The developers at Marvel Snap have done their job a little too well. In an interview with The Verge, the developers spoke about how, when designing Marvel Snap, they wanted to create a game that could “fit into your life.” Well, it seems like I and millions of others have not only managed to fit the game into our lives but have shaped our lives around it. That’s why I play a few quick rounds first thing in the morning, reward my productivity at work with a midday Snap break, and why I must end the day on a dub before I can sleep.
Marvel Snap is the debut game of Second Dinner, an indie studio founded by ex-Blizzard developers, and from the start, they knew they wanted to create a mobile card game. “Marvel Snap is about continuing our passion for sharing our love for collectible card games with as many people in the world as possible,” said Yong Woo, Snap’s chief production officer and co-founder at Second Dinner.
“We felt like mobile is absolutely a great starting point,” he continued. “We’re thinking about a game that can fit into your lifestyle, where everybody can enjoy it regardless of how much time they may have in their lives.”
One of Marvel Snap’s biggest draws is that it’s a game that can be fully experienced in minutes at a time. While gamers still greatly enjoy the 60-plus-hour, full narrative experiences from developers like Sony, Ubisoft, and EA, as the core age demographic of gamers slowly creeps upward, the idea of “appointment gaming” is starting to increase in popularity.
Yong said that, like most developers, the folks at Second Dinner want to make games they themselves are passionate about and would want to play. And in designing Snap, they wanted a game that wouldn’t interfere too much with people’s busy lives where oftentimes, a trip to the toilet is one of the day’s only moments of peace and solitude.
“They’re are games out there where you could play around, and it’s like five minutes,” Yong said. “But then, if you get into a crazy situation, you could be sitting on a toilet for like 20 minutes, you know?”
Yong continued, “When we were thinking how we wanted to forge [Marvel Snap], [we thought] ‘Hey, what if a game could be super strategically deep, and what if we could also somehow make it, like, three minutes long?’”
“What if a game could be super strategically deep, and what if we could also somehow make it, like, three minutes long?”
A typical Marvel Snap match lasts around three to six minutes. While that short time doesn’t sound like it lends itself well to the kind of deep-thinking play CCGs are known for, Snap’s card design, unique field-of-play, and “snap” mechanic makes for matches that are like neutron stars of competitive drama. Imagine if you could get all the thrill of victory, the agony of defeat, and the high-octane emotion of wild “swing for the fences” plays in six minutes or less. Now imagine that 70 percent of your games are like that:…