{"id":5684,"date":"2024-10-28T06:30:16","date_gmt":"2024-10-28T10:30:16","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=5684"},"modified":"2024-10-25T11:48:11","modified_gmt":"2024-10-25T15:48:11","slug":"player-psychographics-and-what-they-teach-us-about-flesh-and-blood","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/player-psychographics-and-what-they-teach-us-about-flesh-and-blood\/","title":{"rendered":"Player Psychographics and What They Teach Us about Flesh and Blood"},"content":{"rendered":"<p>If you&#8217;ve been a part of gaming spaces for any amount of time, you&#8217;ve likely already heard of player psychographics. What sounds like an incredibly rancid marketing term is, in fact, well &#8211; just that. Popularized by TCG design guru Mark Rosewater, head designer for <em>Magic: The Gathering<\/em>, player psychographics are a way to exemplify the motivations with which players approach a game.<\/p>\n<p>Player psychographics are broadly divided into three categories: <strong>Timmy\/Tammy<\/strong>,\u00a0<strong>Johnny\/Jenny<\/strong> and\u00a0<strong>Spike<\/strong>. Today, we&#8217;ll dive into what drives these player archetypes and how they relate to <em>Flesh and Blood<\/em> card design.<\/p>\n<h2>The One You Likely Already Know About: Timmy\/Tammy<\/h2>\n<p>As the heading says, if you&#8217;re not deep into reading design theory articles, you most likely still know about Timmy\/Tammy. They are the psychographic that is perhaps most misunderstood, which is why you may have heard of them: really entrenched players with an attitude problem like to bandy this demographic about as a synonym for &#8220;casual&#8221; (with the implied qualifier being &#8220;filthy&#8221;).<\/p>\n<p>And if we examine what makes a Timmy\/Tammy, it&#8217;s somewhat obvious where that confusion comes from. Timmy\/Tammy is the psychographic that is motivated by the experience of playing games. They play games to feel something; for their exciting moments, which is most commonly boiled down to &#8220;Timmy\/Tammy likes it when big, exciting stuff is happening in a game.&#8221; Timmy\/Tammy likes dragons, dinosaurs, and building terrible decks with cards that are fun &#8211; but bad.<\/p>\n<p>Note, however, that this crucially doesn&#8217;t mean they are exclusively motivated by big moments &#8211; in fact, no player really fits solely in one of these categories. These archetypes are a way to break down the complex motivations of fleshy humans into marketable demographics, hence the term &#8220;psychographic.&#8221;<\/p>\n<p>For Timmy\/Tammy this means that they lean more towards exciting things happening in game, because they value the emotional experience of playing. They have a good time if a game is memorable and filled with big emotional moments &#8211; that random top deck that decided the game, that crucial card played at the right time, and yes, that huge blowout with a big card.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Crippling Crush\"><\/div><div class=\"edhrecp__card-container\" name=\"Pulverize\"><\/div><div class=\"edhrecp__card-container\" name=\"Frightmare red\"><\/div><\/div>\n<p>Pictured above are a number of cards that would commonly be perceived as Timmy\/Tammy cards by their sheer hugeness. But I beg to differ, like the smug contrarian that I am.<\/p>\n<p>For the <em>Flesh and Blood<\/em> card that best caters to the Timmy\/Tammy psychographic, I nominate <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ten Foot Tall and Bulletproof\"href=\"#\" target=\"_blank\">Ten Foot Tall and Bulletproof<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. Not because it has large numbers on it, even though it does, but because it&#8217;s more fun than the likes of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crippling Crush\"href=\"#\" target=\"_blank\">Crippling Crush<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Pulverize\"href=\"#\" target=\"_blank\">Pulverize<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, or <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Shaden Death Hydra\"href=\"#\" target=\"_blank\">Shaden Death Hydra<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<p>It&#8217;s not a puzzle to be solved or a card that gets by on sheer efficiency, but it tells a story, and it makes for memorable games: &#8220;Remember when I had that Ten Foot Tall and Bulletproof to block out your Crippling Crush?&#8221; is something a Timmy\/Tammy would say, gleefully ignoring the fact that they would still be down to cards next turn from their own card&#8217;s effect, which mathematically is like not having blocked the crush effect. But it doesn&#8217;t feel like that, does it? Even if you imagine the scenario yourself. What counts is the feeling of blocking 10 with a single card, or swinging for 10 with just two.<\/p>\n<h3>Takeaways for\u00a0<em>FAB <\/em>design: Dude, Where&#8217;s My Dragon?<\/h3>\n<p>This is what gave me the idea for this entire article. There is a reason why many games follow in the mold of <em>Magic: The Gathering<\/em>, with summoned creatures battling it out on some kind of implied arena: Timmy\/Tammy really enjoys having their thing around to experience it all the time. Here is my big dragon. No matter how expensive it is, once it&#8217;s down and doing its thing, it feels powerful. And it feels powerful the whole time that it&#8217;s in play.