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Re:The Fall of Avalon Hill (1998) by jldugger on Monday August 29, 2016 @11:02PM (#12387196)
It's kind of interesting how things build on off of others, and yet diverge wildly. Wargaming minis spawned D&D. And while the spell mechanics of MtG were inspired by Cosmic Encounter, the combat is familiar to D&D players, and caught on like wildfire among the RPG community.

And MtG in turn has inspired a number of games, beyond simple CCG clones. MtG booster pack drafting inspired 7 Wonders and a number of similar games. Deck customization aspects inspired Dominion and countless other Deck Builder games. The whole CCG aftermarket trading / tournament scene inspired a game called Millenium Blades.

Re:The Fall of Avalon Hill (1998) by labster on Tuesday August 30, 2016 @01:54AM (#12387820)
If we have played better games, it is because we stand on the shoulders of hill giants.
Re:The Fall of Avalon Hill (1998) by PhasmaFelis on Tuesday August 30, 2016 @02:57AM (#12388050)
It's boggling how much video games in general owe to D&D, and how little most videogamers are aware of it.
Re:The Fall of Avalon Hill (1998) by panglott on Tuesday August 30, 2016 @10:33AM (#12390509)
This is a great example of how intellectual property supports and hampers innovation. Board games can be protected by trademark, copyright and patents; patenting game used to be very common (I have a copy of Camelot from 1932 with the patent notice prominently displayed).

But these days board game publishers generally don't bother with patents. Dominion could certainly have patented its gameplay; but it wasn't, and so we have dozens and dozens of deckbuilding games pushing forward all kinds of innovations in game design.

Re:The Fall of Avalon Hill (1998) by ConroyBumpus on Tuesday August 30, 2016 @12:37PM (#12391616)
What amazed me was the overlap between serious tournament MtG players and professional poker players. A lot of the mechanics are more transferable than one would initially think.