Thursday, February 17, 2011

List of 52 Deck Card Games

http://www.pagat.com/invented/

Card Game Mechanics

Below are some common mechanics found in various card games.

Playing:

Discard - player removes a card from his hand and puts in out of play or into a graveyard/trash pile

Draw - player draws a card from a deck

Deck - a stack of cards that players draw from. Can be communal or personal.

Play - Playing a card usually refers to activating or using a card in the player's hand. The card is publicly displayed and depending on the card, may remain in play or be discarded once the card's ability has been used.

Suit - "Color" or "Family" the card belongs to. In a 52 deck, there are suits of spade, clubs, diamonds and hearts. In Magic, there are colors of white, black, red, blue and green.

Hand building - In Poker, players win by constructing a hand with the highest value, or by decieving the other players into thinking they do. Part of Dominion's essential experience is allowing players to build powerful hands that let the player use all of the cards in it sequentially.

Attacking/Defending - In the 52 deck game "War" players attack each other with cards of various numbers. The highest number wins. In Magic, players attack and defend with summoned creatures and spells.

Buying/Selling - In Dominion, players use coin cards to buy action cards that they will later shuffle into thier hand. In Magic, players use mana cards to pay for summoning creatures and casting spells. In Modern Art, players buy and sell art from fictional artists, with the hopes the ones they buy will go up in value.

Rule change cards - Magic and Dominion both feature cards that modify the existing ruleset. The modifications can be for the player using the card, or for another player. Modifications could be as simple as allowing the player to play another action, get temporary extra money, or as complex as enchanting a creature so that it is immune from damage from a certain suit or color source.

"Instants" - These are cards that you can play during another player's turn. Magic is famous for these.

"Tapping" - Taking a card that is in play and visually signalling that it is being used this turn.

Winning:

Poker - Highest hand wins.

Uno - Player who gets rid of all of thier cards first wins.

Dominion - Player with the most victory points wins. Victory points are won by accumulating the most/highest value province cards. The downside of this model is that it limits the player interactions.

Magic - Player who gets to zero life first loses. The advantage of this model is that direct confrontations between players happen frequently.

The Lens of Flow

Consider what in your game is keeping the player in focus. Ask yourself these questions:

Does my game have clear goals? If not, how can I fix that?

Are the goals of the player the same goals I intended?

Are there parts of the game that distract the players so much that they forget the goal? Can the distractions be reduced or better tied into the game goals?

Do the challenes in my game increase and decrease in a rythmicly pleasing way that enables the player to feel continuously challenged and rewarded?

Are the players skills improving at the rate I want them to? If not, how can I fix that?

Flow paths

Compare the two images below of flow channels in a game. While the first provides a clear, escalating slope upwards, the second one will probably be more interesting to players because it continuously cycles periods of challenge and reward, without straying too far into anxiety or boredom.

Flow State: What it is and how to keep people there

When we create games, we are trying to create experiences that is interesting enough to hold a player's attention for as long and as intensely as possible. When players are in this state, they enter an interesting mental phase where the rest of the world seems to fade away, and they have no intrusive thoughts. Players focus on what they are doing, and lose track of time.

This state of continuous focus and enjoyment has been referred to by psychologists as "flow". Some key concepts that help players stay in a "flow" state are:

1. Clear goals - when goals are clear, players have an easier time staying focused on them.

2. No distractions - distractions steal focus from the task. Limit or eliminate them altogether.

3. Direct/Immediate feedback - if players constantly have to wait to see what effect and action caused, they will become bored and lose focus. When feedback is instant, players can easily stay focused.

4. Continuously challenging - Keeping gamers in a state of flow requires balancing the challenges so they escalate in a way that is paced well.

How to choose an idea

If you've brainstormed successfully, you should have a large amount of ideas in front of you. Choosing one to work on could be a major hurdle. Use the following filter below to help find the most promising (and perhaps the most profitable) idea.

1. Artitic Impulse
This is your gut feeling as a designer and the first filter for your idea.
"Does this game idea feel right?"

2. Demographics
This is about whether your game idea is right for your intended audience.
"Will the intended audience enjoy this game?"

3. Experience
Think about everything you know about creating a good experience, including interest curve, game balancing, aesthetics, etc.
"Is this a well-designed game?"

4. Innovation
Think about what is "new" or novel about your game.
"Is this game novel enough?"

5. Business and Marketing
Think about everything that does into making a profitable game.
"Will this game sell?"

6. Engineering
"Is it technically possible to build this game?"

7. Social/Community
Think about the social aspect of your game.
"Does this game idea meet our social and community goals?"

