At some point of the game design, where you know how the rules of your game is going to work, you need to design data. Like making cards with special abilities, designing unit stats, etc.
Now I found 2 ways to do this, they are not for me the easiest methods to use, but I was wondering if any of you had a different method or ideas for data design.
Method A: Calculate all the possible combinations. Or use another game's data as example to help plan ahead all possibilities of abilities. Then design your cards by making a selection within this list.
Pro
Allow to see how much ability permution is possible to do in your game
Make sure you do not miss or forget a branch of abilities
Can plan better the distribution of abilities between factions or groups in your game.
Con
Can be very Exhaustive to do, you might only do a portion of it.
Might not be easy to determine what are all the possibilities.
Method B: Use the theme as a base source of inspiration. Find thematic data you want to appear in the game and try to convert that information as rules.
Pro
More fun to design, seems less mathematical
Logical reason behind the rules
Con
Can forget branches of abilities
Can lead to redundant abilities, since does not know other things exists
Factions or groups of data could be similar since could not plan ahead differentiation.
From that analysis, the best solution would be to use an hydrid of both. Use a selection of abilities that might not be exhaustive then start with a theme ad try to fid a matching ability.
What do you think?
Do you use other solutions?
In the "Symmetry/assymetry" thread, an idea that was discussed is give each faction primary and secondary objectives. Which are some sort of higher level view on the special powers.
For example you could have a list of special powers grouped by type of mechanics and distribute them according to primary and secondary objectives you set yourself up for each faction.
I have been working on a CCG lately and realized that I could not find all possible combinations. But by using a basic set of abilities, new ideas will comes in as the game prototype gets played. So partially designing the list of abilities could be a solution.