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Can Yu-Gi-Oh! Use Keywords Like Magic the Gathering? - A Conversation on Card Text | Game Design 

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Today on Draw 5 Move 5, we're taking the time to have a conversation on card text and, specifically, keywords in trading card game design. While most modern TCGs like Magic the Gathering use keywords, Yu-Gi-Oh is a strange exception. The game is immensely complicated, and in some places, overly bloated, and considering their use in comparable TCGs, I think keywords could reduce some of Yu-Gi-Oh's barriers to entry, so long as we can find a good way to implement them. And so, we ask the question: can Yu-Gi-Oh use keywords like Magic the Gathering? Let's talk about it today on Draw 5 Move 5!
Thanks for watching! I'd love to hear your thoughts, so let's keep this discussion rolling down in the comments. Like if you enjoyed, subscribe for more, and ding-a-ling that notification bell so you never miss an update!
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00:00 Video and Topic Intros
02:33 Keywords - Definition, Examples, and Benefits
06:11 What Types of Keywords Could Help Yu-Gi-Oh!?
09:31 Why Doesn't Yu-Gi-Oh! Use Keywords?
13:49 How Could Yu-Gi-Oh! Implement Keywords?
16:07 Conclusion and Outro

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2 июн 2024

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Комментарии : 373   
@greedtheron8362
@greedtheron8362 2 года назад
I am amazed by YuGiOh's ability to do nearly the exact opposite of every other card game and still be somewhat functional with a fat playerbase.
@Draw5Move5
@Draw5Move5 2 года назад
@greed Theron This is one of the reasons I talk about it so much in my examples - not only is it familiar to me, but in many ways it defies all laws of physics when it comes to traditional game design. I think it's a reminder that sometimes, the old standbys should be challenged, redone, and experimented with. Not always, mind you, but we never get amazing new games and ideas if we don't question the old ones.
@marioli2463
@marioli2463 2 года назад
@@Draw5Move5 no thats because it has a very successful cross sectional marketing plan t
@revimfadli4666
@revimfadli4666 2 года назад
The power of anime marketing
@Kampfender_Krieger
@Kampfender_Krieger Год назад
There is value in having a very complex game. Making it more accessible won't necessarily benefit the game, as it would take away from the learning experience.
@revimfadli4666
@revimfadli4666 Год назад
@@Kampfender_Krieger agreed, though there's emergent complexity, and then there's barrier to entry
@ccheart8574
@ccheart8574 2 года назад
And the thing is, the handheld YuGiOh games DO THIS. YGO: Legacy of the Duelist for the Switch and the last DS game, HAVE search functions FOR these card effects. You can pull up a drop-down menu with icons and CHOOSE these effects. Indestructible, for example, has an icon of Marshmallon, the iconic monster for the indestructable battle effect. Parshath's ability, in that drop-down, is just called 'piercing'. It's an actual categorized ability and keyword that's applied TO the card, without being explicitly ON the card as you're suggesting. (This is me saying I agree these could just be added to the cards for easy referencing.)
@fireblade295
@fireblade295 Год назад
So, just like how the show left out any summons and only had normal summon (EVEN for a 4 star), YGO games don't match with the physical TCG? Why do people like this?
@IamGrimalkin
@IamGrimalkin Год назад
When they said indestructible in the video though, that doesn't include mashmallon, since he meant can't be destroyed by card effect rather than battle.
@IamGrimalkin
@IamGrimalkin Год назад
​@@fireblade295 The shows 100% had more than normal summoning. The original duel monsters manga had fusion and ritual summoning (although they worked differently), and other special summoning existed too with stuff like reborn. Other summoning mechanics came in the sequel series of the anime.
@FluffalKyurem
@FluffalKyurem 2 года назад
I've become all to familiar with "missing the timing" as I'm an Ancient Gear player. A key card of the deck, Geartown, has strong effect that summons any archetypal monster from anywhere, but the card says "when" so it can miss timing in a lot of situations. The newer Ancient Gear cards are worded in a specific way so that they don't cause it to miss timing.
@Draw5Move5
@Draw5Move5 2 года назад
@White Kyurem Now imagine liking Gusto and finding out every card you thought would work when used as Syncrho material doesn't because it says "When" instead of "if". We have all been there, and I'm glad at least Konami is making newer support cards for some of these archetypes that let the cards work how we'd hope they would in the modern era
@chrismiller3548
@chrismiller3548 2 года назад
Yep I remember playing them back in 2010 and having to set a second geartown to successfully trigger the first ones effect. So annoying lol
@jaythephoenix
@jaythephoenix Год назад
They just need to equalize "when" and "if." Honestly.
@chef4846
@chef4846 Год назад
@@jaythephoenix doing that would break quite a few cards, making them way stronger than originally intended. So now eqzualizing "if" and "when" suddenly breaks lots of cards originally balanced by being able to miss Timing. Its realy not that easy
@empressivemagic
@empressivemagic 2 года назад
I used to dislike keywords. The way I saw it before: they become pointless since you would have to print Reminder Text on them, otherwise you would have to look them up which complicates the game. Also, the older a game becomes, the more keywords are added, and the harder it becomes to remember each one (such as MtG, which intimidated me with its long list of them). I've since changed my mind on them, realizing that only a handful of MtG's keywords are "evergreen" and always stay in rotation. Reminder text is good for learning, and simpler cards with reminder text are a good teaching tool to help remember. I've always thought of "piercing", "banish", and "excavate" as Yugioh's only "true" keywords (there's room for argument with "unaffected"). They simplify a game action or a broadly applicable card effect into a single unusual but evocative word, the word choice emphasizes/indicates how the effect works, and Yugioh gracefully incorporates them into full sentences to maintain the structure of their card effects. Heck, in the case of excavate, they even made Adamancipators, an archetype of miners that "excavate" Rock monsters to summon them! The existence of the "excavate" keyword absolutely reinforced the theming of it, and with how amazingly varied Yugioh's modern archetype aesthetics can be, I'd love to see it be able to do more unique things like that!
@Draw5Move5
@Draw5Move5 2 года назад
@Emily T. That balance is exactly what most games try to strike - a mix of evergreen keywords and some that come up less often, with reminder text when they do. Yugioh could honestly do this if they wanted, there are usually a few lower power, simpler cards in a core set that could hold said reminder text. Also dude the way Adamancipator combined their mechanical function with their theming was ~Chef's Kiss, I'm a sucker for design like that 😊. I'd absolutely love to see more archetypes follow in their footsteps, and pinning that around keywords would be an excellent way to do it.
@RTU130
@RTU130 Год назад
Right
@NeroVingian40
@NeroVingian40 Год назад
Kohdok made a video discussing keywords, and how Magic uses keywords and still make it so that players wouldn’t need to always Google new keywords they encounter. Basically, how Magic does it is they always put keywords with the reminder texts on common cards (the cards players will see the most, they’re common cards). They only omitted the reminder texts on rarer cards, cards that are oftentimes you would see once you’ve spent some more time on the game beyond your first few hours. TLDR; Magic puts reminder texts on common cards that most players will see just because of how common these cards will be in a playing environment, they only omitted those reminder texts on rarer cards that only experienced players will see, more or less.
@fireblade295
@fireblade295 Год назад
Glad to see you changed your mind. I would say, instead of Evergreen, I would call it universal. I couldn't see Wizards adding Learn or Ninjutsu to other sets outside their respective sets/planes. Magic is also easier to pick up, as you just need a casual player to help you. YGO however, you need either a novelist or lit prof to explain that mess.
@ShapelessMonstrosity
@ShapelessMonstrosity Год назад
The interesting thing about "excavate" is that it was only a new keyword in English (and other European languages). In Japanese, there was always a distinct term for it (literally translating to "turn over"), in contrast to simply "revealing" cards from the deck. When the OCG created the "Sylvan" archetype, which cared about the distinction between "revealing" cards from the Deck and "turning over" cards from the top of the deck, the TCG was forced to create a new term to distinguish the two actions.
@aaronbennett3966
@aaronbennett3966 Год назад
Mill was player slang and then became a keyword. Also Reborn sounds like a good keyword for that mechanic.
@IamGrimalkin
@IamGrimalkin Год назад
Yeah, I think for stuff that's already become slang using keyword might make sense. Yugioh has mill as well (as slang). Besides the ones mentioned in the video, there's also 'bounce' (send from field to to hand) and 'spin' (shuffle into the deck). It might be useful to have a non-destruction send to GY as well, but there's no slang for that (maybe 'pop').
@IamGrimalkin
@IamGrimalkin Год назад
Also OPT and HOPT, although in that case you need to distinguish between 'use' and 'activate' HOPT.
@vitortakara7090
@vitortakara7090 3 месяца назад
@@IamGrimalkin note pop is already used in yugioh as a slang and refers to any effect that targets or not(some effect destruction does not target despite requiring you to declare a monster to taget, this bypass target proctection) specific cards on the field or hand or deck , destroy it and sends it to grave, the key words being destruction and sending to grave if it banishes it's not a pop effect and if it doesn't destroy (just sends or discards a card from hand) is not a pop effect
@IamGrimalkin
@IamGrimalkin 3 месяца назад
@@vitortakara7090 'pop' isn't an actual useful keyword for cards though. If it means destroy it can just say "destroy", which we already have (although in my experience 'pop' can refer to effects that don't destroy, like dingirsu's send effect).
@IamGrimalkin
@IamGrimalkin 3 месяца назад
@@vitortakara7090 Oh I just realised what my original post was. Yes, I agree, I was wrong to suggest 'pop'. Maybe it might be useful to have a keyword for sending removal though (again, with ding as a an example of this, or golden lord).
@dennisflanders1957
@dennisflanders1957 2 года назад
Yu-Gi-Oh wants to avoid "geekspeak" then goes and uses a ton of them like "quick-effect" "link" "counter trap (vs regular)", and so on. Like they're easy terms to get a hold of but "geekspeak" none the less.
@TimothyGod
@TimothyGod Год назад
The only problem with your comment is that those are legit terms used by Konami. So what ar you talking about? Quick effect, most cards that have it will say it. Link, link monsters, that's easy. Counter traps are completely different from normal traps. Anything else?
