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Obscure Designs is taking a step in another direction. The last few weeks have been incredibly enlightening for me as a designer. My classes have moved at a much brisker pace than I anticipated and on top of that designing a card game taught me a lot – even if it flopped.

Instead, this blog is going to be used for a different purpose from now on. Instead of chronicling the design of a single table top game, this space will be used to portray and draw out different systems and features for games in the future. In so many words, it will become a living portfolio of ideas, concepts and other designs for the future.

Brave New Worlds

            The setting of any game is possibly the most important factor. The setting can define your atmosphere, how your mechanics interact, who your characters are and how many people are attracted to your game.
            This article is going to talk about what universe – and therefore the setting – that we’re going to use in our game. We’re going to talk about what works and what doesn’t. Then we’re going to talk about what we want to see, what the setting is, who the characters are and how that setting translates to different mechanics and functions in the game.
            A fair warning for the folks with short attention spans; this is a long article. It’s about twice as long as my first post. I try to move through each thing fairly quickly, though. My apologies in advance.

            What Works?
            There are a lot of card games that can be considered “successful”, so I’m going to define here what works, and what doesn’t. You could say that that successful games are only ones that make a lot of money. While making a lot of money does make you successful, that’s not necessarily the exclusive factor. Games like Kaijudo might not exactly make a lot of money, but they’re still pretty popular and have their own cult following. For a while, Decipher’s Lord of the Rings had several sets and even won some awards – but it’s tournaments could’ve been better. The game peaked in 2002 with a record attendance of 212.
            Lord of the Rings rode out the success of the movies, but in 2007 Decipher stopped production of the physical game. Though it was succeeded by an online TCG with the same rules, that run only lasted another three years. But I would still say that the Lord of the Rings was pretty successful.
            Other games like Call of Cthulhu, which is one of Fantasy Flight’s LCG’s, have more of a cult appeal. The Lovecraft mythos isn’t wildly popular – but it is something that a lot of people know about. It’s very prominent in literary circles and horror circles. That being said, Cthulhu isn’t nearly as widely known as Star Wars or Lord of the Rings.
The most successful card games, like Magic: The Gathering and Yu Gi Oh! Seem to be based on new and unique IPs (intellectual properties). Does that make new franchises the most popular? I don’t think so, but it certainly does help in the back-of-the-house workings of the game.
            When basing games on existing properties, many characters and settings have to be portrayed in a certain way. This sometimes can be an obstacle in design.
            Other times, financing can become a problem. For existing franchises, especially as one as large as Lord of the Rings or Star Wars, the amount of money a card game needs can be overwhelming. This creates licensing issues. While the Lord of the Rings game by Decipher was great and brought in quite a bit of profit it ended in 2007 when the license ran up. It’s unclear whether the license for the product became too high or if Decipher had other plans, but the license wasn’t renewed and the last expansion was released in June.
            But let’s look at Magic for a minute. Magic was a new IP, based on very traditional Western Fantasy themes. It was very obviously inspired by the tales of Tolkein and the designs of Gary Gygax and Dave Arneson. Magic has even gone through several flavor changes since its publication in 1993.
            But Magic works. It’s such a broad category that it appeals to a lot of different types of people. People who enjoyed Dungeons & Dragons obviously enjoy it, and people who read Lord of the Rings will enjoy it. But now, with things like World of Warcraft being as mainstream as it is and the Lord of the Rings movies being as popular as they are it’s hard for someone not to know what an elf is, or how to identify a dwarf.
            The common ground here is that they know their audience. Magic has a pretty wide audience now, but it was originally intended for young adult to middle age. Those are the people who, originally, identified with Magic and it’s setting. They were also the people who would be most willing to spend the money on Magic and dedicate time to play it.
            So, what works? Fantasy seems to be a common theme. And of all the above successful games another theme is existing IPs. Despite political and marketing disputes, making a game on an existing universe has great impact on a card game.
            What Doesn’t Work?
            I’m going to start referencing some other games now that might not be as mainstream or as well-known as the above. That’s why this segment is titled What Doesn’t Work? But I will try to link as many examples as I can.
            One of Decipher’s down falls is that it tried to be too random. While that’s not innately a negative trait of the setting(s), it does put quite the pressure on the setting. Decipher constantly used a mechanic called “Destiny” which revolved around revealing a random card and using a number that has nothing else to do with the game to some effect.
            While this might be an interesting mechanic in the right situation, Decipher forced it into several of its smaller product lines including .hack//ENEMY, MegaMan NT Warrior, Star Wars CCG, and Fight Klub. While the flavor behind the “Destiny” mechanic is generic enough to fit in all of those, it doesn’t exactly bring anything special to the flavor either.
            While the .hack//ENEMY and MegaMan NT Warrior were based on existing properties, neither lasted for longer than two years even though .hack//ENEMY won the Origins Award for Best Tradeable Card Game in 2003.
            These were both cancelled, though it’s unclear why. Call of Cthulhu is in a similar boat. It’s based on a property that isn’t very popular. However, the LCG format makes it more cost effective for a smaller audience. Call of Cthulhu, in my opinion, is the blurred line between What Works and What Doesn’t.
            However, there’s another way to approach What Doesn’t Work? Let’s look at the Star Wars franchise. When Decipher first published the Star Wars CCG in 1995 it was the beginning of a beautiful relationship between the sci-fi mega franchise and table-top gaming. Four years later they published a different Star Wars card game called Young Jedi. Then in 2001, they printed yet another Star Wars card game called Jedi Knight which was only in print for that year – until Decipher lost the Star Wars license at the end of 2001.