8. Playtesting
Build an abstract prototype of your game and test it.
"Do the playtesters enjoy the game enough?"

10 Brainstorming tips and tricks

1. Write or draw everything - doodle and scrawl like crazy
2. Play with toys, legos, clay, etc.
3. Change your location or perspective
4. Immerse yourself - play similar/non-simlar games, research target audience, etc.
5. Joke around - humor loosens up the mind and opens new perspectives
6. Write/draw on wall/whiteboard
7. Number your lists - numbers give more importance than bullets
8. Mix and match different words and categories
9. Talk to yourself
10. Talk to others

Lens of Unification

Think about the theme of your game and ask yourself these questions to help strengthen it:

What is my theme?

Am I using every means possible to reinforce that theme?

Tuesday, February 15, 2011

Thursday Homework

Card Game - Define your essential experience!

AND

Bring a card game to class (either standard 52, Uno, Magic: The Gathering, etc)

Define the essential experience you want your players to have. Think about what is the driving theme and experience you are trying to recreate.

For example, MTG's essential experience is wizards battling each other in a duel. Dominion's is taking over land from other players.

Video Game Design the New MBA?

Venture Capitalist and former EA exec Bing Gordon thinks everything should be "gamified" and that a degree in game design is now as important as an MBA.

http://www.livecareer.com/news/Computers-Information-Technology/Venture-capitalist-calls-video-game-design-the-new-MBA-_$$00849.aspx

Tuesday, February 8, 2011

NO CLASS TODAY - TUESDAY 2/8

My wife delievred a beautiful baby girl Saturday night. We are safe, healthy, home and resting...and tired! I am taking today as a sick day to help with the baby and household.

Class will resume Thursday. Since we do not have class today, your board games are due next Tuesday. I will schedule a make up class later in the semester.

Thursday will be our final board game playtest - please make sure you have your rules printed up and a good first pass on integrating new art into your game.

Tuesday, February 1, 2011

The Spiral

Below is an image that describes spiral development. It presents an ideal workflow for making games. The states repeat as the spiral moves outwards from the center.

link

The stages of spiral development are:

1. Determine Objectives
2. Identify and Solve Risks
3. Develop and Test
4. Plan the next iteration.

Richard Bartle's Taxonomy of Player Types

Richard Bartle has been designing online RPGs for years, defined the four types of game players:

Achievers - want to achieve the goals of the game. Primary pleasure is challenge.

Explorers - want to get to know the depth and breadth of the game. Primary pleasure is Discovery.

Socializers - are interested in relationships with other people/players. Primary pleasure is fellowship.

Killers - interested in competing with and defeating others. Primary pleasure is challenge, mixed with destruction.

Marc LeBlanc's Taxonomy

Marc LeBlanc is a game designer who has proposed 8 types of "pleasures" that game players experiece.

1. Sensation - anything involving the joy of experiencing with the senses.
2. Fantasy - the pleasure of imaginary worlds, and imagining yourself as part of it.
3. Narrative - the pleasure of experiencing the unfolding of events.
4. Challenge - the pleasure of solving problems in a game.
5. Fellowship - Friendship, cooperation, community
6. Discovery - Seeking and finding something new
7. Expression - Expressing yourself and creating things (games that let you design characters, etc).
8. Submission - allowing yourself to be swept up in the rules and experiences of the game.

Lens of the Problem Statement

To use this lense, think of your game as a solution to a problem/

Ask yourself these quesions:

What problem, or problems, am I really trying to solve?

Are the changes I am making to my game helping to do so? Why?

How will I be able to tell if the problem is solved?

Defining the constraints and goals for your game as a problem statement can help you move to a clearer game design much more quickly.

Three benefits of clearly stating your problem:

1. Broader creative space - Many people jump to solutions too fast and start thier creative process there. If you start at the problem instead, you will be able to explore a greater creative space and find solutions where no one is looking.

2. Clear Measurement - You have a clear measurement of the quality of solutions - how well do they solve the problem?

3. Better communication - Getting and giving feedback with a team will work much better if the problem has been clearly stated.

The Lens of Infinite Inspiration

To use this lense, sopt looking at your game and start looking everywhere else.

Ask yourself these questions:

What is an experience I have had in my life that I would want to share with others?

How can I capture the essence of that experience (even in a small way) and put it into my game?