@revimfadli4666
@revimfadli4666 Год назад
@@TimothyGod it's not whether or not Konami uses them, it's the fact they still use geekspeak anyway despite claiming to avoid it
@Kampfender_Krieger
@Kampfender_Krieger Год назад
@@revimfadli4666 How is quick effect and counter trap geekspeak ? These are very literal words
@revimfadli4666
@revimfadli4666 Год назад
@@Kampfender_Krieger are synchro summon, pendulum etc as literal as those?
@Dakka-do4cu
@Dakka-do4cu Год назад
@@revimfadli4666 Those are game mechanics and a type of card. There's a difference between something like trampling and a Synchro.
@BladeHobo
@BladeHobo 2 года назад
I'd say Tuner's functionally a keyword, and Spirit/Union look very close to ones. Seemed like they were trying to experiment w/ keywords, and design space a common ability provides, early on w/o utilizing text saving. Archetypes were also a possible answer for Konami's need for keywords. From Dark Worlds/Glad Beasts to Tri-Brigade, archetypes are often held together by shared lines of text. Hell, while this might add more text, if they used Ability Words (text w/o no rules but implies a shared feature) that'd also make it easier to read.
@eavyeavy2864
@eavyeavy2864 Год назад
Vanguard got clan keyword yeah
@peterhacke6317
@peterhacke6317 Год назад
Add gemini to that list.
@IamGrimalkin
@IamGrimalkin Год назад
Tuner isn't really a keyword, as tuners don't really... do anything. All they do is let you summon synchros, but synchros all specify tuners in the card text. The only ability that really acts like a keyword is FLIP. The others all specify what they do in the card text itself.
@YukiFubuki.
@YukiFubuki. 2 месяца назад
@@IamGrimalkini’d describe tuner as simply a ‘parameter’ like spellcaster, WATER, level 5 etc it exist without meaning by itself but simply creates a category that may dictate it on other cards
@FluxbolEscueladeFutbol
@FluxbolEscueladeFutbol 2 года назад
10:15 "YuGiOh is a game designed to be played by everyone..." 👀
@Gekkoulong
@Gekkoulong 2 года назад
PSCT is a closer way to make card easier to understand, but I don't think Konami will use keyword along side it (they would probably just shorten the card text in other way) Still having keyword would make the card easier to read and lesser wall of text on card.
@mikezheng33
@mikezheng33 Год назад
I honestly see Konami slowly adding keywords. (Quick Effect) has replaced "during either player's turn" for example. It won't be the same as MTG but it'll be a similar idea.
@josephcourtright8071
@josephcourtright8071 4 месяца назад
I like (Quick Effect) better because the cards have a lot of text and the (Quick Effect) tends to be relivent.
@DragoSmash
@DragoSmash 16 дней назад
i think "(Quick Effect)" could be shortened further to a symbol, just like the tap symbol in Magic
@TheSliferSlacker
@TheSliferSlacker Год назад
Hello there, Yugioh Guy here (obviously) and I'd like to say that this video is the STRONGEST argument in favour of keywording in Yugioh I've ever heard. Our community tends to be very un-receptive to outside criticism of the game's design, mostly because these types of suggestions always seem to feel like they're coming from a place of acting with superiority or smugness or what have you. This video really does lay things out very nicely in a way that is very in line with existing community mentalities and slang, which I think is far more convincing than any other attempt I've heard. A problem a lot of people run into criticizing Yugioh is that they fail to take into account what Yugioh IS and what it's playerbase enjoys or wants. Too often it feels like the criticisms can boil down to "but it would be so much BETTER if it was like Magic/Pokemon/Duel Masters/Vanguard/Ect instead!" and so on and so forth, which I think always rubs the wrong way. If yugioh fans wanted magic, we'd be playing magic. I think keywords integrated with PSCT would be pretty easy because most players have their own slang for it anyway, which you outlined, and I think if more people framed the suggestions in this way (conducive to how yugioh already IS rather than trying to fit a square peg in a round hole by making it change what it is fundamentally) I think more people would be receptive to it. Great video.
@centurosproductions8827
@centurosproductions8827 2 года назад
Properly naming the simpler keywords helps with this. Basically anyone would be able to grok what "Flying" does, and First Strike is almost impossible to get wrong even if you know nothing about what it does (it strikes first. That's it). I like how Konami said they didn't want you to need a manual to decipher the cards, but then "if" and "when" work differently, and you need a manual to figure out the difference and why. (Honestly, I really don't like the idea of missing timing like this, and think Dupe Frog should just take effect before the summon that would cause it to miss finishes summoning) I also don't understand how Last Turn causes a draw there. Why can you play it without a monster of your own, and how does that not allow your opponent to summon a monster and win by default?
@jaernihiltheus7817
@jaernihiltheus7817 2 года назад
Cards like Last Turn and Chicken Game are notorious for their confusing card text and effects.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
Basically, Last Turn's requirement is that you target a monster of yours to keep, while your opponent chooses one monster to Special Summon, and if there is only one player with a monster left at the End Phase, that player wins the duel. If that is not the case, it ends in a tie
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
Except before i learned it, I assumed First Strike allowed the creature to ignore summoning sickness and attack immediately. Only thats supposed to be haste, and First Strike is specifically allowing the creature to attack the opposing creature that is batlling it.
@lunistg
@lunistg Месяц назад
someone may have said this already but, MTG did the turning a fan term into a keyword when they made "MILL" a keyword for putting a card from top of library into graveyard. the fan term was derived from the card "millstone"
@CoppermineTypeK
@CoppermineTypeK 2 года назад
Honestly this is a much better video/anything on keywords in yugioh is a lot better than a lot I’ve seen I think keywords would be helpful in the long term but would be very difficult to implement without updating the card text of nearly every card (at least in the database). The official reasoning for no keywords aren’t great but I can understand the idea behind them. PSCT was a great way to update things but they also don’t update card text in the database across the board as card text advances
@michaelk__
@michaelk__ Год назад
A lot of yugioh card text nowadays is on restrictions, which also is one of the easiest part to trip up on. Sadly their complexity and nuance will often make it impossible to keyword them well. Some things you could probably technically keyword like being locked into a specific attribute... and then you go into detail about for which summon types that restriction applies, then whether that restriction must have been met the whole turn or only after the effect applies... or maybe whether or not the restriction still applies when the effect gets negated. It's a mess to not have keywords, but I guess at least they can experiment with stuff that can't realistically be keyworded?
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
I feel people get too obsessed with trying to fit as much they can into a single word. "Cannot be destroyed by battle or card effect" shouldn't be made to just "Indestructible", because it wouldn't protect against destroying the card as cost, or using something like Evenly. If you just remove "Cannot be" and left it as "Indestructible by battle or card effects", you remove the possibility of misunderstanding it or similar effects. Instead of making a ton of keywords for adding a card to hand from any location, just have Add to your hand become "Retrieve" or something. So we get "Retrieve X from your deck/GY/etc etc" For summon locks, just say "You cannot Special Summon non-X monsters from your Extra Deck", with X being the type of monster you're allowed to summon. Like the Chaos Synchro lock becomes "You cannot Special Summon non-*LIGHT/DARK Synchro* Monsters from your Extra Deck" HOPT uses/activations become "Only use/activate 1/Turn"
@gossiperzoroark9629
@gossiperzoroark9629 Год назад
I always considered yugioh card text to be a way to trick people into comprehensive reading “You fools, you may think you have escaped school, but now you must do your reading lesson! Tell me the difference between a semicolon and a comma! Mwahahahahaha!”
@kangaroochief7511
@kangaroochief7511 2 года назад
Another thing that MTG does is use reminder text on simpler cards (that are more likely to be played by newer players) that explains what the keyword does. Most players have probably learned what most keywords do from cards with reminder text rather than googling them. Also I think its funny that Yu-Gi-Oh are concerned that cards with keywords would be confusing for new players. Current Yu-Gi-Oh cards look like scientific documents and it takes a really long time to read each card and then work out what it does which I think would be much more off putting than "search" or whatever. Of all of the TCGs I don't play, Yu-Gi-Oh is the only one where I genuinely don't understand what most of the cards do. I can understand all of the words on the card just fine but putting it together into the concept of what the card actually does is really difficult.
@wilagaton9627
@wilagaton9627 2 года назад
Yeah. Usually people (sometimes even marketing) would suggest 'this is the best time to pick up the game.' Like what they did with core sets back in the day.
@Draw5Move5
@Draw5Move5 2 года назад
@KangarooChief Being a Yu-Gi-Oh player at times is like being an impressionist painter - sometimes you just stare at the reality of a card's text for a while, get a feel for what it is, and ignore the exact details 😂. But yeah, that's why I made this video - despite the concept that "If we just write it in English, in a paragraph, people should be able to understand it," many people just don't because most people don't write, let alone *speak*, in grammatically correct, complete, scientific sentences. Look at "Small World" from Burst of Destiny and tell me, honestly, if you can understand what that card does. I don't even know if keywords like search would make the rest of it easier to parse, but at least it would let you focus on the complex part, y'know?
@kangaroochief7511
@kangaroochief7511 2 года назад
@@Draw5Move5 Small World seems like a good example. What the card does isn't that complicated really once you understand it but I had to read it like 4 or 5 times to actually get to that point. Yu-Gi-Oh seems to assume that its players are either deliberately trying to find ambiguity in the cards that they can exploit (rules lawyering) or won't understand the card unless everything is explained in excruciating detail. I think that the MTG approach is better where they make the cards are clear as possible while still being readable and then have the edge cases explained either by the rules of the game itself or by specific rulings on cards which can be found on the cards' web pages. I think that Konami would argue that having to have players go and look up what a card does is unintuitive and bad for new players but these edge cases occur so infrequently that you very rarely actually have to look up rulings (unless you are in a tournament or something).
@goncaloferreira6429
@goncaloferreira6429 2 года назад
first paragraph is wrong. reminder text shows up in lower rarity cards that will most commonly be played in limited environments.
@keltheskeleton
@keltheskeleton 2 года назад
On the subject of the complexity of yugioh, what are your thoughts on the 'pacing' or 'speed' of the modern era of the game? A lot of new players I find drop the game rather quickly after being overwhelmed by the number of actions (+complexity of individual cards) the first turn player takes to setup their board.