            In 2001 Wizards of the Coast gained the license to Star Wars and started the Star Wars TCG, which was widely accepted as a great game. In 2005, though, Star Wars TCG was put on an indefinite hold, though Wizards retained the license for Star Wars games until 2010.
            Another, smaller, game was published in 2007 called Star Wars Pocketmodel TCG. While a little different than the traditional TCG, Pocketmodel was published by WizKids. At the time, WizKids was owned by The Topps Company. In 2008 WizKids eliminated all of its existing brand product lines, including Star Wars.
            At GenCon 2011 Fantasy Flight Games demoed it’s new Star Wars: The Card Game which followed it’s LCG format – because of huge complaints at those demos the game went through a major overhaul and was released in December of 2012.
            That means that in the last 18 years Star Wars, in card board form, has been in the hand of four different publishers. Does that mean Star Wars doesn’t work? Maybe. Most importantly, though, it’s a big red flag to the longevity in the eyes of a designer. The Wizards of the Coast Star Wars Trading Card Game and Fantasy Flight’s Star Wars: The Card Game both seem to have done (or are doing) really well. While Young Jedi, Jedi Knight and Star Wars CCG all had a decent following, the games never really took off like the others.
            The problem with a lot of new games is that they don’t target the right audience. MegaMan NT Warrior, for example, is based on an anime that is originally intended for younger kids. Yes, the MegaMan franchise might induce a sense of nostalgia, but that’s not enough to warrant a whole game over.
            The Star Wars franchise is obviously going to reach a lot more people than Mega Man. Having a bigger franchise will, innately, bring more players – that’s a simple fact.
            What Are You Trying to Say?
Image property of
Decipher
            What does all this mean? First of all, I’m not trying to say that using a new or existing IP is going to make or break a game. What it does mean is that you need to approach the two very differently. If you’re using an existing property try to make sure you work with the team that created it closely. If it’s based off of a movie, talk to the director, producer, writer and the actors. If it’s based on a book, get into the authors head. Make sure you know the core materials.
            If you’re making a new world, plan it out. Make sure that you know the world inside and out before you approach making the game. Knowing the world will help you approach the mechanics. Game building in general is often more top-down then it is bottom up.
            That being said, there is some lee-way. If you plan on making a game that works a certain way, you should create your world with that in mind – but not necessarily around that mechanic.
            What am trying to say is that, whatever you choose, your world needs to be rich, fleshed out and the world and mechanics need to blend together seamlessly. New IP’s and existing properties both have pros and cons.
            Now that we’ve taken a look at what works and what doesn’t, let’s dive in to what we want our game to look like.
            Genre
            From a creative stand point the easiest genre to make into almost any medium is Fantasy. Fantasy is surreal and almost every form of fantasy has almost no ties to any mode of reality or resemblance of our world. This gives designers, writers, producers, etc. the most valuable commodity in design; creative license. They can say that something works the way they want it to – even if it wouldn’t work like that in real life.
            The same is sort of true for sci-fi, with the exception that future is a dominant factor and so we have to say that it’s the future of something and the easiest something is our world. Let’s explore some sci-fi properties that do this.
            The easiest and foremost sci-fi properties that come to mind are Star Trek and the Mass Effect games. Star Trek is set in our future. Even though it’s grounded in reality, Gene Roddenberry envisioned a future in which mankind’s most prominent goal is to explore and learn.
            While nowadays people sure do like learning and exploring there are a lot more goals to aim for. Star Trek is a utopian future, where we’ve learned from our past mistakes and are trying to maintain healthy relationships with alien species.
            The Mass Effect games are also in our future, but they paint a similar yet different picture. In Mass Effect humanity is still the newest member of the galactic culture, and therefore is often overlooked or undervalued. Mass Effect puts a small juxtaposition on the idea of xenophobia because many races are afraid of humans and this casts them in a pretty interesting light.
            However, many of the characters in Mass Effect are trying to build towards a culture of exploration and research instead of its current path.
            The similarity is that, while grounded on Earth, both stories have fairly unique worlds, species, characters and settings. Even though Earth is a hard anchor for the viewers, beautiful and inspiring aliens and planets are created to juxtapose Earth and make the viewer feel distant from home.
            Now let’s look at another sci-fi property that does the exact opposite. Many of you might think I’m going to talk about Star Wars, and you’d be close. But instead, let’s take a look at Battlestar Galactica.
            In the opening scenes of Battlestar Galactica we learn that people live on a planet that is much like Earth, though in the not-so-distant future. Science has been expedited and space travel is common place. And not only is space travel regular, it has been around for quite some time.
            Then we learn that the show takes place, not on Earth but, a planet called Caprica that is one of twelve other planets in the system that are all inhabited by these humans. These twelve colonies are a reflection of twelve of our constellations. It’s a strange and eerie feeling to think that this universe is part of our universe in the same way as Star Trek, but it’s much different.
            Over the course of the show we learn that there was a thirteenth colony that was lost when first settled. That thirteenth colony was Earth. So while BSG was not initially part of our universe, we find out that these people are aliens coming to Earth. Is BSG an invasion story? No, not at all. But it allowed the creators to design the world, legitimately, from the ground up in a similar fashion to the fantasy genre.

