Recently,
I’ve been on a kick to design a card game. And not just any card game – but the
perfect card game. In order to do that, I’ve been looking at different card
games, board games and minis games and see what works and what doesn’t. By
sitting down and analyzing each of these different games (and each section
individually) I’ve come across some pretty interesting things.
So,
this blog is going to cover the creation of a card game. Sitting down at the
table, from scratch, the game has one requirement: the game must appeal to a
casual crowd while also catering to a competitive scene. This is one of the
hardest things to accomplish in game design, especially since both parties want
pretty different things.
Before
I dive anymore into the above division I’d like to define both terms. The
“casual crowd” are people who often sit at home. They don’t care about
tournament rules, they rarely take notice of errata and the amount of work they
put into the game outside of playing it is limited. Casual players focus on the
amount of “fun” in the game, they want to big plays, have silly combos and
laugh their heads off at interactions they didn’t notice before. Casual players
fill the bulk of most card game players. The competitive scene is much more
socially aware. Competitive players often spend their time on websites, blogs
or forums made available to them by either the publisher, developer or other
rabid fans.
They
want two different things. One of the more common of my analogies in this blog
is going to be to Magic: The Gathering
and to Fantasy Flight Games’ various Living Card Games. These two live on two
totally separate planes, but both serve a purpose. Magic is the longest running trading card game that still gets
played regularly, and it shows no signs of stopping. The Wizards of the Coast
published game just celebrated its 20th anniversary. The game now
has over 13,000 published cards and in June it broke a record by having almost
4500 people attend Grand Prix Las Vegas in June of this year. Magic, as you can see, is incredibly
popular and has a massive competitive scene. The Living Card Game is a system
(a series of games, really) that change the way that card games like this are
approached and handled. Every time a product is released for an LCG, it is released
in a package with every card in that publication.
It’s
pretty easy to see, then, why the Living Card Game appeals to casual players.
When talking about casual games in particular I’ll be referencing Fantasy
Flight’s Lord of the Rings LCG. The
reason this is because, beyond the marketing and publishing being more casual
friendly, it is not a competitive game. In Lord
of the Rings you (and your friends if you want) play against the game. Lord of the
Rings can be played solo, and when you do play with your friends you work
as a time to beat a particular scenario or enemy.
Now
that we know what the game needs I’m
going to tell you a little bit about myself, and then jump into what design
involves.
My name
is Liam Sobel and I attend Full Sail University – I’m a Game Design major. My
brother introduced me to Magic when I was in Junior High. Though I never owned
my own Magic cards then, I got really deep into Pokemon with my classmates. In
High School I picked up Magic on my own, and several friends of mine dabbled in
Yu Gi Oh!, and I played with them. I tried out Duel Masters when it premiered
over here. That’s around the time my friends and I wanted to start branching
out – we started playing Dungeons and Dragons and over the next few years we
picked up and tested several other games to broaden our horizons.
Eventually
we went back to Magic. We played for years in our early years of college. We
kept up with it online, went to some events up to six hours away. After a
while, we decided to try branching out again, and that’s when we came across
the Living Card Game. We picked up Lord
of the Rings and instantly fell in love. We’ve played almost all of the
Living Card Games now (except Warhammer and
Android).
So,
we’ve played a lot of games. But that’s not enough. I entered the Game Design
program almost a year ago, and since then have been subject to many of the
tools and concepts that designers use. This will be the blog chronicling an
amateur designer trying to make a card game that is playable, fun and even so
damn good that there are tournaments for it.
What Is Design?
Image property of Wizards of the Coast. |
That’s
a designers job. In games, designers write rules and create whole cards. A lot
of that comes from years of experience with design, playing or whatever
property they’re working with. If the property is unique to the game then they
might use cards and mechanics to personify the setting, or they might use the
setting to create the cards. More on this later.
Whenever
cards are designed, they are proto-played. In bigger companies this happens
with two different teams to ensure quality. This development team prints out
these cards, makes decks, plays, makes different decks, plays, mixes them in
with existing cards, plays, makes another deck, etc. A good development team
does this with every card that is
published to ensure both consistent power levels, flavor and that nothing
breaks the game.
The
development team writes down any problems they see (this doesn’t work how you
intended, costs too much, too over powered, etc.) and then gives it back to the design team to fix. Once
each card from a set has the stamp of approval from both teams the set is given
another walk through from development. Companies often hold their own
tournaments for employees using the future cards, Magic is notorious for having what they call “Future Future League”
which is what their tournament scene will look in the next year or two.
