Among the things I like bestest about Inflexion's alt-Victorian fantasy survival game Nightingale is its Realm cards mechanic, whereby you generate and modify worlds by playing Major and Minor cards. Major cards are used at portals to conjure up a particular biome or world type and set the difficulty, including an approximate choice of resident NPC factions, local fauna and resources. Minor cards are played within worlds to mess with their workings. You can lower the gravity for optimal umbrella gliding conditions, alter the weather or summon a Blood Moon (sorry, Zelda) that reduces your max health.
It's a nifty concept, and my first thought on dabbling with the cards was that I'd love them to form the basis for a full-blown collectible card game, where players vie for possession of rarer cards that open the way to especially legendary Realms that house more eldritch Fae wildlife and perhaps, the most intriguing quests. I put the idea to Inflexion's CEO Aaryn Flynn during an interview last week, following our chaotic group hands-on, and much to my delight, he seemed enthused.
"I love that idea," Flynn said. "Yeah, we do talk about that. You know, cards where there's only one or 10 cards that have to be passed around, and they're completely unique. Yeah, I think the card system can be extended nearly infinitely, and I think we've just scratched the surface of it. We're fortunate that a lot of the time we've spent in the underlying systems do enable things like that. Yeah, I think that's a super cool idea."
This isn't confirmation that Inflexion will one day turn the Realms card system into its own Fae spin on Magic: The Gathering - more immediate priorities include improving the game's UI, which is probably the thing we like least about Nightingale at the time of writing. But it doesn't sound like an absolute pipedream project, either.
"You can imagine, you know, if we ever introduced PvP, you could say like, it's the 'war of the cards'," Flynn went on.
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