Image property of SyFy

            So now that we’ve established the two major genres, let’s talk about niche sub-genres. The biggest sub-genre at the moment seems to be post-apocalyptic. With movies like Book of Eli having as much success as it did, coupled with the infinite popularity of The Walking Dead in comics, video games and television it seems this genre has a bright future.
            On the other hand, steampunk is a small genre that grew for the last several years and seems to have plateaued. What is steampunk? If you don’t know, steampunk is a sub-genre of alternate history or Victorian that poses what would have happened had steam become a dominate form of energy. Video games like Dishonored are steam punk with a mix of fantasy. It’s very artsy, but usually can’t hold the weight of a whole franchise on its own.
            What Do All These Have to Offer?
            This is a list of raw ideas and concepts for each genre. Keep in mind that these, obviously, aren’t full products or ideas and need tons and tons of work. They’re rough outlines at best.
            Fantasy
Image property of
Decipher
            Unless necessary, I’m fairly adamant about staying away from fantasy. Fantasy seems to have been overdone, especially in the gaming industry. From video games like Dragon Age, Elder Scrolls, Kingdoms of Amalur, World of Warcraft, any number of Warhammer renditions and Diablo to table top games like Magic: The Gathering, Lord of the Rings LCG, Game of Thrones LCG, Dungeons & Dragons, Pathfinder and more Warhammer.
            And these are just some mainstream examples off the top of my head. Fantasy seems to have oversaturated the industry. Not that fantasy is bad, mind you. Fantasy has its place, but there’s a lot of design space in other genres that haven’t been tapped.
            Steampunk
            Steampunk still has some room to grow, there’s no doubt about that. But right now it has a pretty small cult following. Is that really where we want to be? And to be honest, the answer is no. As a small design group – of about three – planning on going on Kickstarter, we need to appeal to as many people as possible.
            While Steampunk has room to grow, and is definitely a flourish of flavor and mechanics, it just doesn’t have the right audience or tone that we’re looking for. But Steampunk seems so limited right now that, not only would we have a smaller target audience, but where would we go? How do make something like Steampunk bigger without introducing other elements (like fantasy)?
            Sci-Fi
            This is a very broad genre that can span several worthy sub-genres. So this is going to be tackled with many different of those sub-genres.
            Sci-Fi: Cyberpunk
            If you’ve never heard of cyberpunk, I’m not shocked. It’s a very cool setting, usually in a dystopian future where people are augmented or upgraded with cybernetics. In video games there is a large interest in the Deus Ex franchise. But on tabletop this is a mostly unexplored territory. However, one property does exist and it does have quite a large following as of now. Android: Netrunner is set in a cyberpunk world where large corporations own the majority of governments and ruling bodies. Netrunner isn’t as popular as Magic or anything, but it is one of Fantasy Flights most competitively popular games.
            Sci-Fi: Alien Invasion
            As far as design goes, this is largely untapped. In my years of gaming, I have never come across a game in this type of setting. It might because, largely, it initially seems very narrow. It also leads to some questions. What role do the players play? Are they the aliens, or are they the survivors? Or both?
            One of the most interesting ideas that comes up in this genre is the idea of a game-controlled enemy. One of the reasons that Fantasy Flights’ Lord of the Rings is so compelling and successful is that it’s a cooperative games. The players play against a “scenario” where they quest to progress. It would be simple to take this idea and morph it. Players play as survivors, fill their decks with equipment and resources and try to escape the aliens. Think Falling Skies.
Image property of
Upper Deck Entertainment
            Sci-Fi: Super Heroes
            While they’re have been many moderately successful card games based on existing superheroes like VS System there has yet to be a game that introduces new super heroes or a new super hero world. That’s because making new super heroes is difficult in any medium.
            Other than DC or Marvel, it is incredibly hard to break in to the world of comic books – which are locked in with the concept of super heroes. While VS System was a great game, it too was discontinued. This seems like something we want to stay away from.
            Sci-Fi: Space
            This is in the same vein as Star Wars or Star Trek. This is what most people think of when you talk about traditional sci-fi, and there have obviously been a few of these.
            When I envision a game like this, the first thing I think of is a game like Magic but instead of elves and dwarves, there are different types of aliens.  On the other hand, a different way to approach this might be for different cards to represent different pieces of a ship. Different systems, equipment and crew members.
            Paranormal
            The paranormal idea is based loosely on the show Supernatural and would feature different Hunters fighting different supernatural beings like ghosts, werewolves, vampires, etc. Players would bring two decks to the table – a Hunter deck and a Supernatural deck. Each player would fight their opponents Supernatural cards.
            Players take advantage of specific weaknesses of different species. For example, werewolves and other changelings are weak to silver, while ghosts might take considerably less damage from physical weapons. This idea has a lot of unique design space due to the sheer volume of American or “Urban” legends.
            So… What Are We Gonna Make?






