Thursday, April 28, 2011

Zombie CCG: What I Want, pt 4

Apparently, I have Google’s top result when people search for “Zombie CCG.”
Because my initial ideas were sound, and I don’t see any reason I
wouldn’t firmly grasp this sliver of internet relevance, I’m continuing
that project.


Variety/Simplicity

A CCG’s ability to play through a deck multiple times in different ways and to house surprising card interactions stand as one of it’s major merits. Knowing that something different and unexpected can happen is the spark of any game. However, everyone who’s played Magic hasn't been land screwed,or drawn an early game card when they needed a late game card. The randomness can be entertaining, or disappointing. No one wants to lose a game because they drew eight lands straight; it’s not fun or interactive. It’s not even a test of skill; its just an inevitable slog of successive turns of hope followed by dashed hope.

In addition, complexity creep is a problem for a lot of CCGs. Simple rules that rely on cards to develop them mean that players are pulling rules instead of cards from their packs(again, Star Trek CCG). God forbid they want certain play style and can’t find a relevant rules card. Depending on implementation, even getting those rules into effect may force them to forgo alternative, more beneficial play options. On the other hand, no one really wants to play through a 50 page rule book for a game. Magic has an extensive game rules PDF, but its quick-start guide is a giant, fold-out page that’s easily accessible and understandable. A CCG should be that simple to start playing, but come with significant nuance to allow added rules to be “plugged in” organically.

That simple rule base can hurt nuanced play, as well as the versatility of some cards. Having a rule system that keeps order and can cut in game actions/effects both ways is a hard balance to find.

Finally, I’d like to talk about purity. Purity, for the present context, is the play of the game without setting up actions outside of the play area. A game’s premise is affects tone, and playing within that premise is the lure of many players. While to some degree, all CCGs are about card advantage and resource management, those are necessary evils to play a game in a card-based medium and building up from earlier stages to later stages of the game creates a feeling of progression.

Fostering consistency, simplicity, and purity without harming versatility or exploration is hard. I don't really think I'm talented enough to balance these points; I don't think the best CCG on the market right now does that, but again, I'm entitled to my fantastical goals.

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