Showing posts with label links. Show all posts
Showing posts with label links. Show all posts

Tuesday, November 3, 2009

Legol smeagol

In the comments of the previous post, and comments on other Forums where I have spread my idea(s), people are concerned that I will get some lawyers on my neck faster than my 11 months year old son can poop (That must be really fast then!).

Since I have absolutely 0% intention of ever selling this, or make profit on it, I can safely continue creating cards and rules for the Clone Wars card game. Sure, I might get a nasty take-down notice or "We will sue" letters, but since this is just a Fan-made project, I am not concerned at all.

Sure, I copied "some" ideas from the old Star Wars card game from Decipher, Sure, I "borrowed" some art from Mr. Lucas. Sure, I "used" ideas from other card games as well, but that does not mean I am not "allowed" to create it for the fun! I will create a website for it, where players can create their decks, and download ready-to-print PDF files. all for free and all for fun. If I ever have to take it down, so be it. I will still be able to play it "offline/RL" with my friends.

If this game ever kicks of into a higher player base than expected, I can always re-create it into another jacket, like cyberpunk or high fantasy and pursue a real business model with it. for now, it is nothing more that some fan based cards. I am confident that Mr. Lucas can see it that way as well. It IS a form of free advertising for the Clone Wars TV series after all..

One thing I will do though is at least let Lucasarts know about my ideas and game when it is finished. I won't let them be held back out of the fun.. Who knows, they might like it.. Stranger things have happened on the internet.

Now let’s get back to business. Some changes were made to the rules:
I got some feedback that combat sounded a little too bland, and it was nothing more than my-force-beats-your-force kind of thing. There were no surprises or ways to shift the (excuse the pun) “Force” in your favour. This has changed.

Players will now be able to use their Generated Force to increase a character’s Force during combat. I use 1 generated Force, my character’s Force goes up by one for this combat. That way, there is more interaction during combat, and you can even win a combat which you normally would have lost.

It was opted that this would be implemented as a Keyword (“Force Sensitive” for example) and that not all characters would get that ability. I thought that was a good idea, until I started to think about the characters that would get this Keyword. Mostly Jedi and Sith characters. That would make sense I guess, but they already are strong characters, and only giving this ability to them would make them imbalanced (especially since I do not use a resource system). So I will just make it a general rule for each character. The Force works in mysterious ways my young Padawan!

For those of you who want to see some more cards, hop on over to:
More Clone Wars cards!

Note: most (if not all) of the cards have been edited in some way. I just did not have the time to upload them. I will have a Clone Wars website up soon.

Thursday, January 22, 2009

EPIC TCG

So I stumbled upon a new C/TCG in card land: Epic tcg (http://www.epictcg.com/)

They are bound to go live around the end of January, I think, and rules + demo decks are up for download on their site.

So after downloading the rules and demo decks, I just have to say: ugh.. absolutely no inspiration at all. It is a trimmed down version from magic, without mana, just one card a turn play (magic type 4). 99% of the rules are directly taken from magic, without a single intend to try to create ones of their own, or combine some rules from other card games that proved successful.

The game looks actually fun to play, but the randomness (and power) of the cards makes it a little bit too much a normal rock/paper/scissors game. There is no restriction in which cards can work together, meaning that we will all end up stacking the same cards in our decks, since they are the most powerful, and don’t have any “costs” assigned to them. If I only get to play one powerful card each turn, I better make sure it IS the most powerful card, right?

They DO have a restriction in place: deckbuilding. If anything you need to keep your hands off, that’s deckbuilding. You are only allowed 18 "free" cards in your deck and 9 so called "gift" cards. Who will check that before I sit down to play each time? I think Young jedi deckbuilding rules taught us designers all a lesson to keep away from a player’s possibility to deckbuild.

You should restrict a player in playing all types of cards, like a player playing all rock/paper and scissors cards. Each deck should have its counterpart/opposite. Since there are currently no restrictions in playing cards, we will all end up with pretty much the same cards, and no real strategy or style to the deck and it will end up being the luck of the draw for the winner.

The rest is all familiar to magic players:
15 card sideboard, tapping, trample, flying, Att/Def stats, Life points, the Stack, etc, etc. Its all there with just a new name..