Image property of The CW
            My two favorites are the Space game and the Paranormal game. I also have a soft spot in my heart for invasion stories – I’m a big fan of XCOM the like. All of them have an immense amount of design space that is largely untapped. Both are very powerful and popular genres.
            One thing to keep in mind is that our goal is to be both competitive and casual. In order to do this one of the things we need to focus on is interactivity, fun and awareness.
            Using the brief examples above, it’s obvious that both games can be interactive – but this brings us to a sort of hurdle in the original idea for the Paranormal game. If players bring two decks – they play with their Hunters against the enemies Monsters this sort of limits the amount of interactivity.
            An obvious work around is that Hunter cards can also hinder your opponents Hunter cards. But let’s think about the flavor behind that. Would two groups of Hunters usually try to sabotage one another? Probably not. Going off our original idea of Supernatural this is actually the opposite of the “family” bonding that typically happens.
            In the Space idea we build ships and let those ships dogfight with one another. This also has a small problem – how do we separate the “building” and the “fighting” part? It doesn’t make a lot of sense to have a ship being built and then immediately go in to combat, but by playing the cards it also allows you to totally customize how you want to play.
             The Invasion idea is both competitive, with an element of cooperation. By having a game-controlled enemy, both players have to work against that. But they’re also working against one another to be the first safe team. The goal would be to set up some kind of “questing” feature, similar to in Lord of the Rings that is static between all games (instead of unique to a scenario).
            There is one detail that we’ve over looked. Other than what is popular, or sounds most exciting whenever you design a game you have to do something you love. And I know that might something you hear a lot – but it’s true. Taking on a task like making a game takes a lot of time, dedication and commitment. If you don’t love what you’re making you’re doing it a disservice.
            Here’s a quick recap of what we learned:
-          World design and rule design need to be integrated together. A game shouldn’t feel like an add-on to an existing universe.
-          The mechanics and rules of the game also need to have an appropriate place in the way the world feels.
-          Your world and your game should be an equal representation of one another, especially if you’re using an existing universe.
-          Don’t pull a “Decipher” and try to force a mechanic that has no place in your world.
-          Some ideas, like Steampunk, don’t have enough steam to carry a whole game by itself.
-          Some ideas, like Fantasy, are tried and true – but largely overdone.

            With all that in mind we’re going to make the Paranormal style game. While it’s one of the ones the needs a lot of work, it’s clear what needs to be done to it. Once we flesh out the rules and start making the necessary changes, I have faith that it will open up a number of different avenues for a great and varied future.
            Thanks for riding this one out with me, I know it was long but we’re getting there! Join me next week when start hashing out the basic premise to our game!

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