"I'm looking for games that are playable by a wide audience, fairly fast, a good amount of luck, a good amount of strategy, and something that feels more like a paper game but was still made with a computer," Garfield tells Gamasutra, describing Mind Twist and his move towards digital gaming. "I'm trying to make the game more broadly accessible than a trading card game," says Garfield. "TCGs are often very intimidating because constructing decks is a difficult task. The competition in the area is such that players know that they're potentially getting into something that is very complicated and very expensive." Garfield says the game will feature versus battles that take approximately 10 minutes to complete. Instead of individual cards, players will buy pre-constructed armies that offer some customization, akin to buying pre-constructed Magic decks. He describes the game as "very expandable". Garfield also says that this approach should "minimize" the advantage rich players could gain in Magic, because you can't select specific units and create whole armies; in Magic, any specific card, no matter how rare, could be used in any player-created deck. The strategy is preserved between those with a big and small budget, he says, because "I don't have the weight of my 50 purchases behind me; I just have that one deck, and my [personal] experience." However, Garfield sees the potential for deep strategy all the same. "I want people to, when they play, not feel like they have to invest as much time and energy as they do with Magic, but still have the same game play depth that Magic might have, and the expandability." He describes Mind Twist as having "less of an arms race, less of a learning curve" than his popular creation. The game, of course will offer a free army to get the player started, but if he becomes enamored with it, he can purchase more -- including any army he sees an opponent using. "If you like the game -- that's our job -- then you will be interested in getting more of these [armies] and increasing the breadth of strategies you can bring to bear," says Garfield. Of course, purchasing optional armies implies a microtransaction model, but Garfield is quick to point out a nuance: "'Microtransaction' is accurate, but it's not as 'micro' as many games. We haven't pinned down exactly what [cost] it's going to be, but what I'd like to see is something more chunky than microtransactions, because you're buying the analogue of a [Magic] deck."
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