@Draw5Move5
@Draw5Move5 2 года назад
@Walter Kelusky I think there can absolutely be complexity overload in this era of the game. The game is incredibly fast, and decision paralysis abounds. I did a video on the speed and if Yugioh's lack of a resource system affected it a while ago, and don't know if I agree with my points there as much as when I made it, now seeing how others look at the game and redefining my terms of "speed" and "pacing" around the turns, rather than the literal time the game takes. That said, I think introducing people to the game either A. through older formats where the game was less complex, or B. through trap heavy decks that have less decision points and shorter "combos" but can still compete with modern decks is entirely possible and potentially easier. Not every game you sit down to play is going to be against someone playing a super long, involved combo deck, even if that's what is popular at the moment. For every Sword Soul player you find, there's still a pretty good chance you'll run into someone on Dogmatika, or Altergeist, or Sky Striker, which take shorter turns and focus more of their actions on the opponents turn. Those decks are more like a war of attrition, and I think they're a better place for new players to start and get comfortable, then move on to the crazier combo decks I'm fond of if they so desire.
@strangevol5264
@strangevol5264 Год назад
@@Draw5Move5 Swordsoul as a heavy combo deck? Frankly, I think it's one of the best decks for beginners. You just summon Mo Ye, make Grandmaster, search Longyuan, make Baronne/Chengying, and you're golden.
@peterhacke6317
@peterhacke6317 Год назад
@@strangevol5264 Yep, by todays standard, sword soul is a mid range deck, placing it right in the middle of fast combo decks and slow controll decks, which drag the duel out over more, but shorter turn. True combo decks are things like dragon link and all the auroradon abusers.
@MABfan11
@MABfan11 5 месяцев назад
you should've compared Red-Eyes Dark Dragoon to Raidraptor Ultimate Falcon, as they have seemingly the same kind of protection. except Ultimate Falcon is described as *unaffected* with no regards to targeting, letting it have better protection than Hexproof, since Hexproof isn't immune against field nukes
@2254narken2254
@2254narken2254 2 года назад
The problem with keywords is that it increases the barrier to entry, a card saying hexproof instead of this card cannot be targeted by your opponents effects make for easier reading for those used to the system, it just adds another layer of things you need to memorize to the game which makes the game harder to get into for new players. I don't play magic often but every time I do I always have to lookup what each keyword does even though I know how to play the game. That being said I personally prefer if games do have keywords, but I can see why konami would be against them
@adud6764
@adud6764 2 года назад
I hear this so often, but I think this is just plain wrong for many reasons. Most of the 26 evergreen keywords are pretty straight forward if you understand anything about the game, e.g. Flying, First Strike, Defender, Reach, Haste and more. Granted, then there are a bit more tricky ones, like Hexproof, Menace, Vigilance or Scry, but even these basic effects are sometimes explained on the card itself if there is room. See "Jade Guardian" or "Artificer's Assistant" as an example. And all the other keywords and mechanics are always bound to certain expansions, so there is always only a small subset of additional keywords you need to know and especially those are almost always explained on the card itself, see "Heir of the Wilds" as an example or look up example cards of those keywords. And even if keywords were hard to remember. Is it really easier to get into the game when you have to memorize slight alterations in common effect formulations over 11k cards? Or 6 different ways to summon extra deck monsters, which often override their summoning conditions based on their card text?
@adud6764
@adud6764 2 года назад
@Bradley Smithwick "if you hear that often then it's probably true" Please tell me you don't seriously think that. "I had a background playing some old school Yu-Gi-Oh" YuGiOh gameplay hardly translates to MTG gameplay. I don't know what you are on about. "just understanding wtf cards did" What keywords though? And assuming you understand the basic rules of how to play (phases, damage calculation, blocking, paying mana), what was so hard to understand? "first 3-5 games and ask how certain cards in cards interact" But thats always going to happen, with any cardgame - any game really, doesn't matter what. The question is if it is a fair tradeoff for people that play more than 10 games. And YuGiOh does use a kind of keyword too, because there are fixed phrases and meanings behind words, that you have to know. Like if "Eldlich the golden lord" says, that it cannot be 'destroyed' by 'card effects'. What counts as destroyed? What counts as a card effect? Those are still concepts you have to know, just like keywords. "Number 92: Heart-earth Dragon" can supposedly be resummoned if it was destroyed while having xyz material. Doesn't always work in Master Duel - no clue why. Bugged? Some obscure rule? Caused by one of 15 different side effects by the way it was summoned? Who knows? I certainly would have summoned it when I played it in paper. "I learn Yu-Gi-Oh from playing Yu-Gi-Oh video games" Yes, a rpg-like MtG game could have been fun, I don't know why they never did it. Maybe they didn't think it was worth it - who knows? Now there is MTGA which has one of the best made clients I have ever seen for any cardgame. They also offer some decent decks for free. So that's certainly worth checking out. I don't know about the tutorial section. They included some stuff, but I skipped it, because I played since beta.
@revimfadli4666
@revimfadli4666 2 года назад
And Magic addressed that long ago using reminder texts
@IamGrimalkin
@IamGrimalkin Год назад
​@@adud6764 The reason you couldn't resummon heart-earth dragon was probably because you summoned it off draglubion or something rather than xyz summoning it. All extra deck monsters have to be summoned 'properly' before you can resummon them from the GY. This is true in the TCG too, so don't try and summon it when playing paper; unless it has been xyz summoned.
@egoalter1276
@egoalter1276 11 месяцев назад
I strongly disagree. If you have good keywords, explanations are not necesseary.
@cluelesswanderer
@cluelesswanderer 2 года назад
Great video as always! I think there’s some truth to what Konami says about keywords being kind of technical in a way that might be offputting to new players, but also I think konami is being a bit hypocritical being critical of keywords as a concept when Yugioh cards are basically infamous for being complicated and inconsistent when it comes to card effects. I mean, just in general, yugioh is a game that favors deep technical understanding of mechanics and card text over being easy to learn for a beginner, so they basically failed if that was their goal in my opinion. Don’t get me wrong, I love Yugioh, but it’s a complicated mess of a card game haha. Also, I think Konami underestimated how powerful keywords can be because the best thing about a keyword, I think, is not that it shortens an effect, but just that it gives an effect a name. For instance, I remember what Trample does in mtg despite only hearing about the effect once and never playing the game myself, because the name is memorable and the way it relates to the effect makes sense as well. It’s especially helpful with card effects that are a bit wordy to explain but are simple in concept, because then all the player has to remember is the simple effect tied to the name and not the specific wording of the effect necessarily. All that said, I’ve found that it is a lot easier to design cards using keywords as a tool rather than just writing unique effects for each card. Like, I can just look at my list of keywords and think about what combinations don’t exist yet as a card or what keywords would be appropriate for a new card thematically.
@Draw5Move5
@Draw5Move5 2 года назад
@CluelessWanderer, that's exactly what I like about keywords - evocative, simple to understand and remember text that can be used _as_ a design element. I think they're much easier to grasp - and to work with as a game designer - than the admittedly dense text on many Yugioh cards. There's a reason we say Yugioh players can't read: Konami gives us a paragraph and we mostly skim it or ignore it entirely. Yugioh is a mess, but it's _our_ mess 😂.
@briannitzschke2767
@briannitzschke2767 2 года назад
I have a bit of a counterargument for the sake of discussion. Would adding a pool of keywords inhibit creativity? Basically, the ideas I think of are keywords to specific effects, rather than uniquely created effects. For example, El Shaddoll Winda is not "indestructable" she cant be destroyed by opponent's card effects. She can be destroyed in battle, and by her controller's card effects. But would such a specific protection effect exist if the card's creator just decided to put "indestructable"? Would they have even thought of modifying the keyword? Its a little philosophical, but keywords might encourage card designers to just throw on a keyword instead of really using granularity and creativity to create a truly unique effect for the card. Keywords are sort of creative 'ruts' in a way. Tldr: all card protection would just be labelled as "indestructable" and we'd lose a lot of unique protection effects that make a ton of different removal forms viable.
@cephalosjr.1835
@cephalosjr.1835 Год назад
Actually, a lot of effects in Yugioh do have names. Cards are added to the hand, Summoned or activated (or Set) onto the field, sent to the GY, banished, and returned to the Deck or Extra Deck.
@Prateek_Dalal
@Prateek_Dalal Год назад
@@briannitzschke2767 MtG sometimes gives specific effects to their evergreen keywords as well. Like "Hexproof from Black & Blue" So, in case of Winda, Konami can write "Indestructible by opponent's card effects" instead of "Cannot be destroyed by opponent's card effects" If a card said "indestructible" it should be assumed that it cannot be destroyed by card effects or battle. But if they wanted to be specific, they'd add something after that. It's not difficult or complicated imo.
@briannitzschke2767
@briannitzschke2767 Год назад
@@Prateek_Dalal you're right, but my contention is that it would make them less likely to think of it. Basically, we know that a person's thought patterns are constrained by the languages they speak, and in the same way, it is constrained by the frameworks they think in as well. Yugioh has less of a framework, because of the lack of standardization, theres no draw to always stick to that framework. MTG has a tighter framework, and that, I hypothesize, may mean that the developers creativity might be a bit more constrained.
@MysticdestructionAJ
@MysticdestructionAJ 2 года назад
The problem comes in the terms of weird text, like sure most cards can't be targeted or whatnot, but there's literally a card in the game that says "This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card". So that's a specific type of hexproof that has a hole in it's protection and requires a specific type of Summon, what sort of keyword would we use for that specific instance?
@murphystegall5145
@murphystegall5145 2 года назад
One of my main problems with keywords for more complicated effects or effects that can easily be modified to do different things for different cards. Sure you could still use keywords so the card has less text but it makes it much more difficult to understand. But then it becomes a question of when are effects simple enough that making a keyword for them won't cause issues with reading or making more complicated versions of those effects?