<\/p>\n<p>I don&#8217;t think that I&#8217;m the only one who&#8217;s thinking that the big cards of <em>FAB<\/em> don&#8217;t really feel like that. Yes, there are dragons and summonable creatures. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Blasmophet, the Soul Harvester\"href=\"#\" target=\"_blank\">Blasmophet, the Soul Harvester<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link side-by-side\"><a class=\"edhrecp__link-a\" content=\"Invoke Dracona Optimai\"href=\"#\" target=\"_blank\">Invoke Dracona Optimai<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and any of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>&#8216;s angels all kinda fit the bill. But they don&#8217;t really compare in a big numbers kind of way with, say, a <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cosmic Awakening\"href=\"#\" target=\"_blank\">Cosmic Awakening<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Blasmophet, the Soul Harvester\"><\/div><div class=\"edhrecp__card-container\" name=\"Invoke Dracona Optimai\"><\/div><div class=\"edhrecp__card-container\" name=\"Figment of War\"><\/div><\/div>\n<p>In fact, I&#8217;d go so far as to say that\u00a0<em>FAB<\/em> has a bit of a Timmy\/Tammy problem. I&#8217;ve kind of played around with this thought in some previous articles, and I still believe that much of the reason why\u00a0<em>FAB<\/em> has introduced the Illusionist class and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Dromai, Ash Artist\"href=\"#\" target=\"_blank\">Dromai, Ash Artist<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in particular is to secure the dragon demographic.<\/p>\n<p>Big attack actions are exciting and definitely a Timmy\/Tammy moment, but they feel, for lack of a better word, fleeting. Once they&#8217;re played and blocked or otherwise resolved, they go to the graveyard and you don&#8217;t really get the experience of warping the entire game around your big beater.<\/p>\n<p>Now, I think there are players out there, myself among them, who actually enjoy the fact that\u00a0<em>FAB<\/em> largely isn&#8217;t like <em>Magic<\/em> and the games it inspired. I enjoy <em>FAB<\/em> for its unique play experience and its relative lack of snowballing; you&#8217;re not just ruined if you don&#8217;t draw a way to remove that big beater for one or two turns.<\/p>\n<p>But I also believe that there is a sweet spot between these competing desires, and one that would open\u00a0<em>FAB<\/em> up to more people, which I think is undeniably a good goal for <em>Legend Story Studios<\/em> to strive towards. Dromai&#8217;s dragons are a good first step and proof of concept, but I believe the design of dragons still has a ways to go before it really captures a Timmy\/Tammy&#8217;s imagination.<\/p>\n<p>My advice for LSS: Don&#8217;t be scared of making future ally designs bigger. Much bigger. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Dracona Optimai\"href=\"#\" target=\"_blank\">Dracona Optimai<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is big, sure, but he lives more on his trigger and slowly accruing ash to summon him and setting up auras to protect him isn&#8217;t really the kind of efficient, long-term planning gameplay that Timmy\/Tammy is looking for.<\/p>\n<h2>All About That Ace: Johnny\/Jenny in <em>Flesh and Blood<\/em><\/h2>\n<p>Johnny\/Jenny are the combo players. This doesn&#8217;t mean that they&#8217;re motivated by finding a combo to win with; we&#8217;ll get to that next. What Johnny\/Jenny values is expressing themselves through deckbuilding. They want to show off how smart and\/or creative they are by building around synergies that nobody else has used so far, or used in the same way.<\/p>\n<p>In contrast with Timmy\/Tammy,\u00a0<em>FAB<\/em> is rife with Johnny\/Jenny design. So much so, that I find it legitimately hard to settle for just a handful of cards to best exemplify Johnny\/Jenny design in <em>FAB. <\/em>But if I have to &#8211; and I do &#8211; I would nominate <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cosmic Awakening\"href=\"#\" target=\"_blank\">Cosmic Awakening<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Cosmic Awakening\"><\/div><\/div>\n<p>It&#8217;s incredibly setup intensive. So much so that it&#8217;s likely never the best thing you can do in FAB, generally. But it offers enough conditional power to win you the game if you found a way to build your deck to support pitching three Chi somewhat reliably.<\/p>\n<h3>Takeaways for\u00a0<em>FAB<\/em> design: a Misunderstood Player Base<\/h3>\n<p>I&#8217;m tempted to say that <em>FAB<\/em> generally misunderstands Timmy\/Tammy, opting instead to cater their big, exciting cards more toward a Johnny\/Jenny mindset.<\/p>\n<p>The design of Dromai&#8217;s dragons and big cards like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crippling Crush\"href=\"#\" target=\"_blank\">Crippling Crush<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> that are more about efficiency than splashiness points to an inherent bias of the Johnny\/Jenny and Spike psychographic in <em>FAB<\/em>, one that originates with some core design philosophies of the game, that heavily favor some players over others.