A buddy suggests that I should probably write something. He's probably right.
At work yesterday, I got a new idea for a series of undetermined medium that more or less continues something I was working on before. It was an interesting process: I started with a concept (someone taking part in a shotgun wedding) and then expanded upon events (someone punches out the mayor, and then takes on a hoard of angry rednecks). And now I have the basic idea of the series. It is all very silly.
One thing I decided: Project N2, the postapocalyptic semi-sequel to Project N, has changed to the point that one relying on the other is pointless. Although the connections between the two ideas (the shared setting and at least one character) remains, they are more or less considered different series now. I feel this is for the best, as while Project N remains primarily comedic, Project N2 is drifting away from anything resembling light comedy, although it still features goofy subject matter. I don't want it to go completely dramatic, that's just not going to work for me or the story, but it has its own tone now, separate from the thing it spun off from.
Speaking of Project N, I've been trying to figure it out for the last few weeks, and I still see a tonal clash. I've attempted to organize the story ideas into different 'cycles', where they can be set to fit eachother. Even so, the stories themselves range from silly light comedy, darker (and more down-to-earth) stuff, and completely out there oddities. Some story changes have also ostracized the supporting cast a bit, and since they are important (but that importance may be changed to better suit the current state of the concept) I'll try to work them into it. Aside from these difficulties, though, I am happy to see some much stronger story ideas come from the last little bit of brainstorming.
I've also have been coming much closer to making a card game that I am satisfied with. It still seems a bit convoluted, and some ideas aren't coming to me to cap off the thing, but it's progressing. Unfortunately, after reading up on another game, I've now got even more ideas, which essentially means I'm going to scrap what I was doing before to integrate this new stuff. Damn.
WE HAAATESSSSSSSS IT FOREVEERRRRR
Showing posts with label Tabletop Games. Show all posts
Showing posts with label Tabletop Games. Show all posts
Tuesday, June 16, 2009
Tuesday, March 25, 2008
The Card Game Conundrum
Forgot to mention - the vast majority of the posts will be ideas. Since it's a lot easier to type things than make things, ya see.
It is much more difficult to create a card game (especially of the collectible variety) than one would think, if one would think it at all.
1. You need to be able to create a coherent, machine-like system that has all the right rules in place and all the main mechanics balanced out. Another problem is keeping the rules simple enough for normal humans to understand, but with enough depth to contain some level of strategy.
2. You have to imagine all the different types of cards, making sure they all have a proper place and aren't just design clutter, and all the balancing and mechanical rules therein.
3. If you REALLY want to do something of quality, you have to think of interesting game concepts that are in at least some way original and convey the setting or concept you came up with. You can come up with a slight variant to Magic any time, but that's sorta boring. In fact, I've found most 'combat-oriented' games without any sort of twist are pretty dull, so I try to do something a little meatier.
4. Once you start creating cards, you have to figure out the right balance of card types for the set. It gets even more complicated when you plan for expansions. Expansions pretty much require you to keep coming up with new ideas to keep the thing fresh, too.
5. The most important thing: balancing the cards themselves. You really have to pay attention to the mechanics and all the other cards you've made, making sure you avoid including overpowered bombs and unstoppable interactions. Hell, even the actual card game producers have trouble with this, especially when they are on a schedule.
So, that's what I constantly face when I try to design card games for fun.
The main difficulties I find? I'm constantly creating rules that are so stupidly complicated even I can't get the hang of them, I don't give myself enough material (or don't think hard enough) to come up with interesting new twists and ideas for the rules, or I just feel like I'm ripping off someone else (example being my most recent project, which feels to me like a blatant copy of Decipher's rather neat Lord of the Rings system, except not nearly as smooth). So, no matter how many times I tried to come up with a system, I'm never really satisfied with it. Maybe that'll change if I keep going, do more research, and get the hang of balancing and mechanics.
And if you're wondering why I make card games for fun, it's because I like designing things. Gets the brain juices a-flowin'. Also, fuck off.
It is much more difficult to create a card game (especially of the collectible variety) than one would think, if one would think it at all.
1. You need to be able to create a coherent, machine-like system that has all the right rules in place and all the main mechanics balanced out. Another problem is keeping the rules simple enough for normal humans to understand, but with enough depth to contain some level of strategy.
2. You have to imagine all the different types of cards, making sure they all have a proper place and aren't just design clutter, and all the balancing and mechanical rules therein.
3. If you REALLY want to do something of quality, you have to think of interesting game concepts that are in at least some way original and convey the setting or concept you came up with. You can come up with a slight variant to Magic any time, but that's sorta boring. In fact, I've found most 'combat-oriented' games without any sort of twist are pretty dull, so I try to do something a little meatier.
4. Once you start creating cards, you have to figure out the right balance of card types for the set. It gets even more complicated when you plan for expansions. Expansions pretty much require you to keep coming up with new ideas to keep the thing fresh, too.
5. The most important thing: balancing the cards themselves. You really have to pay attention to the mechanics and all the other cards you've made, making sure you avoid including overpowered bombs and unstoppable interactions. Hell, even the actual card game producers have trouble with this, especially when they are on a schedule.
So, that's what I constantly face when I try to design card games for fun.
The main difficulties I find? I'm constantly creating rules that are so stupidly complicated even I can't get the hang of them, I don't give myself enough material (or don't think hard enough) to come up with interesting new twists and ideas for the rules, or I just feel like I'm ripping off someone else (example being my most recent project, which feels to me like a blatant copy of Decipher's rather neat Lord of the Rings system, except not nearly as smooth). So, no matter how many times I tried to come up with a system, I'm never really satisfied with it. Maybe that'll change if I keep going, do more research, and get the hang of balancing and mechanics.
And if you're wondering why I make card games for fun, it's because I like designing things. Gets the brain juices a-flowin'. Also, fuck off.
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