@jaernihiltheus7817
@jaernihiltheus7817 2 года назад
Yeah. Yugioh's main draw is in the fine text. As a single word missing in an effect can be the difference between trash and broken (which is entirely intentional the vast majority of the time). Yugioh could probably use more keywords than it does now, but Quick Effect, Add, Draw, Destroy, Banish, Excavate, Flip, Equip, Piercing, Double Piercing, Negate, etc etc etc are all good enough, without forcing any restrictiveness on the effects themselves to make them more uniform.
@MysticdestructionAJ
@MysticdestructionAJ 2 года назад
@@jaernihiltheus7817 You're speaking my language, man. This is what I've always thought about keywords in yugioh, and you put it in the best words possible. Kudos to you.
@IamGrimalkin
@IamGrimalkin Год назад
Well, it's not Hexproof. Hexproof, as defined in the video, is "cannot be targeted", this is the opposite. Only Underworld Goddess has that text, so there's no point making a keyword for it.
@egoalter1276
@egoalter1276 11 месяцев назад
Hexproof unless the declared target of a mana ability, for example.
@sea9205
@sea9205 2 года назад
Awesome video! I was having a discussion with a buddy of mine about this very topic, and one thing that came up in our conversations then was not only the use of keywords to shorten text and simplify rules, but the idea of reworking card borders to open up more space as well. MTG, to take the oft-cited example, has both physically larger cards and a larger space on the card proportionally for it's rules text. In times past this was different, but the borders of the game have evolved over time, while maintaining their core identity. You show an example of an alternative frame for a yuigioh card that appears to accomplish the goal of having a larger rules text space, but do you think that Konami might ever change the borders of the mainline card releases?
@Draw5Move5
@Draw5Move5 2 года назад
@Sea I think the Rush border is, unfortunately, probably going to stay a side thing. Maybe there's another way to design it for the main TCG - for example, I _love_ that the level is written with a number instead of 8 tiny stars I have to count like two or three times, and that entire row of the border is opened up as a result - but for now I think Konami is too afraid of messing things up or alienating fans to try it (see: outflux of fans when they found out they couldn't summon more than one Fusion/Syncho/XYZ/Pendulum without making a Link monster first when Master Rule 4 and Links initially came out).
@saitougin7210
@saitougin7210 Год назад
The funny thing is, that players use their own keywords anyway. Everyone says "search" instead of "adding a card from the deck to the hand". Every player says "hand trap" instead of "a quick-effect that activates in the hand" or "an at least spell speed 2 effect that activates in the hand". Actually YGO kinda has many keywords already. It's probably just because the cards still have sooo much text on them, that everyones first reaction is: "Needs keywords!" LOL. But it is supposed to be a "game for lawyers" where one little different word somewhere mid-sentence changes everything.
@YukiFubuki.
@YukiFubuki. Год назад
The players use keyword because they can understand it but at the same time the actual effects can differ, like if someone plays a card to summon a monster from the deck (e.g emergency teleport or branded opening for example) they would still call it “searching” all the same as if they were using a card with an actual effect to search out another card to add from the deck to their hand despite being different enough in game mechanics to count as separate things too Unofficial keywords is use to a degree but sometimes it’s less of a keyword and more of a collective of similar yet very different actions instead
@xolotltolox7626
@xolotltolox7626 Год назад
Dude, people will refer to anything that searches on summon as a "stratos" even if they have large differences
@randomprotag9329
@randomprotag9329 8 месяцев назад
thats the main reason. when explaining what you doing or card being refered to nobody wants to say a full sentence for something that can can be said in one word.
@ianthefifth7790
@ianthefifth7790 2 года назад
Also if I remember correctly, piercing was a word created by the players way before Konami officially adopted it. I played at shops around 2009 onward and that's when I first heard it.
@DaemonRayge
@DaemonRayge Год назад
Actually, Konami did use it one time on a card back in the day. it dates all the way back to Cyberdark Impact during the GX era and was on one of the Cyberdark cards.
@victhefoxygamer_6180
@victhefoxygamer_6180 Год назад
A similar argument could be made in which the "Mill" keyword existed before it actually existed. Sphinxes Tutelage, Consuming Abberition, or even Millstone were wordy in the fact they read as "Target player takes (number) cards from the top of their library and puts them into their graveyard" or in the i stance of Abberition which reads roughly "When Consuming Abberition deals combat damage to a player, that player puts the top car of their library into their graveyard untill three land cards are put into the graveyard this way" Now, nobody wants to say all of that so the players simply dubbed the mechanic "Mill' after the aforementioned Millstone, and would simply say "Sphinxes Tutelage triggers, mill a card" or "Abberition triggers, mill for three lands, or whatever Of course, yes it is a keyword now but look at how old Millstone is and then look at what year the first "Mill" Keyword was actually used. So, yes. Yu-Gi-Oh easily can and should incorporate keywords. At least the "search" and "recover" ones for sure, even piercing is reasonable. Thats just me though
@egoalter1276
@egoalter1276 Год назад
last turn is very clearly worded to explain a simple mechanic difficult to engineer within the rules of the game. You and your opponent have a duel between just two creatures, whichever wins wins the game. Yours has to be already played, your opponents has to be a special summon cost 1 in his deck.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
It's not just whichever wins. The one who loses is the one who has no monsters left. Yes, there can be a tie if both players still have a monster in the scenario where the battling monster that lost summoned something like a Token
@peterhacke6317
@peterhacke6317 Год назад
@@kichiroumitsurugi4363 Whichever wins was the base idea. But since other effects intefere, they had to do exception handling. What if monster refused to be destroyed by battles? And of course, what if the opponents monster never shows up? Maybe they should have last turn negate all other card effects until resolution, so they could just duke it out without interference, but they didn't.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
@@peterhacke6317 Yeah. And then they banned the card because tied games are a timewaster (same reason Self-Destruct-Button got banned)
@peterhacke6317
@peterhacke6317 Год назад
@@kichiroumitsurugi4363 Not sure if they banned last turn, because it produced to many ties or because it is a ruling nightmare with all it's exceptions. Or mayby even, because it was to easy of an alternate wincon. Because most other alternative wincons take either more cards or turns to be fulfilled. Probably some mix of all of the above.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
@@peterhacke6317 The altermate wincon wasn't that easy to execute consistently, considering the LP stipulation, and how it isn't that easy to bring out a Special Summon lockdown monster in advance. It's probably due to rulings and tied games wasting so much time (again, similarly to Self-Destruct Button)
@adamg2031
@adamg2031 Год назад
For Suprex and Dupe Frog you could also keyword "sent from the field to the graveyard", as Magic does with the term "die". So Dupe Frog would just be "When this card dies you may search or recover one frog monster." If you really want to get creative you could find a way to keyword cards that are treated as though they have the names of other cards. If, for example, you could add a card's "true name" to its type line, you could take out a lot of extra text.
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
Id rather we keyword "send/sent to the GY" by itself, the specifics left on the card. "Bury X from your hand", "Bury X from your Extra Deck", "Bury X from the field", and so on. The true name thing is impossible because of space issues.
@BramLastname
@BramLastname Год назад
As someone who plays Duel Masters (Japanese Magic the Gathering Spin-off) in Japanese, I can say that Keywords are a major reason I am able to play the game. Also Yugioh does have keywords like Gemini, Toon and Union, But all of these cards have the full reminder text on the card as well, Making the keyword absolutely useless for shortening text. (Granted they've changed the Toon tag so much there's only 1 ability left that's actually shared by all Toon cards, But there used to be a lot of rules they shared.)
@CM-jc8ql
@CM-jc8ql 2 года назад
Master rule 6 could do this and other things instead of introducing a new summoning mechanism.
@yuseifido5706
@yuseifido5706 Год назад
Shortening graveyard to GY is something they should do with other common words/phrases. Like "once per turn" to OPT
@brago900
@brago900 Год назад
Until you realize that the game is localized in a lot of different languages.
@cephery8482
@cephery8482 Год назад
Ok so how do you differentiate between ‘once per turn’ ‘only one of these effects per turn’ and ‘only use the effect of this card name once per turn’
@yuseifido5706
@yuseifido5706 Год назад
@@cephery8482 Thats not what im saying. Im saying to shorten the words "once per turn" to OPT
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
​@@cephery8482"Only use OPT" or "Only Activate OPT" depending on which. I feel even the current text we have still needs to be explained on how it differs from a soft once per turn.
@cephery8482
@cephery8482 19 дней назад
@@ZeothTheHedgehog ok but that’s not how it’d be written. It’d say “you can only use the effect of “card name” OPT” which is barely shorter.
@ImSumGuy
@ImSumGuy 5 месяцев назад
I think the biggest keyword that the game needs is regarding once per turn effects. I think leaving the old once per turn effects that are colloquially known as soft once per turn is fine, but a keyword for hard once per turns would save a lot of space on a lot of cards, but idk what keyword would make sense for it, and how to adapt it for twice or thrice per turn, or distinguishing between each effect once or only one effect only once per turn.
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
Soft once per turn becomes "1/Turn" "Only use 1/Turn" for "You can only use" "Only activate 1/Turn" for "You can only activate" Then just replace 1 with any number you want.
@Rael199327
@Rael199327 Год назад
More so than keywords, I feel like we need a change in formatting. Having the cards list their effects with bulletpoints like in the OCG could go a long way to help read the cards easier, instead of having to skim through all the “fluff” text. Once you’ve read enough ygo cards you realize that the main things to look for in a card are: summoning restrictions, timing of the effect, if it’s hard once per turn (you can only use this card’s name once per turn) and weather it locks you into anything. Konami has already streamlined the timing of the effect part when they changed “during either players turn” into “quick effect”, if they did the same for hopt writing it would go a long way.
@kitsunewarlock
@kitsunewarlock 11 дней назад
Yu-Gi-Oh! even has some keywords: Flip and Tribute! That said, the one is needs more than any is Nomi: this monster cannot be normal summoned or set.
