amur-tiger / yu-gi-oh

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Change rarity selection to color selection instead #26

Open MisterSpinne opened 7 years ago

MisterSpinne commented 7 years ago

Rarity types are non-descriptive and irrelevant. The only relevant part is the name color, so why not focus on that?

Suggestion: Rarity -> Name Color

Color: Black, White, Silver, Dark Silver, Gold, (Dark Silver plus little Rainbow?)

amur-tiger commented 7 years ago

This might be discussion-worthy. I attempted to keep the card meta-data and the card drawing separate, hence the rarity, this is meta-data. The color of the card depends on the rarity.

It might be better to emphasize text color, but save the according rarity instead?

MisterSpinne commented 7 years ago

Keep card rarity?

Pros:

Con: - non-descriptive: Most rarity names have no indication what they actually entail. While Common and Rare tell you about the actual rarity itself, everything above is just too cryptic. How rare is SecretRare? And StarfoilRare? The name doesn't tell you anything. Next, what color does an Ultra Rare have? You get the point. I'd prefer a non-asian GUI design where the options properly tell me what they do.

- sub-optimal rarity effects: Any rarity that brings a tint or shiny effect affecting the card's cover will most-likely never be selected as you - as a creator - want to see the actual pic used and not have it obfuscated. This may be cool for an animated after-effect in a video game, but not all as permanent feature in a picture.

- ambiguous property: Most cards are available in different rarity types. Right now, one card can only have one rarity type. The rarity effects are mostly exclusive, so in a picture you cannot have several if you want to avoid messing things up. To sum it up: Not all Pot of Greed cards are Rare. Not all Rare cards are Pot of Greed. On top of that: The visual effect of the Common rarity changes with the card. The name text of a Normal Monster is black, for a Xyz Monster it is white, an Effect Monster has black text and Spell and Trap Cards a white one. And on top of that topping, Rarity is not the property to define the card's value, it is on of the values. A card's price depends on rarity, usefulness, deck building diversity, popularity, availability, (re-)print version and the trading skill level of seller and buyer.

- irrelevance: How close to the real life card meta is a fictional, custom card? How to properly assign a card rarity for a card that never was included in any package and never will be? Rarity is a collectible card-value-defining property assuming the potential quantity. Custom cards never have a value nor a quantity. Plus, rarity does nothing as soon as the card is used in a deck. There are no effects or game rules associated with rarity. There are no future plans of giving the rarity any weight as of now.

- conflicting interests: In short, what if I feel like this card needs to be Common or maybe Secret Rare, but a golden name would look really good on it? I either stick to the quantity property of the rarity, or I ignore it and preserve a good, clean look and visual harmony. Guess what my preference is? The relevant part. :P

- limited creative freedom: When sticking to the real rarities, you dismiss the possibility of designing the card freely. Want red text or specific multi-colored name text? Want weird holographic smily faces on the card background? Too bad, this does not exist. Of course, you could call it SmileyRare and associate a quantity definition and set definition and such. But I just want to mess around without creating a new Rarity Meta for it. Black name text for Spell and Trap Cards, white name text for Normal Monster Cards. Both do not exist as to the rarity restrictions.

Conclusion: When done properly, including true marketing-born values seems like just a lot of work with further limitations as a reward.