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Player Interaction

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questccg
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One thing that I am struggling with in terms of "design" is "Player Interaction". The context would be in a "Card Game" where each player would have his own set of cards - much like off-line "Deck Construction".

One element to having "Player Interaction" is CONFLICT.

In the design in question, I don't want "conflict" to be a major element of the game.

Knowing that I would want an element of "Deck Construction" and a Deck size of sixty (60) cards...

What are OTHER ways of having the two (2) Players interact??? I also would want the design to be a "two person game".

If I am unclear or you have questions, please do not hesitate to ask. I know that "Drafting" could be another form of "Player Interaction" but this does not work well with the "Deck Construction" aspect of the game.

Any thoughts, comments, feedback, ideas are welcomed!

questccg
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Sharing cards

Also the "Sharing" of cards, because of the "Deck Construction" mechanic, makes it difficult to "exchange" cards in any sort of manner.

I think it's pretty obvious that "Player Interaction" with each player having his own set of cards (and deck) makes it hard to engage both players in a game that doesn't boil down to "Your cards" and "My cards"...

Thanks for any advice you may have to share!

questccg
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Complex Deck Construction

Also another concern is the "over simplification" of the "Deck Construction" mechanic.

What I mean by this, is that a "Deck" may have a certain "strategy" but it should not be as if a player is playing his cards solely based on the cards he has chosen to be part of his deck.

I don't know if I expressed myself clearly.

As an example, I would not want it that because I have these 10 cards in my deck, that I must use those 10 cards to try to win the game... Sort of like a fixed "deck strategy" which is used over and over and is identical with the exception of a card or two, here and there...

Rick L
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Bidding?

I'm not sure if this would work in your game concept, but what about a bidding mechanic?

To be honest, I haven't even decided if I like bidding mechanics much yet! But here's a game that a friend of mine did where you bid on cards that allow you to take certain actions each turn:

https://m.youtube.com/watch?v=wVRn02LzdRM

Also, Gabe had a great link to an article on ways for player interaction, sent in a recent BGDL email:

http://bettermissions.acemlna.com/lt.php?s=aacbf4a0b766400aa171f0e79a55e...

questccg
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Thanks for the link

@Rick: was an interesting read... But it did not solve my issue.

Right now, I am thinking of having two-sided cards: one good, the other bad.

I have four (4) suits too. So that brings the components to 8 (4x2=8).

What I am picturing, is player #1 decides if he plays good or bad and then the rest ensues. But I'm having trouble with HOW a player plays cards onto the table...

Each card played helps the player but it also has an opposing effect. And so that is how I am planning to have interaction.

The problem with this is the two-sided cards. Well I guess if the selection process is at the start... Each player therefore only relies on one side...

IDK yet. Any additional thoughts, comments, feedback, ideas, etc???

kevnburg
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Joined: 05/02/2014
Look at Netrunner?

questccg wrote:
Also another concern is the "over simplification" of the "Deck Construction" mechanic.

What I mean by this, is that a "Deck" may have a certain "strategy" but it should not be as if a player is playing his cards solely based on the cards he has chosen to be part of his deck.

I don't know if I expressed myself clearly.

As an example, I would not want it that because I have these 10 cards in my deck, that I must use those 10 cards to try to win the game... Sort of like a fixed "deck strategy" which is used over and over and is identical with the exception of a card or two, here and there...

This concern makes me think of Android: Netrunner. In Netrunner each player builds decks before they start the match, but the person playing as the Runner can technically win the game without ever playing a single card. Each player has a # of actions they can spend on their turn (e.g. spend an action to play a card or draw a card), but there are some fundamental actions you can use to win a game without ever playing a card (in Netrunner's case, making a run). You can also spend actions to gain resources (though economy cards are going to be a bit more efficient at this).

You could try putting an action system in your game where the actions required to win the game do not require playing cards. Rather, the cards can be ways to more efficiently do an action or to situationally manipulate the game state.

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