@chrismiller3548
@chrismiller3548 2 года назад
Keywords will also make the yugioh cards less intimidating for new players due to less text
@revimfadli4666
@revimfadli4666 Год назад
The keywords need to be intuitive though, or you'd just be trading away one confusion for another(though this time it's one that clears itself over time)
@Crowniecrown
@Crowniecrown Год назад
When my friend and I started playing YGO, we actually had to look up what 'Excavate' meant on Pot of Duality because we 1. Thought YGO didnt use keywords and 2. They could have just used 'Draw' like they usually do, which completely went against their reasoning for using keywords in the first place. It's so crazy that they stubbornly refuse to use keywords when one of the biggest barriers most people have with YGO is the wall of texts. They dont even label the abilities like the OCG does.
@NoName-yu7gj
@NoName-yu7gj Год назад
It's because the effect of drawing and excavating are different. Drawing is adding cards to your hand, while excavating them adds them to a temporary buffer. Some cards activate when you draw a card or there are effects that prevent you from drawing. Excavating is a way to get around that. Yugioh does have some standardized words where you do need to be familiar with the rule book to know what they mean. Once you understand what excavate means, it means the same thing on every other card the mentions excavate. The only difference will be to condition to activate that effect, how many cards get excavated and what you do with those cards.
@Crowniecrown
@Crowniecrown Год назад
@@NoName-yu7gj I get that. The issue we had was that "excavate" doesn't even do what the actual word would imply, making it a true game term keyword (a confusing one) that only applies to YGO, which they say they want to avoid. When excavating, you dont typically dig something up, shift it around, then put it back.
@IamGrimalkin
@IamGrimalkin Год назад
​@@Crowniecrown Excavating isn't always putting it back. It is on Duality, but isn't on e.g. Reasoning. But yeah its a keyword.
@GrimDrago
@GrimDrago 7 дней назад
Another way to shorten the text is to abbreviate some of the stuff like how Graveyard > GY Main Phase - MP and MP1/MP2 Battle Phase - BP And it's not like that unusual for them to do because a lot of the older yugioh game have done that
@Gowly_
@Gowly_ 2 года назад
Have you considered making a discord server? I think it might be a good way of keeping the community of the channel engaged, especially in the time between video releases. Amazing video as always.
@YukiFubuki.
@YukiFubuki. 2 месяца назад
while the whole piercing phase can be shorten due to how common it is there is actually a reason why they still write it out fully, what happens if you were to attack a monster that either has an effect or is under an effect that prevents the player from taking dmg (e.g a fairy type monster while sanctuary in the sky is active on field), would the piercing imply it goes through such an effect or not or what if in the same scenario the monster being atked is also in atk position, the answer may seem simple as in to just clarify how this effect applies in every situation as a ruling but unless its tournament most people would probably just try to interpret the interaction between such effects in an obvious manner in this case having effects written out on the card fully gives a more clear and concise basis for interpretation and eliminates a lot of the uncertainty on the spot
@ShapelessMonstrosity
@ShapelessMonstrosity Год назад
I think one thing missing from the section about why Yu-Gi-Oh doesn't use keywords is that Yu-Gi-Oh is driven by Konami in Japan. It is the Japanese game designers who decide how cards work, while Konami Europe and America have to localize the cards to communicate those same effects to players. The PSCT article that mentioned not wanting to use keywords was written by someone from the English localization team. The real reason that the TCG localization team don't want to implement MtG-style keywords is because the Japanese side doesn't use them. All of the arguments for implementing keywords could just as easily be pitched at the Japanese designers-but it is the Japanese designers who would need to implement keywords, as otherwise it would likely cause a large number of inconsistencies between the English text and how the cards work in Japanese. The big problem with implementing keywords without the support of the Japanese side is the very literal meanings of the existing game terms. For example, "Tribute" sends a card to the Graveyard, but a card is still considered Tributed if is banished instead by a card like "Macro Cosmos". Conversely, if a card has a cost that requires a card to be "sent to the Graveyard", that cost cannot be paid if the card would be banished instead. Likewise, if a card says "Send a card from your hand to the Graveyard, then do something else", you can only do the second part of the effect if the card actually went to the Graveyard (if it is banished instead, you don't get to perform the "something else"); conversely, if a card says "Discard a card, then do something else", you do get to do the second part of the effect even if the discarded card is banished, because it is still considered "discarded". This could be a big deal for a term like the proposed "Bury" (sending from the Deck to the Graveyard)-if "Bury" appeared in a cost, it would lose the fact that the card must actually go to the Graveyard in order to pay the cost. Similarly, if an effect says "Bury 1 card, then do something else", you would implicitly be able to do the second part of the effect even if the sent card is banished. Theoretically you could still use "Bury" in limited circumstances where these kinds of issues don't occur, or rule that "Bury" is a keyword rather than an action word ("Tribute", "discard", etc.) and so works differently, but neither option is ideal. This would not be an issue if implemented on the Japanese side at the same time (as they get to decide how cards work), but without them on-board it would only cause further problems like the ones I mentioned. I think it would be much less of a concern for proposed keywords for Continuous Effects though, such as "indestructible" or the abbreviated "piercing".
@traplover6357
@traplover6357 Год назад
There's only some real keywords in YGO to save text space. 1)"Remove from play" = Banish 2) "Graveyard" = GY 3) "During either player's turn" = (Quick Effect) 4) [Look at Airknight Parshath's original debut text , not its newest erratas] = inflict piercing damage.
@jdvred9210
@jdvred9210 11 дней назад
Also Excavate
@kailin9257
@kailin9257 2 года назад
You're videos are very good, very underrated channel
@Draw5Move5
@Draw5Move5 2 года назад
@Kai Lin Thank you! If you enjoyed this video, make sure to share it with friends who might like it too! The channel is still so small that just those simple word of mouth interactions make a big difference for helping it grow!
@kailin9257
@kailin9257 2 года назад
@@Draw5Move5 Thank you for replying, I have a couple friends who might be interested in your channel and what your videos are about.
@windhelmguard5295
@windhelmguard5295 Год назад
one easy thing to avoid confusion about key words is to include the explanation of those keywords on cards that only have one. for example if all a monster does is piercing damage you can explain what piercing means and then any player who has seen that card knows what it does when they find one that just says "piercing"
@Sleepy0173
@Sleepy0173 11 месяцев назад
Took Konami about 10 years to print a version of Waboku that didn't imply your creature's toughness stat was alright, and it took "Hallowed Life Barrier" another decade to be written in a way that hinted at it covering battle destruction rather than just damage protection. Also their latest Legendary Collection only updated text of legacy cards that had already gotten updated by other products across the years. Random stuff like the Orca Megafortress of Darkness from IOC doesn't even have PSCT and is written just like it was back in 2004, but in 2023. ..... I don't have a lot of expectations for Konami making quality of life improvements based on these things, but I'd love to get keywords. They instead do stuff like "excavate" which replaces "reveal" but only for deck-interacting effects and just makes text longer.
@2424Lars
@2424Lars Месяц назад
I'd argue that basic things like 'draw' or 'discard' or 'destroy' are also keywords since they hide rules text as well. And the introduction of the term 'piercing damage' is an actual keyword
@pedropaulofaria6126
@pedropaulofaria6126 2 года назад
The whole missing timing thing is a discussion worth having in the first place. Why is it even in the game? Its so bizarre and easy to reolve just publish an article saying ((No card misses timing anymore)) it would even be a buff to certain old cards.
@wilagaton9627
@wilagaton9627 2 года назад
I think its because they didn't want cards to have unintended card effects. Like when the Legend rule in Magic states that you can't have 2 Legendaries of the same name on both sides of the field. This gave Legendaries and creatures with cloning effects additional effect that wasn't part of their card text, which was becoming a removal spell. In the case of YuGiOh, If and When have two very different meaning. So even if they had the same condition, and same effect, a simple change of syntax might give one monster an unintended effect. So sometimes, its easier to just have it miss the timing and let it fizzle.
@pedropaulofaria6126
@pedropaulofaria6126 2 года назад
@@wilagaton9627 I know that they have different effects. Thats the problem. The legend rule in magic is something based on flavor and it changed multiple times to become something more modern and simple. Now it works fine and the flavor still present. In yugioh this distinction is based on nothing, there are no reasons for those 2 groups of cards to work differently. Its very confusing to new players and it only reward rule-lawyers.
@Draw5Move5
@Draw5Move5 2 года назад
A discussion on Yu-Gi-Oh's wording and PSCT in particular, differences between "when" and "if," etc. is something I've thought about doing. As for why that distinction still exists... the only reasons I can think of at this point are tradition and, as @Wil Agaton mentioned, to avoid the cards functioning in unintended ways. To his point, we already have a lot of cards with very obscure rulings in Yu-Gi-Oh that just result from unclear wording or sort of unclear rules text, since we lack a super in depth rules document that's easily accessible to players (larger problem with the judge system, not gonna go into it here). But more specifically to cards functioning differently: changing "when" to function like "if," for say, the Gusto archetype, would literally catapult the deck leagues ahead in power because it becomes a potent link/synchro engine. That entire deck has effects that were specifically designed _not_ to work when they were used as synchro material, despite being a synchro archetype. Why, I couldn't tell you, but the deck is no longer the same deck if the cards say "if" instead of "when." Cards like Ash Blossom and Borreload Savage Dragon, if they used "If" instead of "when," now can negate any card earlier in the chain, since they don't need to immediately respond to the effect in question - "chain blocking" as a concept is now useless. While I agree that the whole "when" vs "if" thing is super confusing and kind of unnecessary, the fact that it exists in the game gives Konami a sliding scale for how powerful they want certain effects to be just by adjusting that wording, for better or worse, and a lot of the game's interaction is built around that distinction. ... Y'know, maybe I should have a video on this subject, that was a lot of info lol
@t3rcx
@t3rcx Год назад
​@@Draw5Move5 Sorry for responding to an 8 month old comment, but if you are still going to make a video on this subject eventually, reminder that it is a game mechanic that negating the activation of an effect must occur in direct response to the effect, regardless of "if" vs. "when" text (see Doomcaliber Knight interactions). Also, good video and good editing, subscribed :) .