Too bad, the game actually looks kinda fun, but as I already commented on their message boards, it just does not stand out enough to do it for me.. Sealed and draft might sound like fun though..

I am glad that Wuxia Pian cannot be mentioned in the same sentence as Magic.. oops, I just did :P

After I saw the huge similarities that EPIC tcg has to Magic, I tried to find any similarities Wuxia Pian has with Magic:

1. 5 different warrior types in Wuxia Pian, 5 colors in magic (not counting colorless).
2. Starting hand size is the same.

And that’s it. I am actually pretty proud of that. Only two things similar to magic. Not that I hate magic that much, but I prefer to see new designs over old, proven ones.

I don’t care if Wuxia Pian never makes it past the lackey (lackeyccg.com) stage; at least I know I designed something “original”.

“original” in brackets, because I did take a lot of stuff from other ccg´s out there to improve upon (read: not literally copied).

I really feel sad for some new C/TCG´s out there in card land, why not create something new? Take a look at Dominion for example.

There is your design wonder. Something completely new, something fresh and fun to play. Why do we game designers get stuck on Tapping, att/def, stack and sideboard when designing a card game? Are all options already tried and died? Or do we all just want to ride on the same money bus that Magic is on, for example?

I surely do not (being not in it for the money surely helps), and I think that the rules so far for Wuxia Pian are standing out from other card games enough to be mentioned (and played!)

After all, in the end, I just want people playing Wuxia Pian, not wonder about its marvel (ahem..)

Wednesday, January 14, 2009

Other Card designs “out there”.

You might to check out some of other Designer’s their websites for their card game design. Unfortunately, There are not a lot of that I am aware of. Hopefully this list will continue to grow over the course of time.

First one up is Monarch, the Sovereign Struggle ccg:

http://www.monarchccg.com/forums

Rule design is mostly done (rulebook available here: http://www.monarchccg.com/MonarchTSSRulebook_v1.0.pdf )
And on the forums you can already see about 50 cards that are ready. Including the 2008 Christmas promo set!

The game is a mix between Magic and Wow tcg, where you control 3 different resources to play allies next to your hero to conquer the opponent!

I like the art and card design a lot; I am just not a big fan of the magic/wow rules mix. Not a lot of new rules were implemented into the game. Nonetheless, a beauty to look at, and I will sure play it a few times.

Second up is Knight ccg:

http://blog.knightsccg.com/

A father (just like me!) who is creating a card game so he could play it with his sons. Rules and cards are updated and it sure looks like a fun game! Awesome dad!

Last one (for now, until I find more) is Star ship SBG by Briggs:

http://www.lackeyccg.com/starship

Card design is mostly done; rule design is currently up for play test. Sign up to get in.
Who does not like to fly around big star ships and blow up stuff? Beat that Scotty!

If you know of more card game designers out there, mail me @ wuxiapiangame@gmail.com

EDIT: got another one!

http://www.godsandminions.com/

this is a new concept that I haven´t thought of before: bringing a miniatura game to the card games. It started out from Archon, but (of course) due to possible copyright infringment issues and such, the maker changed the name into Gods And minions.

I haven´t looked over the rules yet, but the cards look great! check it out, and leave some comments at their forums:

http://www.godsandminions.com/forum/


About Wuxia Pian. The rules are now in stage 1.3, and getting ready to receive artwork and better layout. Not a lot of changes since version 1.2, just some grammar and clearing up. The Liú keyword had a lot more impact than I thought. You can download the latest rulebook (v 1.3) here:

http://www.freewebs.com/sccards/Wuxia%20Pian%20game%20_v1.3.pdf

Rules are almost done and I have some great ideas for card texts. I think the best way to design cards it so split them up into groups of card effects. Let’s say I want to design cards for the Monk group.
First I would assign some basic abilities, like:
No base damage
Able to play a lot of cards: e.g. keeping Liú all the time
Able to increase sustain
Overall greater card throughput
Lower overall damage

Then, I would assign some basic numbers to the abilities and create cards for it (after I have puzzled out all the other group’s effects).

