Many of us are familiar with the classic Johnny/Timmy/Spike archetypes shared by Mark Rosewater in his now-famous article for Wizards of the Coast. While these archetypes work great for Magic, every company is a bit different. One of the exciting truths about being game designers is that we get to choose who we serve and who we build our games to attract.
Most of Level 99 Games’ fans fall into one of these archetypes, or are split across two of them. Aside from the three main archetypes, there is one additional meta-archetype, for a total of four. To describe them, I’ve used familiar characters from Millennium Blades, who were designed with these motivations in mind. Unlike the Rosewater archetypes, our archetypes are less about what players engage with in the games, and instead focus on why they engage with the games in the first place. And of course, we have a bit more ground to cover, since we’re designing entire game experiences and not just cards and expansions.