@Hensley_Jb
@Hensley_Jb Год назад
Yugioh has no rotation (which I love). Do you think this would make it even more complicated as time goes by. I also feel like while alot of card effects are similar many of the slightly differ to add character to the cards
@datosaur
@datosaur Год назад
A couple Keywords that thought of: -Allied: Cards you control. Example: Tribute 1 Allied Archtype Monster; Add 1 Archtype Card from your deck to your hand -Opposing: Cards your Opponent Controls. Example: Destroy 1 Opposing Monster -Held: Card in your hand. Example: Discard 1 Held Archetype Monster; then Draw 2 cards
@tingetcg2063
@tingetcg2063 2 года назад
Hi there! I'm developing a very unique card game that might be a topic of interest to you! Pls let me know if interested for more infomation!
@geossi
@geossi Год назад
Yugioh could totally get the keywords you suggested, especially since excavate and quick effect are already keyworded in the exact same way
@wickederebus
@wickederebus 8 дней назад
we have Piercing, and a dozen ways to say "unaffected by effects"
@pedrohenriquemonteirodacos3224
I think that yugioh used to haves it fair share of keywords. Polymerization used to be "Fuses 2 or more Fusion-Material Monsters to form a new Fusion Monster." That are a keyword but they removed it, now it is "Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material." Also they haves the keyword Excavate that is a shortening for "Reveals the top x cards of the deck" and Piercing for "if the monster attacks a Defense Position monster whose DEF is lower than the equipped monster's ATK, inflict the difference as Battle Damage to your opponent"
@ren_suzugamori1427
@ren_suzugamori1427 5 месяцев назад
I think a mix of Key Words and PSCT would be great. I'm working on a TCG for fun, and I've noticed that since my goal is to have less words as possible, Key Words has helped, but effects for things like removal and stat boosting that don't really spread to other cards, PSCT that's tighter on the word count feels like the best for those kinds of effects. I do come from Yugioh being my most prominent TCG, so I can learn from them & improve on what PSCT can be.
@xolotltolox7626
@xolotltolox7626 Год назад
I don't really like the idea of keywords in yugioh Makes a lot of the cards feel more unique in how they work than just being standardized samey effects Like for example Infernity Archfiend, Aleister the Invoker, Elemental HERO Stratos and Satellarknight Deneb all have effects to search when summoned, but all have scenarios where they can trigger and can not trigger. If key words were a thing, they would likely all just be the same keyword which would make it more boring
@xolotltolox7626
@xolotltolox7626 Год назад
@@Ale-xv1un then all you get is needless proliferation and confuse players even more. Magic has this exact same issue where many keywords are similar but slightly different, because they are from different sets and don't want to re-use faction/plane unique keywords. Magic at least gets around this via rotation, but it is still not very great
@bathtubgoat2249
@bathtubgoat2249 10 месяцев назад
Just got roped into YuGiOh from MTG, this video is a way better stated version of what i was trying to tell em. I was ready to learn a whole lot of terms, rather than read fine print for 5 hours. Luckily i had good friends and I knew it would be worth it but YEESh it took ages to play them correctly cause impatience.
@alphu5
@alphu5 2 года назад
I always thought Yugioh's 1000 essays cards are what deters me from playing it for too long as I have to keep up with each and every competitive viable card's text to be able to even play with anyone ( and not wasting their time in me reading each effects). I also have problems with memory issues and made me quit the game entirely. Having simpler or rather easy to guide to keywords would gave helped in my opinions since it helps me to find guides for it. But that's my take on it.
@midshipman8654
@midshipman8654 Год назад
i personally never liked round about “thematic” card terms like “flying”. I think it provides way too specific of a contextual idea of what it means in the fantasy rather than structly refering to its practical effect in game. however, more broad, effect facing terms like “pierce” I dont mind since they describe WHAT game mechanic is going on, rather then providing a specific fantastical interpretation. Its the same sort of principle I prefer in rpg’s. sruff lime “hit point” and “attack” are mechanic facing enough to apply broadly regardless of setting, in space or a fantasy kingdom, but a word like “bash” is too specific and context facing for it to be broadly fitting. and one other thing. I think keywards farget an odd denomination of players. a newb probably wouldnt know them all and a pro probably knows them off hand anyways. while yugioh’s method may be slower, being deliberate, even if not experienced, will allow you to understand a card flat out. so i kinda agree with their “geek speak” point.
@cephery8482
@cephery8482 Год назад
I disagree that keywords make a game beginner friendly. Now yugioh isnt, but all it’s likely to do is make someone read a card if they see it has less text on it, but when they read it and understand nothing it’s still not gonna entice them. Talking about effects like search is super easy and that’s maybe the only thing you said i think should be implemented, but these cards just do so many things. It’s the having 3 effects per card that makes it impenetrable not how long it takes to say them. It’s easy to take something like parshath and Knock a couple words off that one effect, but how do you intend to shorten even just the rest of suprex, or take something like borrelload savage dragon where negation can’t be keyworded cause of how differently targeted negation, negate and destroys, aoe negates ect. work differently and equipping a link from grave and gaining counters baser on it’s link rating is an effect not seen anywhere else. Yugioh is a complicated game cause cards do so much so differently. The real best way to simplify them isnt in the effects but the conditions and formatting. Have each independent effect on a new line, with an icon to show if it’s continuous, quick effect, trigger, trigger that misses timing ect like the icons for different types of spells, and write it something like condition | cost | effect so that it’s very obvious what part is what. So for example gouki suprex would be normal summon: special summon one gouki monster from your hand. sent from the field to the GY, you can only use this effect of gouki suprex once per turn: add one gouki monster from deck to hand except gouki suprex Or air knight parshath would be: this card inflicts peircing battle damage this card inflicts battle damage to the opponent: draw 1 card. It actually keeps the wide variety of different effects just the same but make it much clearer how you use those effects and makes it easier to scan cards to pick out specific effects.
@TheAmazingVector
@TheAmazingVector Год назад
I think the biggest missed point in the video is the design philosophy of Konami. I agree with cutting down the "geek speak," as not even MTG or Digimon can get away with not printing reminder text on an absolute TON of cards, mostly to get the point across off of one pack/deck opening, that certain cards are designed to simply tell you what it does fundamentally while the quality of said card suffers in the long run. I can sympathize with cutting down on keywords and keeping the text in a sort of conversational tone because keywords themselves can get daunting. Ben Brode spoke about this during development of Hearthstone. They deliberately cut down on keywords for almost his entire tenure and just kept effects short and sweet, keeping keywords unique to certain cards. That way, they didn't need to make a ton of cards with the sole purpose of having reminder text for a new mechanic. This entire video feels like it's has too much gamer brain going on, because while some keywords help, not everyone will get it on the first go and players who put the game down must now catch up with an entire dictionary of one-word mechanics that need to be either researched online, or shown to you on a card.
@luminous3558
@luminous3558 Год назад
We are way too late for keywords and yugioh is a rulings nightmare through and through where you will find 2 cards that interact 1 way and 2 other similarly worded cards that do the opposite and you just have to be familiar with the interaction to know how it works.
@shantheman9922
@shantheman9922 4 месяца назад
The lack of keywords is a big reason why ive never tried yu gi oh. I dont want to have to read an essay every time someone plays a card. In Magic, someone could play a card i've never seen before, and i could fully understand what it does within a matter of seconds thanks to keywords.
@lolmonkyboi
@lolmonkyboi 2 года назад
Yaaay hes back
@TheHaddonfieldRegistry
@TheHaddonfieldRegistry 7 месяцев назад
I... I kinda like their explanation. I never realized it, but I actually do enjoy the layman's explanations on their cards.
@anthonycannet1305
@anthonycannet1305 Год назад
Keywords make it easier to understand cards at a glance. Sure you might have to learn what “trample” or “hexproof” means, but once you do you instantly know what a card means when you see the word trample or hexproof. Without the shortened keyword text I have to learn what a card does by sitting and reading it. I’m not very knowledgeable when it comes to knowing what yugioh cards do from memory. I have to read the text box, and often times that takes a huge chunk of time from the duel where neither player gets to do anything just so I can understand if or how I might be able to respond. If the text were shortened it would save time reading a new card. When I play magic and new cards are played, I only have to read the card for a few seconds and everything I see has implied rules. Take Atraxa, Praetor’s Voice from Mtg for example. The text box reads exactly: Flying Vigilance, Deathtouch, Lifelink. At the beginning of your end step, Proliferate.” That’s 4 words and 1 sentence that also has a keyword. It took 2 seconds to understand what this card does but the expanded text is: “This creature can only be blocked by creatures with flying or reach. This creature doesn’t tap when attacking. Any amount of damage this deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life. At the beginning of your end step, choose any number of permanents and/or players, then give each another counter for each kind already there.” That looks like a yugioh card text box… but it really only does 5 things. Reading a keyword immediately tells me the expanded text after reading just 1 word, or if I’m looking for the effect I can skim through the text box until I see the keyword. If a magic card can’t be targeted it would say “hexproof” somewhere on the card. If a yugioh card would have the same property, I have to find the whole sentence because just the word “can’t” or “target” could be used for a number of other situations…
@Lcngopher
@Lcngopher Год назад
Magic took the fan used keyword of mill and made it an official keyword in core set 2021. This comes from the card millstone which does that effect. Mill is when you take the top x cards from your deck (or make youre opponent do it) and put them into the graveyard where x is the number indicated by the spell or ability causing the effect
@NinjaLobsterStudios
@NinjaLobsterStudios 2 года назад
As another example of Yugioh's ridiculous card texts, I am still to this day baffled that they write so much text on the Toon monsters. The fact that they all don't behave the same makes things even worse! If Konami was never interested in keywords, they could have put some restrictions on the Toon monsters (e.g. this card cannot attack the turn it is summoned) and then on Toon World put all the extra effects (e.g. Toon monsters you control cannot be targeted by battle unless the attacking monster is a Toon monsters). This archetype doesn't function without Toon World so it just doesn't make sense to put all the text on all of the cards. Extract the common effects to another card where possible
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
You see, that is because Toons had a massive gap between the old support and the newer support where they decided to overhaul a lot of the Toon mechanic, namely making them less reliant on Toon World to stay on field, as well as making them more than just big bunguses that can attack directly
@dudono1744
@dudono1744 Месяц назад
Some keywords that could be useful in YGO : • Rank-up • HOPT • Quick Synchro/Xyz/Link These would replace pretty long sentences. Stuff like "Untargetable" doesn't bring much to the table.
