What is my (currently untitled) game?
I've talked a little about the game I've been designing, but haven't really given all that much information as to what the game actually is. I'd like to say my game is the bridge between RPG's and CCG's.
I've played RPG's (Role Playing Games), namely dungeons and dragons, for years and as much as I love them they seem to have some problems that I think can be solved by moving the gameplay -combat- to another format. I've also played CCG's (collectible card games), specifically Magic the Gathering, for years. As much as I love magic, it's not as immersive as I would like. So, I think my game can fill the missing gap in between between the two games.
But, there are some issues with RPG's that I need to avoid.
Often at my RPG "table" a large fight lasts about two rounds after weeks of build up. The term I hear the most for this is rocket tag. Each game consists of players and the bad guys dealing a ton of damage in a short period of time. As players get stronger their enemies get stronger to match. Damage gets higher faster than health pools and defense can keep up. This leads to short combats that are over as soon as they start to get interesting.
While two turns seems like ti would make a game pretty quick, long turns are typically the norm. Players have too many options and options paralysis is typical, especially with newer players or players who want to make the best use of their turns. Even once they have decided what to do players have to roll a various amount of dice and add their modifiers to their roll and compare it against their opponent's scores. This is another reason that fights only last 1-2 rounds, if they lasted any longer then players will have lost any interest in the game as the fight drags on.
My solutions to these problems is to turn the dice into cards. Options paralysis is lessened by only having a couple cards in your hand to chose from. Turns are quicker as the cards say exactly what happens without utilizing a ton of math.
While randomness is needed to keep ever game from being a foregone conclusion before it even starts, turning the randomness from die rolls to card order makes the players feel more in control of what their characters are doing.
There are a few other issues I wish to fix with my game compared magic specifically.
I'm not going to have mana clumps decide how much players can do in a game. This leads to the most unfun play experiences in Magic. I think the game Hearthstone came a long way in fixing this by giving you a growing resource that let's you cast stronger spells as the game goes on, but every turn rather than randomly. There is one change I'm making from hearthstone though, I want these resources to matter and be an important character building option.
The other big change compared to magic is in how the game is sold. My game will not have random distribution. I would use the term living card game instead of collectible card game, but living card game is trademarked (I believe). I've never liked when using the best cards in magic cost players more money to play with when playing constructed games. My game will be distributed in sets where players get all the cards in the set. For example, if you buy the warrior deck it will contain all the warrior cards (expansions may come out later- yet to be decided how that will play out).
This game is far from complete. I'm excited to discover where designing this game takes me.
I've played RPG's (Role Playing Games), namely dungeons and dragons, for years and as much as I love them they seem to have some problems that I think can be solved by moving the gameplay -combat- to another format. I've also played CCG's (collectible card games), specifically Magic the Gathering, for years. As much as I love magic, it's not as immersive as I would like. So, I think my game can fill the missing gap in between between the two games.
Compare to RPG's (like D&D)
RPG's are a ton of fun. Getting together with your friends and telling a cooperative story while building memorable characters is a great play experience. Working with your friends to kill a legendary evil bad guy makes for some of the best game play available. You can totally immerse yourself in the game and leave the real world behind. This immersive experience is what I want to replicate in my game.But, there are some issues with RPG's that I need to avoid.
Often at my RPG "table" a large fight lasts about two rounds after weeks of build up. The term I hear the most for this is rocket tag. Each game consists of players and the bad guys dealing a ton of damage in a short period of time. As players get stronger their enemies get stronger to match. Damage gets higher faster than health pools and defense can keep up. This leads to short combats that are over as soon as they start to get interesting.
While two turns seems like ti would make a game pretty quick, long turns are typically the norm. Players have too many options and options paralysis is typical, especially with newer players or players who want to make the best use of their turns. Even once they have decided what to do players have to roll a various amount of dice and add their modifiers to their roll and compare it against their opponent's scores. This is another reason that fights only last 1-2 rounds, if they lasted any longer then players will have lost any interest in the game as the fight drags on.
My solutions to these problems is to turn the dice into cards. Options paralysis is lessened by only having a couple cards in your hand to chose from. Turns are quicker as the cards say exactly what happens without utilizing a ton of math.
While randomness is needed to keep ever game from being a foregone conclusion before it even starts, turning the randomness from die rolls to card order makes the players feel more in control of what their characters are doing.
Compare to CCG's (like magic)
To some magic is the card game form of dungeons and dragons, but there is one issue I have with this train of thought. In magic you aren't the character, you are a planeswalker that summons armies to fight the armies your opponents summon. I want a game where I'm the guy casting fireballs at my opponent, or swinging the sword at the dragon. I want a game where I can truly immerse myself as a wizard or warrior fighting for glory.There are a few other issues I wish to fix with my game compared magic specifically.
I'm not going to have mana clumps decide how much players can do in a game. This leads to the most unfun play experiences in Magic. I think the game Hearthstone came a long way in fixing this by giving you a growing resource that let's you cast stronger spells as the game goes on, but every turn rather than randomly. There is one change I'm making from hearthstone though, I want these resources to matter and be an important character building option.
The other big change compared to magic is in how the game is sold. My game will not have random distribution. I would use the term living card game instead of collectible card game, but living card game is trademarked (I believe). I've never liked when using the best cards in magic cost players more money to play with when playing constructed games. My game will be distributed in sets where players get all the cards in the set. For example, if you buy the warrior deck it will contain all the warrior cards (expansions may come out later- yet to be decided how that will play out).
This game is far from complete. I'm excited to discover where designing this game takes me.
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