Hmm.. Maybe first start with the groups itself:

1. Monk class (your defensive, passive, friendly neighbour)
2. Shaolin class (your wild flurry fists of fury)
3. Sword Master class (aggressive hard hitter)
4. Assassin class (sneaky and deadly)
5. Elite Class (kings and rulers and such)

5 different classes with 5 different play styles.. next blog I will go deeper into this for each class.


wrapping up, time for some father/son time (+wife of course!)

Tuesday, January 13, 2009

Business models of T/CCG´s

Some T/CCG stuff to think about

http://www.boardgamegeek.com/thread/363660/page/1

A discussion about the “lower” rating of CCG´s vs the game dominion on Boardgame geeks.

Some might argue it is due to CCG´s not really being boardgames at all (so can be said of dominion), and others say it’s the business model that earns it such a low(er) rating. A very good read.
It surely got me thinking about the business model I would implement in Wuxia Pian. I haven’t really thought about it, since I expect Wuxia Pian not leaving the indie game stages, but you’ll never know :P

If Wuxia Pian were to be sold for real, I would create a business model similar to that of the Corunea RCG, just fixed cards, with fixed expansions (in fact, just like Dominion, but more customizable). In fact, if the game ever gets THAT far, I prefer to hire some programming studio to bring the game online with a subscription based fee (low one, like 3-5 $ a month for a fixed # of cards, own choice).

Like, you pay a fixed fee of 4 $/Month. For that, you get to pick (insert random number here) 34 cards from a possible 1000 to add to your collection. You decide which cards to add, so if a certain Meta is being played, you can make sure you are harnessed against it next month.. or something like this. No rarities at all, I guess I am also one of the old bittered CCG players fed up with the business models of most CCG´s, which ultimately brought it down..

From there I got a link to a list about how CCG´s are made to create addiction, also a very good read:

http://www.boardgamegeek.com/geeklist/16427

Which made me even think more about Wuxia Pian. I designed Wuxia Pian with the normal (old) business model of CCg´s. Packs, starters, rarity, you name it. I am now slowly, but steadily changing that into a fixed out of the box play. You buy Wuxia Pian and get 2 ready to play decks. There will be like 3 or 4 different 2-player decks. Or one big box with 5 decks to use.. Don’t know, haven’t´ really though about it yet.

Maybe a bit like Dominion, but with “some” customization in it. I am still in the “get the game to work” phase, and haven’t really thought about stuff like: how many cards in the game, expansions, boosters and such. I only know I do not want to see any rarity (save for maybe a few promo cards (alternate art)).

I guess I’ll have to cross this big bridge when the game is operational and the meat (cards) is ready to go on the BBQ…

Wednesday, January 7, 2009

Help on the net v2

In my never ending search for articles and help for designing a card game, I found some more links to articles that provide some good insights and help for designing your own card game.

First up is Mark rosewater. He has like a zillion articles about Magic the gathering, and most of his articles are indeed about creating Magic, but if you can read between the lines, you can get a good overview of why certain cards were chosen, and the underlying concept behind it, check it out, it’s a good read:

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr80

There is also a very good article about the need of some restrictions in choices a player has when building a deck. In magic´s case; the color pie, but this applies as well to Factions, Clans, Alliances, etc..

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr85


Next up is an article about the creation and ideas of the online CCG: Kongai. It’s an interesting read and may provide you with some helpful hints. It sure did it for me! It talks about they changed a very popular Pokemon game into Kongai, retaining the elements, but adding more layers of strategy. I sure hope I am able to do that with Wuxia Pian

http://www.gamasutra.com/view/feature/3673/an_achievementcentered_online_.php

while you are at it, you might as well check out their other articles about game design as well, even though it is more oriented towards computer games:
http://www.gamasutra.com/php-bin/article_display.php?category=4

The last link is not so much an article, but a Diagram of The Process of Game Design and Development. This sure sounds like a big balloon of difficult terms and charts with numbers.. nope. It is actually a very simple graph which you can use to check where you are at, what you have missed, and where you are heading.
I say this is a must have for all game designers out there..

http://www.pulsipher.net/gamedesign/GameCreationProcess.htm


For me? I have to say I am dancing around points 4-5-6.. where are you?

