Ever since Blasting Fuse and Senet Switch, Konami tried to use the column layout of the playing field as an intricate basis for game mechanics. It was an idea with a lot of potential, but it didn't really catch on until the modern era of dueling. Try as they might to make columns happen, Konami kept running into a playerbase that just wanted to ignore columns entirely.
...Until today, at least. Now cards like Infinite Impermanence, Iron Dragon Tiamaton, and of course the Mekk-Knight family all see table time and players always know what zones their cards are in. What happened? Why the sudden success with columns? And what impact has that newfound relevance had on game design and the player experience over time.
Doug answers those questions and more in today's featured video.
What do you think of the column mechanic in modern Yu-Gi-Oh? Do you think we'll see more of this kind of position-driven play in the future, and how far do you think the mechanic could be pushed until it just becomes too much: what's the most broken thing you could theoretically do with columns. Let us know your thoughts down in the comments.