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Add a zero?

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danielbishop56
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Joined: 12/29/2013

Good morning forum.

I am currently developing a deck construction game, similar mechanically to Pokemon and MtG. I am currently debating whether to have attacks and defense be multiples of 10.

In MtG which is aimed at an older audience, the values of the cards typically range between 1 and 6 (attack and defense I mean), I assume to make the math easier once you have a bunch of creatures out.

In Pokemon, the creatures have health and attack of values like 30, 60, 120 when they could just have easily been 3, 6 and 12 respectively. I imagine the reason for this is to make the cards 'feel' more powerful.

But the extra zero is a deterrent from playing the game I have found- I do a lot of work in schools and many under 10 year olds still collect and show off their Pokemon cards, but when I ask if they actually play the game they say no because it's too hard or intimidating.

If I ask them what is 12 minus 3 they can tell me, but if I say Pokemon X has 120HP and gets attacked losing 30HP, how much HP does it have remaining then they often have trouble. This seems like a big design flaw if Pokemon cards are supposed to be a 'gateway drug' for MtG.

I want my game to appeal to as many ages as possible, but a lot of little aspects I hadn't considered like this are surprising me. Does anyone have any input on this idea?
(Right now my game is using low values like 3, 6 and 12, but it started as 30, 60 and 120).

Corsaire
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Joined: 06/27/2013
Whichever feels better for

Whichever feels better for the theme. YuGiOh is another factor of ten higher than Pokemon. Robot and high tech games feel better with larger numbers. Also consider your basic strategic complexity. Playable by all ages in s different than enjoyable by all ages.

questccg
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Joined: 04/16/2011
About Quest AC

danielbishop56 wrote:
...I do a lot of work in schools and many under 10 year olds still collect and show off their Pokemon cards, but when I ask if they actually play the game they say no because it's too hard or intimidating...

Well see that's one of the things that designers need to consider. When designing a game for children, it cannot be TOO complex. Take for example MY CCG "Quest Adventure Cards(tm)" (http://www.questccg.com).

The game's mechanics are Set Collection and "A-ha Take That" cards. The game was supposed to be designed for kids aged 9 and up. Some 9 year olds cannot play the game without supervision... and it's mostly about Set Collection. It can't get any simpler than that except for roll & move board games like Candyland...

So when designing a game for kids, it's hard to get the right balance. Some may be able to play the game others may not. Some might need supervision from a parent to play (sort of coaching) and others no.

Therefore the "Collectibility" aspect of a CCG/TCG is perhaps one of the MOST important factors. Like you said kids will want to show off their BEST cards. Having a way to do this is important for any CCG/TCG... So having SIMPLE cues to indicate one card is more powerful than another is a way to accomplish this...

3rd Edition Games
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Joined: 08/03/2013
keep it simple

Unless you are having values between the 10s (22,45,97) which would be hard to do with fractions or decimals in base 1 numbers, I think keeping it simple is the best choice. Cards will seem powerful in comparison to other cards within the game.

JewellGames
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Joined: 06/03/2012
It may seem more powerful and

It may seem more powerful and cooler with bigger numbers but I prefer keeping it simple.
Easy math helps combat resolution and tracking.

My WIP game, strongholds, started as a simpler pokemon tcg and the first thing I did was bring everything down to single digits.

MonkeyShaman
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Joined: 03/02/2014
I would assume the flavour

I would assume the flavour and overall theme is what draws kids while the added zero add to a false sense of complexity.
Other than that counting in tens is to reconnect to the original gameboy release (where you quickly started tallying up in the hundreds with the highest hp pokemon ranged in at a thousand.) while omitting the singles for sake of simplicity.

The reason Mtg uses singles is because you've only got 20 life points and 10 poison.
if hits ranged in at tens as a baseline the game would be over rather fast. While in pokemon you count the actual creatures eliminated.

Even counting yugioh in this category would be silly as that game suffers from shiny like few other games.

Just use whatever is most in line with it's application.

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