadez
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The game definitely got noticed by me for having more gameplay and got me to purpchase it. It the game were solely 2 players, I wouldn't have given it a chance. Even if the base game was $20 and the multiplayer expansion was, say, $10 or $15 more, I probably would have passed on it for a game that was multiplayer right out of the box. Currently I'm working out a houseruled free-for-all variant similar to king of the hill.
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  • Posted Sat Dec 24, 2011 7:49 pm
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