BTW, if anyone like to point me to other game designers out there, designing there own game and keeping a blog, please DO

Wednesday, December 31, 2008

Gems


You know, every once in a while, you surf the internet and come across a little gem in a sea of garbage and money making schemes..

Yesterday I was searching the internet again for some good articles about game design (esp. card game design), when I stumbled upon some weird but cool looking ccg´s from Singapore (non-manga garbage).. from there I found a small card game from France, called a role card game:

CORUNEA (http://www.corunea.com/)

What an eye opener.. This is what a great card game should look like. I immediately ordered a starter pack. It is a bit pricey, but the quality is superb. If you take a look around the forums, you see all sorts of cries about: this is what WOW tcg should be, and great, no more diving for power rares and mystic rares to get your net deck up to shape.. NO RARITY. let me repeat this again: no rarity! This means fair trades, easier collecting, and best of all, cheaper!

The art look fantastic, and I cannot wait do dive into the game.. Hopefully my wife will understand..
to see all of the cards from the first "set" of Corunea, go here:

I only found one or 2 more gems like this during my entire card flopping life: Starchamber (http://www.starchamber.net/) and maybe Vampire ccg.. card games that do NOT make your wallet glow bright red with friction..

I think the downfall of most modern ccg´s is indeed the money grab they represent. I can understand it from a business point of view, and I am amazed that Magic still manages to keep it up on the same road.. They even introduced a higher level of rarity in their booster packs, and people seem to like it.. just like yu-gi-yo has.. I am amazed that seasoned players still fork over a lot of cash to get those 80$ super rares they "need" for their decks..

Decipher, or should I say, New decipher also jumped off the bandwagon and are proposing a completely new way of distributing their card for their new game: fightklub. I sincerely hope they manage to get on top again with this model. It sure sounds less painful for our wallets.

SO, how long does the French mail takes to reach Barcelona, spain..c´mon!

Tuesday, December 30, 2008

The Rules

The writing of the rulebook was actually a lot easier than I thought. I just took a .doc copy of the WOW rulebook (since the structure more or less applied to my rules) and slowly started to overwrite all the WOW rules with my rules.

Daily updates and fixing took me about a year to get to this. Since I am not a native english speaker, I am sure some weird sentences will be there, and a few typos.. I will let a professional typewriter look it over for the final form, but feel free to point me to my omgfailNUB english skills.. :P


http://www.freewebs.com/sccards/Wuxia%20Pian%20game%20_v1.0_.pdf

You can download the PDF here, but a heed of warning:

1. The rules are still NOT finished. as always, minor corrections and additions are constantly being done.
2. Its very basic text, no graphical goodies and card examples yet, that is because I am still in the creating cards phase.. finishing the graphical rulebook will be about the last thing I will do..
3. (c) 2008 copyright by me, marcel matijssen, please dont use anything from the rulebook without my permission.

Feel free to comment on it, and leave me a message through:
wuxiapiangame@gmail.dom
marmatone@hotmail.com

Some help on the net?

I will urge everyone looking for some help on how to create a card game, to look here:

http://www.wikihow.com/Make-a-Trading-Card-Game

Its a bit outdated, and it does not really apply to ccg/tcg´s, but it can provide you with some starting points.

I would also head over (while you are at it) to
lackey ccg, one of the few places where your game can become an online reality.. most ccg creators huddle up here in the forums too, check it out:
http://www.lackeyccg.com/

Next to that, there is also vassel, the game engine, but I am not too familiar with it.

I was an active member of 4GXG, and helped design the rulebook for thier first project, called Conspiracy ccg. the acitivity is a bit low now on their website, but they are friendly folks and welcome anyone who wants to contribute.: http://www.4gxg.com/

also, on the mtgsalvation forums, there is a whole section dedicated to dreamcards (99% is fixed to magic), but I am sure you can get a good idea of balancing issues and such. http://forums.mtgsalvation.com/forumdisplay.php?f=7

And of course Magic set editor, which you can use (AFTER WRITING THE RULES!) for creating your own card templates, and their forums are buzzing with game ideas as well!:
http://magicseteditor.sourceforge.net/welcome