First, by CCG in this thread, I mean more : Customizable card game than collectible card game.
There is something anoying which is bugging me in making the design of the cards for some form of CCG. It's a bit hard to explain, I think I will use some example to illustrate the situation.
Let's take 3 different games which are all card games where you must customize your deck.
1-Spell casting game : You cast attack spells that has a number of damage, special spell ability, casting cost.
2-Mecha game : Each card is a weapon that you can add to your mech. A weapon contains a number of damage and special effect ( like blast, armor piercing ).
3-Card fighting game : Each card has the number of damage, a letter to make chains and combos, and special abilities.
Now for all these games, each attack type of cards has around 3 variables which can each have different values. If there was only 5 values for each variable it mean that there is 125 possible combinations.
Now let say that the rules of these games works perfectly. I am now at the card design step. My big problem is that when I design the cards, it does not require any creativity. In fact, I only select any of the combinations possible and place a name on the card. Which mean that I could make a computer program that generates cards randomly and it would give the same result.
For most of all these games, there is only a little portion of the cards that contains unique text, all the other are permutations of stats. Not only it creates stupid and boring cards but it also makes the game more boring, reduce the interest in the game and makes the deck creation boring too.
I tried to compare it with some other games. For example , in emmerlaus, each spell has the damage strength and a maybe special ability ( drain life, acid effect). But the cards are basicly made only of a name with the dice to roll and a type of resistance. So the permutation problem is still possible. But the major difference with this game is that first it is a NCCG, so everybody draw from the same deck, and second, there is a lot of randomness in the game.
Another comparison I have made is with duel master. You only have the color, casting cost and creature power as information with sometimes a special ability not available on all creature. But it is fun to play and to configure your deck. Sure in recent editions, it becomes more complex since the original permutations has already been exhausted.
Now can somebody explain to me what's going on and how this kind of problem could be solve. If you don't understand the problem I'll try to illustrate, think that you have your own card editor and feel limited in the cards you can make since you can see that there is a limited number of possibilities.
- Do I have the wrong game mechanics?
- Maybe the game is not complex enough to be able to make unique rules for each card?
- Maybe I don't go deeper enough in the game to come up with unique rules for each card.
- Maybe I must add some random elements.
- Maybe the NCCG for is better adapted for the of game I illustrated above.
- Is it just a matter of creating more variables and possible values for each card.
- Is it the rules of the game that does not offer enough opportunities to be modified by unique card rules.
- Is it me who just lack of creativity to come up with interesting cards.
(I created MTG card recently with the editor, and I don't seem to be lacking of creativity )
- I realised that all the cards illustrated in the example above are direct effects. If the game is more favorable to indirect effect, maybe there is more unique rule possibilities. ( ex: In magic, you summon a monster that will damage your opponent instead of damaging it your self. You place cards on the table that will be used to do something instead of doing it directly )
- Another element is that most of these cards are played and discarded instead of being played and stay on the table.
This is why I choose hardware technology over software programming in college.
If you use a random generator with no specific range, you card stats will be all over the place. For a specific range of card stats, customize the range. A high range for good cards and a low range for junk cards. If I understand that that is what you are trying to do.