@ZeothTheHedgehog
@ZeothTheHedgehog 9 дней назад
I prefer Xyz Change over Rank-Up. Not every Xyz that can use a single material is "Ranking-Up", for example Utopia Ray is a Rank 4 the same as regular Utopia. And personally stuff like the game doesn't need to reduce the word count to its bare minimum, but just reduce it all the same. Just have "Indestructible by battle or card effect", it might be longer than just "Indestructible", but it accounts for the possibility of Destruction being used as cost or forced through cards like Evenly. HOPT is not good in my book, the current text for it still needs to be explained all the same anyways but this method doesn't account for the possibility of monsters only being to "activate" rather than use their effects once per turn, or cards that can only be used once rather than activated once. "1+/Turn" for Soft per turns, while adding a "Only use" or "Only activate" at the start for when they're meant to be hard is far more ideal.
@dudono1744
@dudono1744 9 дней назад
@@ZeothTheHedgehog Well yes, they can be keyworded differently.
@ZeothTheHedgehog
@ZeothTheHedgehog 9 дней назад
@@dudono1744 which part are you refering to? If it's Rank-up vs Xyz Change, I don't think they should as that's needlessly adding terms for the same thing. There's no difference between Ranking-Up and Xyz Changing, unlike say an effect/card that can only be activated/used a number of times per turn.
@ulisesmunguia8715
@ulisesmunguia8715 Год назад
While I agree with the general idea that Yu-Gi-Oh should use keywords, The example of dupefrog and goukis actually shows the complexity of it even more than you showcased. Dupe Frog can also return a frog from field to hand, so even "search" and "recover" would not be enough to cover everything the effect does, and I don't know if returning a monster/card from field to hand would be prevalent enough to be keyworded. Perhaps you could use "compulse", but then you would still need to specify that you can only compulse a frog you control (and not from the opponent's side of the field).
@skycap3081
@skycap3081 Год назад
I almost just want yugioh to do a reboot. Use larger cards and start fresh. Take fan favorites and release greatest hits sets and slow the power creep down. go back to set a monster pass days. I don't know just every card releases now with a phonebook of text on them and has gotten way to complex a step back could lot for the game.
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
@@skycap3081 It woudl cause massive outrage, and potentially lawsuits because of how expensive some cards end up being
@skycap3081
@skycap3081 Год назад
@@kichiroumitsurugi4363 What do you mean? look at rush duals and speed duels and duel links trading card games shut down all time and games like magic has different formats. If Konami shut down production of Yu-gi-oh and no new cards came out like on January 24th 2024 no new sets no new ban lists nothing. Then two years later came out with Yu-gi-oh Duel Monsters the text boxes were larger and the cards themselves were magic card-sized they would get lawsuits?!? Card games do not last forever look at the graveyard of dead card games. They do not get sued. How many dragon ball tcgs have there been>?
@kichiroumitsurugi4363
@kichiroumitsurugi4363 Год назад
@@skycap3081 Okay, think of it this way. Yu-Gi-Oh has over 10000 cards people can play, some of which expensive as hell. Cna you imagine the reaction when they realize those cards are not usable anymore? Don't you think it would cause outrages?
@skycap3081
@skycap3081 Год назад
@@kichiroumitsurugi4363 Not useable how so? its not Konami comes to your house and burns all your cards you still have then you own them you can use them and set up play groups they can't stop you from using the cards. Official support for the Yu-gi-oh trading card game would stop. no new sets or tournaments or ban lists. The old game would still have a following of course. and that's great I support that. I mean people still play GOAT format. I just want the game to be simpler in my reboot. we just do not print any links or pendulums They do not exist and with a larger playing card size and keywords, the art and text can be bigger. I want this to rebrand everything all the popular decks can be made anew and redone and rebalanced,. Yugioh cards today simply have too much text and do too much. Long gone are days of set a monster and pass. If you end support for the game the right way I dont think people would be upset. Make a huge farewell set for Yu-gi-oh throw everything into that set and reboot 2 or 3 years down the line.
@sebasculin3739
@sebasculin3739 2 года назад
Also look at Keyforge. It has keywords but also defines the term on the card
@ManuYoCom
@ManuYoCom Год назад
I never understood why Toon is a Sub-type but they don't all share some Toon effect like "Attack directly if opp doesn't control a Toon". The first batch of Toons could have a significant smaller box if they did.
@YukiFubuki.
@YukiFubuki. Год назад
its a left over from early yugioh, same with unions working like equips and how all spirits return to hand too
@culinaryfox4983
@culinaryfox4983 11 месяцев назад
I don't think they're trying to say keywords are too complicated, I think they're trying to say keywords don't fall into their marketing strategy. Games like MTG are arguably targeting their own fanbase. When they say "geekspeak" and "technical", they mean they are avoiding lingo that isn't understood outside of the fan base/established players. They want anyone to pick up the game and not need to ask "What does this term mean?" or "Can you explain what this does. I'm just a little confused." They want players of a wide age range to be able to read the card and it have all the information they need, including brand-new players.
@randomprotag9329
@randomprotag9329 8 месяцев назад
konami traded having to learn common keywords and maybe a few uncommon ones for having an essay of a card text that is more confusing and hard to read. never seen before magic cards are simple to read identify the keyword and quickly ask what it means if needed. while never seen yugioh cards is reading a puragraph (dont miss that one semi colon which a new player would need help to know to look for) and needing to find the non bulet pointed or highlighted information. magic cards are simply easier to read mid match, only have a barrier that applies to very new players commonly and it only happens a couple times. reading and understanding 25 never seen magic cards is easier to new players than 25 neverseen yugioh cards.
@imalone5158
@imalone5158 2 года назад
Your channel is sooooo damn gud bro
@ShowOffJN
@ShowOffJN Год назад
awesome video! simplify yugioh lol
@thekittenfreakify
@thekittenfreakify Год назад
Onmy found 2 decks that work similar. Reanimator in mtg chaos control in ygo Second deck is mine burn in yugioh and lantern control
@dm4life579
@dm4life579 Год назад
YGO needs a draft format that limits cards to the last 3 or 4 sets with their own ban lists. It'll guarantee the longevity of the game, the competitive scene and the casual scenes will both improve. It'll also open up room for reprints and older archtypes to come back with slightly different mechanics and support leading to a dynamic and interesting competitive and casual environments.
@Alice_Fumo
@Alice_Fumo Год назад
I was thinking how yugioh cards could be made more readable. What I thought was that it should have its effects in the form of functions with parameters. As a very simple example, the card text of pot of greed would become "Draw(2)" I think it makes a lot of sense considering that yugioh cards already have a lot of logic operators in them, so might aswell format it like a programming language which have good readability for such things.
@Alice_Fumo
@Alice_Fumo Год назад
As another example for the Dupe Frog which was part of this video, in my syntax it would be something like: "When Sent(Field, Graveyard) ....Search(Name.Contains("Frog") Or ....Recover(Name.Contains("Frog))" the dots are meant to symbolize whitespace. There'd also have to be something regarding the card changing name while on the field, but I'm not sure how I'd do that elegantly. Some cards might end up with more lines of text this way, but it would be much neater text which is so much easier to comprehend - assuming you know all the function parameters - like the first parameter of Sent being the Origin and the second being destination with an optional third parameter to specify the target should it not be the same card, but I think it's very obvious what they are in the vast majority of cases.
@randomprotag9329
@randomprotag9329 8 месяцев назад
the loose idea worked for magic. the rule book could have lectures about it structured like a maths lecture.
@tinfoilslacks3750
@tinfoilslacks3750 11 месяцев назад
Yugioh can have *some* keywords, "hard once per turn" could be a fucking symbol on the level of MtG's tap symbol given how prevalent and important it is. But it can't have nearly the same level of keywording as any other game. The lack of a resource system has forced the game to use the units' effects as the entire balance/design space. They need the higher level of granularity. Its the same reason impulse draw/rummage/looting hasn't been keyworded in MtG except its for almost every effect in the game.
@rokmare
@rokmare Год назад
I guess yugioh wants every effect to be unique to the cards that's is why boss monsters are so iconic like DPE, V.F.D, Access codetalker, etc
@copperfield42
@copperfield42 14 дней назад
Before keywords I want better readability on the text box, for instance in the ocg they use numbers in a circle to differentiate between effect, why tcg doesn't do that? in the tcg I have to read all the card just to find the second effect, like come on... MTG nailed it with by having a line break between effect, like for example I don't need to read all of _Questing Beast_ text box to get onto its second or whatever effect, meanwhile I'm practically forced to read all the novel that is pen Endymion just to get to second effect🙄 that is soo annoying...
@alicepbg2042
@alicepbg2042 Год назад
0:38 - gonna assume you mention it later. but yes it does. piercing for instance is a key word in yu-gi-oh! 6:56 - there we go
@alicepbg2042
@alicepbg2042 Год назад
to add to the discussion... players already use keywords all the time. konami should just start adding them. it's better for everyone. specially when there is so much text on these cards.
@ryanager8029
@ryanager8029 Год назад
And now, months after the release of this video, Cross Duel got released and uses Keywords
@s.goebel9750
@s.goebel9750 Год назад
Yugioh kinda has Keywords already with Quick effect, Flip and the different types of Spell and Trapcards like continuous, field or counter
@SlaughtingIdiots
@SlaughtingIdiots Год назад
I really think, that yugioh couldve been one of the best designed card games but safly what yugioh is now, is what we got
@ZeothTheHedgehog
@ZeothTheHedgehog 19 дней назад
8:59 now suddenly we need a word for adding from GY, Banishment, or Face-up Extra Deck to hand. I never liked this idea of trying to reduce Adding from deck specifically to keyword, as it forces you to add a bunch of other keywords you'd then need to remember when you can just have for them all. Id rather "Add to hand" is changed to "Retrieve" and leave the specifics alone. "Retrieve X from your Deck", "Retrieve X your Deck or GY", and so on. 9:05 Bury should sending a card in general, not just from Deck. "Bury this card from your hand", "Bury all other cards from the field", and so on. Making it specifically replacing sending from deck is far too limiting. I feel like people want to fit too much into one keyword. There's middle ground between the needlessly long text we have, and the needlessly short text I see suggested.