<\/p>\n<p>Keep in mind that this isn&#8217;t good or bad necessarily. These terms don&#8217;t really apply here. But it is something to keep in mind as we engage with the game as players and try to grow our community.<\/p>\n<h2>In it to Win it: Is <em>Flesh and Blood<\/em> a Spike&#8217;s dream?<\/h2>\n<p>Chances are, if you&#8217;ve played <em>Flesh and Blood <\/em>for a long time, this is you. Spikes are the players that play games to prove something. To prove that they are the best deckbuilders (different from Johnny\/Jenny&#8217;s goal of being the most creative deckbuilder), the best pilots or the best &#8220;tuners&#8221; of decks. If this is you, it might be because <em>FAB<\/em>&#8216;s core design philosophies spoke to you &#8211; maximizing skill expression while minimizing variance through its unique resource system.<\/p>\n<p>But as I&#8217;ve alluded to before, I think that <em>FAB<\/em> so far has leaned away from Timmy\/Tammy and towards Johnny\/Jenny (a little) and Spikes (a lot), best exemplified by perhaps the most spikiest of <em>FAB<\/em> card: everybody&#8217;s favorite overprized (or correctly prized) staple, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Command and Conquer\"href=\"#\" target=\"_blank\">Command and Conquer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>!<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Command and Conquer\"><\/div><div class=\"edhrecp__card-container\" name=\"Crown of Providence\"><\/div><div class=\"edhrecp__card-container\" name=\"Balance of Justice\"><\/div><\/div>\n<p>Even more so than its peers <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enlightened Strike\"href=\"#\" target=\"_blank\">Enlightened Strike<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crown of Providence\"href=\"#\" target=\"_blank\">Crown of Providence<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Balance of Justice\"href=\"#\" target=\"_blank\">Balance of Justice<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, the decks that wouldn&#8217;t be improved by a playset of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Command and Conquer\"href=\"#\" target=\"_blank\">Command and Conquer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>s are few and far between. <em>FAB<\/em> rewards efficiency, making the most out of any given situation, and what that leads to &#8211; the fact that there is always a way to eek out a win if you play optimally &#8211; is beautiful.<\/p>\n<h3>Takeaways for\u00a0<em>FAB<\/em> design: a Noble Goal with Mixed Results<\/h3>\n<p>On the flipside, it leads to some designs that are almost unbearably dry. It&#8217;s honestly a little embarrassing that one of the best cards in the game is this absolutely generic value machine, a card that gets by on its sheer under-costed efficiency, rather than anything exciting.<\/p>\n<p>While other games (I&#8217;m looking at <em>Magic: The Gathering<\/em> again, here) had their fair share of powerful staples, the likes of the infamous Black Lotus or Ancestral Recall at least managed to appeal through their panache. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Command and Conquer\"href=\"#\" target=\"_blank\">Command and Conquer<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, in comparison, is like that time when Siege Rhino ruled Standard, a thing that just happens to do more for less than anything else that&#8217;s around.<\/p>\n<p>And if you understand that reference without looking it up: remember to set aside some time to work out a retirement plan, gramps.<\/p>\n<h2>Parting Thoughts<\/h2>\n<p>With all that being said, LSS has been making moves to make <em>FAB<\/em> a bit less spike-y, introducing cards and whole mechanics that increase variance and setting aside valuable space in their sets for Johnny\/Jenny cards that are more aspirational than truly good. Remember <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prismatic Leyline\"href=\"#\" target=\"_blank\">Prismatic Leyline<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>?<\/p>\n<p>I believe it&#8217;s always good to check your biases and be mindful of where your design goals lead you.\u00a0<em>FAB<\/em> did well for itself with its incredibly rewarding competitive core, and I believe the worst thing LSS could do would be to sacrifice that core value the game has for cards that are splashy for splashiness&#8217; sake.<\/p>\n<p>But I also believe that there is always a third way, and so far,\u00a0<em>FAB<\/em> seems to be doing many things right. And I can&#8217;t wait to see what they&#8217;ll get right next!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>What drives the player psychographic archetypes, and how do they relate to Flesh and Blood card design? Find out here.<\/p>\n","protected":false},"author":10,"featured_media":5698,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8],"tags":[86,516,35,36,520,521,517,522,209,519,518],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Player Psychographics and What They Teach Us about Flesh and Blood - FABREC<\/title>\n<meta name=\"description\" content=\"What drives the player psychographic archetypes, and how do they relate to Flesh and Blood card design? 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