You can
tackle design one of two ways. The first is called “top down” design. I first
heard this term from Mark Rosewater, who is the lead Designer for Magic right now. Top down design is also
called “flavor design”. Top down design begins with a concept or an idea within
the universe you’re designing. Imagine designing a science-fiction card game,
one of the things you might want to do is make a card about species
communicating with one another, which might be hard to do.
So you
start with that idea and you say “How do they communicate with each other?”
Based on that idea you make what the
card does. Top-down is an essential part of casual play and is an essential
part of marketing. You might have a great game, but without knowing anything
about what you’re doing or where you’re playing it can get kind of dull.
Image property of Fantasy Flight Games |
The other
major design avenue is, appropriately enough, called “bottom up” design, and it
works exactly the opposite of top-down. With bottom up design you come up with
a mechanic, or a function for a card, and you create it and give it flavor
later.
Most
designers understand the necessity of having certain mechanics and cards in
each set. For example, every set in Magic
has creatures and ways to deal with
creatures. Most sets also have ways to draw cards and ways to have you
opponents discard cards. These are two major
interactions that make the game fun to play.
Image property of Fantasy Flight Games |
Repeating
these necessary functions allows players to create decks that maintain a level
of consistency. A deck that is considered aggressive (or “aggro”) has a lot of
creatures. But on top of that he needs a way to play these creatures, or
perhaps to protect his investments.
A good
game doesn’t restrict to one or the other, though. Good games utilize both
top-down and bottom-up design and finds places for both to be prominent.
Finding where each design type belongs is the label of a great designer.
What Is It That We’re Designing?
The
rest of this blog is going to be dedicated to finding and designing a great
card game. Now that we’ve defined “design” and given the two approaches to
design, I’ll be breaking down different mechanics and functions in card games
in order to sort out how the game will look.
So,
like any good creation we need to break this down a bit further. Above, I
outlined one of the needs of this
game. It needs to cater to both casual and competitive audiences. That’s my
primary goal – to reach everyone. But there are some other needs and wants that
I’m going to outline to give people a more clear idea of my aim in the coming
weeks.
This
game also needs to be complex, yet elegant. I know that sounds kind of like an
oxymoron but there are a lot of complex concepts that people just “get”
nowadays. If you’re familiar with card and board games, you’re likely familiar
with the concept of resources and spending to gain cards or abilities. There
are also complex concepts like Magic’s
“the stack” that, at first, seem daunting but in reality are fairly simple.
These are just a few examples of what I’m aiming for.
Interactivity
is also pretty high on my priority list. Games that feel like you’re really
effecting your opponent seem to generate the most fun because people often get
together to play games for social reasons (apart from the fun). What I want to
avoid are games that seem like you’re playing solitaire, and there happens to
be another person playing next to you.
Flavor.
Highest on my want list is the
integration of flavor into the game. I don’t want this to feel like some
generic card game – I want players to understand what they’re doing and what
role they play in the world. One of the things I’ve always felt was great was
when I had friends playing Legend of the
Five Rings. During their tournaments, the victor would determine the
outcome of a particular storyline - which would slightly alter the atmosphere
and setting for the following year’s releases. That level of immersion is my
goal.
Each of
these functions and mechanics will be looked at in depth, and some of them
might even have to come out over the course of two or three weeks. This blog
will go live every Saturday. Pre-production will last for about six weeks, and
we’ll wrap that up with the entry that goes live on October 26th.
During that period we will pick a universe, design the rules, design combat and
look at different “types” of cards and how they interact with one another. After
that, we’re going to dive into actual production where we begin designing the
first “core” set. We’ll develop different card types, look at mechanics and
even create individual cards. This section should last for another eight weeks
or so and conclude around the time of the entry on December 21st.
Then
comes the fun part. Around that time I will be looking for play testers.
Several people on campus have already agreed to help, and I will be taking the
game to two or three of my local game shops to play in earnest. But, I will
also be looking for other people that I can send a PDF of the cards to and have
them playtest it with their friends.
Next
week, we’ll be looking at the universe that we’ll be designing in. This will
set up the future flavor, setting and characters that are involved with our
game. I’ll talk about the merits of creating a new IP and using an existing
one.
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