The first idea of ​​’Marvel Snap’ devs was so good that they refused to believe it


Although Marvel Entertainment is best known for its comics and cinematic universe, it has published video games since the 1980s. From “The Amazing Spider-Man” in the original Game Boy to “Marvel’s Avengers” on PlayStation 5, dozens of titles over decades have allowed players to live vicariously through their favorite superheroes and villains. However, Marvel’s standing in the video game industry pales in comparison to its role in Hollywood.

Bill Roseman, Vice President and Creative Director of Marvel Games, wants to change that. He believes “Marvel Snap,” an upcoming free mobile and PC title coming out on October 18, is a step in the right direction.

“We don’t just want to make a great Marvel game. We don’t just want to make a great Marvel card game,” Rosman said in a recent video interview with The Washington Post.

Who is responsible for developing Marvel Games? The entertainment giant has partnered with Ben Brode, former game director of “Heartstone” for Blizzard Entertainment, one of the most successful online collectible card games in history. Brode and his new team at Second Dinner—many of whom are former Blizzard talent—wanted to create a game that would resonate with fans of the superhero genre and video games alike.

“We saw the team Ben was putting together and we had no doubts from the start [Second Dinner] Roseman said.

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The game is relatively simple to pick up and understand. Players create a deck of 12 cards featuring heroes and villains from the Marvel universe. They cycle back and forth to play cards in different locations of the Marvel universe, with an energy allocation that determines how many they can play per turn. Whoever has the highest power in two of the three positions after the last turn wins. The toys only last a few minutes and are easy to put together in spare moments while on the go.

Low entry barrier by design. However, the complexities of the title lie in the progression system and ranked ladder experience.

In the only game mode “Marvel Snap” (for now), players are ranked based on the number of cubes in their name. Cubes are won and lost in matches and the numbers vary depending on how long each match lasts and the use of the Snap mechanism. Games usually last a maximum of six innings. At any time, the player can pick up more cubes. If one person shoots, this suggests to the opponent that they are confident they will win, making risking the cubes a calculated gamble. The opponent can play the game, go back to raise the bets more or run away and leave the match early, losing less cubes than they would have if they played the game and lost.

The game’s unique cosmetics and art are designed to be compelling in their own right, but these are the mind games Rosman believes will keep players coming back for more.

“There’s a tricky bit about it that’s really new and innovative and fun that makes it very strategic,” Rosman said. “I think you’ll find it’s a game that you can jump into really fast, play really fast, but then you figure out, ‘Oh, there’s a truth [strategic depth] over here.’ And then that’s infused from the ground up with Marvel.”

Brode, whose history includes working on the World of Warcraft Trading Card Game (now out of print) before acting as an early member of “Hearthstone’s” original design team, knows a thing or two about what makes a fun card game. In 2018, four years after its release, Blizzard announced that its collectible card game had reached over 100 million downloads. In the eight years since its launch, “Heartstone” has continued to release content and entertain millions.

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In 2018, Broad, whose colorful personality and distinctive laugh have become synonymous with the multi-billion dollar company, announced that he was leaving Blizzard Entertainment to start a gaming company with a few of his former friends and colleagues. The decision was difficult, with a lot of risks, but Brod wanted to go back to his roots.

“I’ve been very involved in leadership and management for the past two years of my job,” Broad told The Washington Post. “I really enjoyed doing it, but was eager to get back into programming and design and actually get my hands dirty.”

Along with co-founder Hamilton Chu, the couple agreed to name their company Second Dinner as a tribute to the late nights they spent together brainstorming. With the name in place, it’s time to get the team together and start working on creating…something.

“We didn’t have any ideas for the game when we left, but we knew we wanted to do a mix of really disruptive gameplay and a really big business opportunity,” Brod said, and I think there’s kind of a connection.

Despite his roots in gaming design starting with desktop computers, Brode immediately found another medium more appealing.

“Mobile is a great place to have a successful game. In essence, what I wanted to do was make a game that I really wanted to play,” Broad said. “I just became a father. My son was basically born the day Hearthstone was released and I found it easier for me to play mobile games. So I wanted to build something that I could play a lot.”

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With no intellectual property to base their game on, the team at Second Dinner set out to prototype mobile games until a familiar face gave them a chance. Jay Ong, executive vice president and president of Marvel Games, worked at Blizzard with Brode in the early 2000s before leaving his current company in 2014. When Wind discovers that the team at Second Dinner was looking for a mobile game partner, a meeting is set. .

“We ate a meal, sat down, and trusted they could bring Marvel to life, and they would make it [the game] “We’re just beginning to learn about Marvel’s collective history,” said Rosman, who attended the meeting.

There’s been a common interest in the Marvel Universe’s trading cards since the ’90s, and attendees flock to the comics and the role the characters have played in their lives. Roseman said it was a perfect fit.

“[Second Dinner is] They are the best at what they do, said Roseman, laughing like Wolverine. “Except for what they do he is very nice.”

The second dinner team had experience channeling the vast world of World of Warcraft into a blackjack game. But there were some stark differences between that feature and the Marvel universe.

“I come from working on a Warcraft IP where there are a lot of creatures and enemies to slaughter by the hundreds, and that’s not just Marvel,” Brod said. “Marvel focuses more on heroes fighting a single villain.”

It wasn’t long before the second dinner team achieved creative gold.

“We came up with the idea for ‘Marvel Snap’ pretty quickly. Actually, it was so fun and so fast, we paused it and said, ‘Look, we have to explore some other things.'” We can’t get a good idea so quickly. “Like the first idea is never the best. But after a bunch of iterations, all we can think of is playing this game. So we ended up going back to it and embodying it. It’s been fun since then.”

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And while player fun is the goal of any game’s long-term success, many find deeper meaning in the titles they dive into. Given life’s difficulties in recent years, an escape from reality is also important, according to Roseman.

Before ending the conversation with The Washington Post, Rosman’s behavior suddenly changed, as did his tone.

“It is a challenging world that we live in for many reasons, and what has been helping us all collectively over the past few years is this opportunity,” Rosman said. “We have to make a game that we know will entertain people, and people need that. … The power of games, now that we are all so aloof, for so many reasons, is the ability to play a game that connects you with people all over the world and makes you feel good and gives you some hope. We know That this is very important.”

Tim Rizzo is a freelance journalist with over a decade of experience in the news industry. It can be found in Tweet embed on Twitter.

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