Let me clarify the title a bit... What I mean is no "Character ART". The cards themselves are stylized and look very cool. Having said this... There are a couple of Abilities on EACH card and take up a certain amount of room. They look as follows:
This is an older SAMPLE... That I am revisiting. As you can SEE, "NO ART"!
I figure that in most games, ART is required. But in this Strategic Card Game, the abilities of the cards are MORE important.
I got some late-night ideas yesterday concerning this design. I already had some of them down packed... But I realized that with some minor changes (5 instead of 6 Defenders) and ONE (1) Boss Card... This game could be more exciting TBH.
What are your thoughts on "NO ART" Collectible Cards???
Anyhow feel free to share YOUR opinion and weigh-in what others think about this type of card design!
Note #1: Also there could be room for up to THREE (3) different Tactics/Abilities, this sample only shows "2"... But something like "Basic", "Adept", "Elite", and "Boss" could be there instead of "Turn-Order" sequences ... Which is JUST BAD Design TBH.
Like I said ... This design just woke me up and had me re-thinking the order.
Note #2: I figured I'd ask the other designer their own impressions if this KIND of "card" could sell and could it be collectible too?!
I thought that most people would agree that Game Aesthetics take a back seat to Game Function. TBH I'm surprised. Like I said, Pokemon TCG has cards you can barely READ what it says and the icons are so small you hardly known which ones they are. So Form & Function take precedence over Art & Aesthetics IN MY BOOK.
And WHY is this the LEAST bit important???
Well without paying the HIGH COST of "Art/Illustrations", I can "produce" more cards within the realm of the game. IDK maybe something like 300+ cards NO ART.
This would of course force you to rely on TWO (2) Things: The SIDE ("White Wizard" or "Red Dragon") the icon that was mentioned and the NAME of the CARD (which is "Coal Miner Orc").
The game is a modern-day take on the old Video Game "Archon: Black & White". Instead this game is named "Archon: Circlet of the Heavens" and it is meant to bring back the "classic" dual with a list of NEW protagonists and antagonists.
I'm still moving forwards with this design. IMHO I feel like the GAME is not necessarily ART but instead RULES. As such, I feel like defining all kinds of cool and NEAT abilities that mesh well with the Characters (good and bad) are of much more value to the average gamer ... Than say halving a card in HALF just to put a "pretty picture".
That's not to say that ART & Illustrations are not important.
I'm just thinking for THIS "design", I'd rather have clearer actions and rules that govern an exciting method of play which is better that squinting to know if the Weakness is Red or Orange... Meh!
Note #1: Also there are FOUR (4) OTHER Colors of cards. Yeah they are the same like Magic (Red, Green, Blue, White and Black). I designed this game waaayy BEFORE I even knew what Magic was. It (the game) uses a RPS-5 which is one of the PRIMARY mechanics in the game. Pokemon SAYS it uses an RPS also ... But not in the traditional sense. You don't have to worry about which Suit beats which other Suit... It's just some have some weaknesses and others have a resistance factor.
In ARCH you actually need to factor in RPS-5 rules. What I mean is the BATTLE "mechanic" is based on the TRADITIONAL RPS-5. Meaning Red beats Green and White. So if your opponent played a White card and you played a Red one, your Suit would beat the opponent allowing you to inflict some type of Damage or Consequence...
So it's not an IMAGINARY RPS... It's a REAL ONE.
In the NEW Version, you DRAW 6 cards to start and choose ANY ONE of those six to be the Boss of that duel. The Boss is HP x 2. Again SIMPLE rules and you have control (to a certain extent) over who is the Boss and the Pit Units.
You play 3 rounds with the SAME Boss or until one of the Bosses is defeated.
Note #2: The game has some unique timing mechanics and has a LIGHT/MOON tracker... I still need to figure out if I KEEP this element or NOT. It's cool (as a concept) but I need to see HOW it will work and so forth.