@Skeeeewoah
@Skeeeewoah 2 месяца назад
It's hilarious and sad that this video is 2 years old and I still see people talk down to anyone that suggests Yu-Gi-Oh use Keywords. At a certain point Konami should just do it and stop listening to the people that will play no matter what
@arjunheart5859
@arjunheart5859 3 месяца назад
And if Yugioh were to add keywords, maybe they'll have enough room in their rule boxes to separate the abilities with a line break.
@josephpurdy8390
@josephpurdy8390 Год назад
A card's function that uses a keyword may also, be represented with an icon. Alphanumeric text could be partially layed over the icon. This could be useful when the function being performed incorporates a mathematical forumla. It can be used to quickly recognize inputs and outputs necessary for the card mechanic.
@phorchybug3286
@phorchybug3286 2 года назад
Even key words, as simple and small as they seem, can also come off as way too complicated. For every DEATH TOUCH and INDESTRUCTIBLE, you have a VIGILANCE and SCRY. I had to look those up to understand them!
@MapleFried
@MapleFried 2 года назад
For those who aren't initiated in MtG: Deathtouch: No matter how much toughness the defending creature has, your unit kills them. Indestructible: Unit cannot be destroyed in battle (some cards have anti-condition effects as well). Vigilance: Attack without needing to tap the unit once the attack/defend phase is done. Scry: If the qualifying condition has been met, you may look at (x) numbers of cards on the top of your deck and place all but one on the bottom of your deck; (x) is indicated by the card's effect. Token: a creature which cannot be used in anything other than attacking and defending (barring specific conditions set by any token effects or keywords; I.e. Defender)
@violetto3219
@violetto3219 2 года назад
@@MapleFried i don't want to sound weird and pedantic but scry is looking at the top (n) cards of your deck and rearranging them in whatever order you choose, at the top or bottom of your deck. you could Scry 3, and put 1 card on top and 2 cards on bottom, or all 3 on top in a certain order, or whatever
@MapleFried
@MapleFried 2 года назад
@@violetto3219 By all means; I appreciate the correction lol
@phorchybug3286
@phorchybug3286 2 года назад
@@MapleFried I told you I looked them up and wrote them down.
@MapleFried
@MapleFried 2 года назад
@@phorchybug3286 Hence why I started with "for those who may not be in the know". Yes, I replied to you, but others who might be having issues with keywords might also interact with your comment. You clearly don't apply to this category, so... yeah. Not sure what to tell you, really.
@tsumgye5370
@tsumgye5370 2 года назад
what're you talking about bro? yugioh has two keywords! FLIP and excavate!
@MansMan42069
@MansMan42069 2 года назад
And "draw"
@jaernihiltheus7817
@jaernihiltheus7817 2 года назад
And Destroy, and Target, and Banish, and Negate, and Piercing, and Quick Effect, etc etc Yugioh has quite a few keywords, but they don't feel like keywords because they're used in sentences and not called attention to until you read something else that requires them. And then you get the whole "Wait, the card wasn't destroyed? But you sent it to the graveyard!?.... Oooooooooooh." moment - and realize that "Destroy" and "Sent to the GY" are two very different things, as while Destroying something means they're sent to the GY 99% of the time, there are effects that do that without destroying anything at all.
@Crowbar
@Crowbar Месяц назад
yugioh could really use a reboot, a fresh start
@brago900
@brago900 Год назад
In the past perhaps it could have been done but today it is impossible. Too many cards that would have to be reprinted. What they could do is distribute the text better to make it easier to read and not create new Endymions.
@cosmiccynic2757
@cosmiccynic2757 Год назад
Yu-Gi-Oh isn't built around keywords, so adding them might be difficult, but nevertheless, I think it would be a good idea. I play master duel occasionally, but what takes me out of the game, is that each card has a paragraph of text. It is a pain in the ass to have to read all of it, it will be so much easier if you knew how cards worked at a quick glance, and I think it will make the game much more beginner-friendly.
@cosmiccynic2757
@cosmiccynic2757 Год назад
@@Ale-xv1un good point
@Zetact_
@Zetact_ Год назад
Turning static abilities into the descriptor portion would cause a complete shift in the game. Effects like piercing and battle immunity are effects, not traits of a card. Hence, they interact with cards that interact with effects. Saying "Monster/Effect/Piercing" would mean that if your opponent activates something like Skill Drain that the piercing would not be removed, the same as how a Tuner with its effect negated is still a Tuner. Doing that with multiple static effects would be chaos.
@YukiFubuki.
@YukiFubuki. 2 месяца назад
another thing is that the traits of the card themselves does not actually have anything to it, like an effect, normal, union, spirit, toon, tuner etc these words do not have any actual meaning or any sort of ability baked into them in the first place, they're simply meaningless parameters used as a means for other cards to interact with even in the case of union, spirit and toon, these is more of an exception considering they're experimental mechanics more then anything concrete and over the years konami have shown that the standard text for these sub-types are not static and can be subjected to some degree of change too
@cottonuwu3167
@cottonuwu3167 2 месяца назад
Magic cards with key words: flying , haste . Yugioh cards if they keywords: piercing, mst, compulse, ashes opponents, does raigeki if not darkhole then it heavy storms your ass
@p3rditious638
@p3rditious638 2 месяца назад
You're half right about keywords. Yes they make things simpler and easier to understand, but only IF you know the keywords and what they do. Otherwise you're just stating at "trample" and thinking they just destroy any creature they attack. Keywords make games easier only if you understand the keywords
@fireblade295
@fireblade295 Год назад
Play Magic more than one match, you can remember each single keyword and what they do. Like Trample. Deals the remaining damage, if any, to the player. Deathtouch, no matter the damage, the blocked/blocking creature is destroyed. Double Strike and First Strike is the same, they deal damage at the same time if blocking/blocked, but if Double Strike is attacking AND lives, it deals additional damage. The exact happen would happen with YGO. But they "wanted to write out effects like how folks speak" but that was the complete opposite. Who speaks in novel length? Thanks for hurting my eyes with that Relinquished...
@randomprotag9329
@randomprotag9329 8 месяцев назад
players have made their own key words for a reason. nobody says I am adding X card from deck to hand, they just say i am searching X card.
@Lunacorva
@Lunacorva Год назад
"What can we do about confusing nonsense like the needlessly specific distinction of "If" or "When"? You do what I or any sane person does when trying to enjoy Yugioh and ignore that garbage.
@TheLiverpoolOwen
@TheLiverpoolOwen Год назад
One of the biggest things that keeps me away from magic is keywords, there is way to many keywords, I hate siting down seeing a bunch of keywords that I have no understanding of and have to either search them up mid game slowing the game down or just trust that my opponent both knows what they do/how they interact with everything and that they are telling me the truth. with little to no reminder text how would I know if certain keywords clash or negate other? I don't I have to look it up. But with yugioh (not my main card game, Im just a casual fan who enjoys anime style cards and decks) when I pick up a card I can see exact what the card does and how it interacts (for the most part) without needing to know 20 years worth of keywords. If yugioh started adding keywords now it would just make it more confusing as now new players would need to know all the keywords/geekspeak in addition to the yugioh rules. I understand why videos like this exist and I understand why the though of keywords would help, but at this point cards would need like several keywords mixed amongst their already long card text and with so many slight variations in wording it would be a mess.
@YukiFubuki.
@YukiFubuki. Год назад
not to mention actual overlaps in effects too, like some excavate effect (coughchaosrulercought) send cards to the graveyard which would trigger mill types of effects but some cards explicitly requires them to be milled by an excavate effect which wouldent work if milled worked as a keyword so something like this just simply cannot be keyworded
@TheLiverpoolOwen
@TheLiverpoolOwen Год назад
@@YukiFubuki. exactly, yugioh has not got simple effects that do one thing like flying or scry, every effect is slightly different so almost everything would need its own keyword. dont get me wrong things like once per turn could be cut down the same way cardfight vanguard does it, in vanguard we have a little box at the beginning of the effect saying [1 turn], as for hard once per turns vanguard has it like yugioh where they say "This ability may only be used by a card with the same card name once a turn." (vanguard is not too tight for space and effects are laid out nicely). but you could just put a something like [hard 1] or [single use]. apart from that I don't think you really can cut yugioh text down without making it harder to understand.
@YukiFubuki.
@YukiFubuki. Год назад
@@TheLiverpoolOwen actually hart opt and soft opt is sorta not really applicable to keywords too, many people don’t seem to realize it but opt isn’t as concrete as some people make it out to be but simply players describing how abusable a card is For example if you look at cards such as baronne whose restriction on its negate effect is a hard opt through its name it also states the card itself can only use it once while face up which adds another layer that makes to even more restrictive compared to something like DPE who just has the standard hard opt through its name, if both a baronne and DPE were to use their effects on the same turn the opposing player can change control of DPE with something like triple tactic talent or change of heart and still be able to use its effect again on the same turn becuase the hard opt applies to the player not the card but cannot with baronne because of its 2nd restriction achieving a harder opt then a standard hard opt but players will regard both as a hard opt without difference The same goes for even soft opt too like say in a mirror match with mirrorjade (pun not intended) it’s soft opt effect will work the same as a hard opt in the above scenario because the restriction applies to the card itself not the player yet with its additional once per 2 turn activation it’s essentially a harder soft opt then the standard soft opt but players won’t regard it with any distinction as any other soft opt until it’s relevant since the standard soft opt abuse can still be applied to it Yugioh’s effect is very much married to the syntax of its grammar and punctuation so keywords here is no different then perverting the matrimony, it will just result in a messy divorce
@dragonmaster613
@dragonmaster613 Месяц назад
Technically they've had Keywords. Tuner and Flip. Granted those are Types.
@ZeothTheHedgehog
@ZeothTheHedgehog 9 дней назад
Banish is a keyword since it used to be "Remove from play"
@dragonmaster613
@dragonmaster613 9 дней назад
@@ZeothTheHedgehog exactly
@39Lords
@39Lords Месяц назад
The When vs If missing timing is so un-intiuitive from a Design standpoint. There's no reason to make it that way. That's a thing they could do but won't.
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