A look at the making of Disney's Lorcana, the collectible card game that hopes to be the next Magic: The Gathering. The game, not without some controversy, is due for release this month.
When Ryan Miller first played “Magic: The Gathering” he was hooked. It wasn’t long before the Bakersfield teen was attempting to design his own collectible card games. Early experiments were disastrous.
For Miller, it represents a lifetime of attempting to merge the impressionistic storytelling of collectible card games with relatively fast-paced, approachable gameplay. “Card games have a level of abstraction,” Miller says. “You can feel a story kind of unfolding. In ‘Lorcana,’ one of my favorite mechanics is the song mechanic. You can have one of your characters sing for you. It’s a great example of how cards can show you a little scene that’s happening.
Thus, Upper Deck, if the case proceeds, is arguing a breach of contract and fiduciary duty. The company declined to comment beyond its official statements to the media. Yet the high profile of “Lorcana” has attracted a fair amount of attention and speculation to the case. “Anytime you wind up with a situation where a new product is developed by a former employee of someone else in that space, eyebrows get raised,” says Zahn, who notes the case isn’t dulling anticipation for “Lorcana.
The trick was creating a game in which players could interact with as many cards as they desired — if someone wants, for instance, a princess-themed deck, Miller wanted “Lorcana” to accommodate that — while creating a cohesive game that still felt family friendly and readily approachable. Many experiments were attempted and discarded, including an early version that had “Lorcana” feeling more like what Miller describes as a “coding game.” Another tried to play up a good versus evil bent.
Miller joined the project about six months in, and says it took about another six months to reach a gameplay loop that the team felt comfortable with. Then it was about three years of iterating based on the different actions cards could inspire. At times, “Lorcana” will feel familiar to anyone who has dabbled in “Magic,” but its Disney animation-focus allows it pull from friendlier — and sometimes sillier — themes.
The heroes-versus-villains idea, while it didn’t work, would have been nice symmetry with Ravensburger’s Disney tabletop game “Villainous,” which the company has stated has sold more than 1 million copies globally. But while Ravensburger was entering the collectible trading card space for the first time, Francke says the company leaned on its lessons from “Villainous” in making “Lorcana.” Namely, keep it simple.
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