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Epic Hero Battles Yeah!

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Squinshee
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With all of these build-your-own-deck type games flooding the market, I was inspired one day to make a game where you choose a team of three heroes with unique skill trees. As they level up, you choose new cards to add to your deck. I like this idea a lot, but each prototype has been unfun, to say the least. I have a design document that outlines everything, and I think it's very detailed. Please check it out --- any and all advice, questions, ideas, and thoughts are appreciated. Thank you.

https://docs.google.com/document/pub?id=1s8P8yKGlDOT2qZfHd7L6abQtAKUq4xe...

Lofwyr
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Aight bro. So a few years

Aight bro.

So a few years back I spent a ton of time here seeing what others did and working on my own products. You seem to be motivated and put in an excellent effort here. And I do mean excellent, very familiar, in fact, to my own early efforts. Please keep this in mind when reading below. After reading your material and taking the time to appreciate that effort I read your other posts and got a much better idea of where your coming from.

While you certainly have an excellent grasp of the KINDS of things it takes to make up a good game you have missed the fundamental principles of game design that separate the professionals from the amateurs.

First, there IS an easy fix. If you want you could use the SHAZAM method. Your game has some really deep issues that won't be fixed by implementing some new rule or changing something simple. So grab a big group of play testers and wait for them to tell you how to fix it. This may seem lame....however...its literally THE most common method I see aspiring game designers use. I really frown on this, there is a place for play testers and this isn't it. If you want to try this approach then toss the game at a group of friends and scream SHAZAM....maybe you'll get what you want out of it.

Moving on...instead of baking your noodle trying to figure out what MECHANIC you botched take the time to analyze "what" you're doing. Simplistic games that use literally a quarter the rules and mechanics your using would result in more immersive play. Why do you think that is?

The reason, as you will discover when you spend more time designing...and less time implementing....is that these products were designed with purpose in mind. Rules were not implemented as a matter of convenience but as a matter of course.

IE: I need a random element, what do I have that can be used to generate that element? Everyone has some spare change, I implement the use of flipping a coin as my random element.

Need = Rule

Please notice I did not include some convoluted math involving per-existing cards, the necessity of dice for a single rule or some other complex and ultimately time consuming method. If its fast easy and fun...your most likely on the right track.

You seem to have gathered a large selection of rules already implemented in MTG and compiled them into a card game. Take the time to imagine WHAT your players will be doing during the course of game play, WHAT will limit downtime and promote strategic thinking, WHAT will keep players immersed and most importantly entertained during the game. Develop a NEED based on these questions THEN create rules. All the problems you listed at the bottom of your design doc are the result of a common amateur mistake, implementing rules without a design.

E

questccg
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Hmm...

Quote:
Initial conclusions thus far:
1: Combat is not fun. Attacking is an implied action resulting in boring gameplay.
2: Without a resource system, balancing discard to card ability doesn’t seem to work very well.
3: Skill trees lack interesting progression.
4: The game shouldn’t end when one hero dies, but I don’t know how to incorporate a method that makes sense. Losing a hero is a big deal, and you’ll probably lose.
5: Turn flow is brutally rigid and unintuitive.

Okay so for point #1, what you need is alternative forms of combat or different victory conditions. I know I have had a hard time designing a proper combat mechanic. What I have learned so far is that by having different forms of combat (range, melee and mass effect) with an RPS system is a good start. Next you add different ways of winning. So in the case of a skill tree, you could win the game by completing the skill tree (as an example). Other may be accumulating a certain amount of kill points, etc.

For point #3, if this is part of a victory condition, players are *racing* to finish off their skill trees (RUSH is the key here - player who is first wins). All of a sudden the skill tree is interesting (aside from the skills you earn).

So point #4 could be a penalty on experience gathered. Say you would lose 50% of the points you earned. Since there are multiple paths to victory - this only stops (or slows you severely) on the experience path. You can still win by skill tree or catch up in the experience side... Again you will understand the multiple paths to victory add a huge value - this will force you to shift you game play but you can still win.

Squinshee
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@Lofwyr Everything you said

@Lofwyr

Everything you said is right. I'm attacking my problems, and my design, the wrong way. I haven't truly thought about what the players actually do, other than grab new skill tree cards, in order to create fun gameplay. Thanks for the bluntness of your reply, and looking through my massive document. You avoid eggshells eloquently, and I appreciate that. It's time for me to really think about what I want players to be doing, and how to make it as simple, fun, and strategic as possible.

I read some other threads, and came by this advice (I'm paraphrasing): adding new rules to solve problems is bad design. That sums up my approach all too well.

Brainstorm time!

Lofwyr
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Well

Well, your obviously willing to do the work. I spent a great deal of time being misdirected, early on, by "mikelikeseverything" or people unwilling to "tell it straight". I feel (strongly) that if your motivated enough to throw together a nice design doc like that then you should be able to take a hit and keep on truckin.

Keep up the good work.

E

mindwarper10
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reminds me of an Idea I had a

reminds me of an Idea I had a while back before I started on my current card game.
Basically each player had a single hero card with "attributes" each attribute allowed the player to play special ability cards and troop cards.
for example one hero might have strength 1/3 meaning they had a starting level 1 in strength so any card that required 1 strength to be played could be used, and he can only have a max of 3 strength.
then there were skill cards that increased the attribute, added attributes or the likes.
I also had racial attributes (IE Dragon 2/3).
I also came up with the idea to have special large card packs, they were level progression sheets.
as you killed x troops (or extra heroes, each player could have 3 heroes that leveled.) you could move up the sheet. Some sheets were linear, others had different "paths" but may have been harder to level, or the likes.
each hero had his own deck (but each deck can only be drawn from if that hero were in play. so you could have like 10 heroes in one deck, 2 in play, have 10 decks and progressions, and play one more hero, grab the correct deck and sheet and play from there. If that was how many heroes you wanted ready.)
I did have it where if the main hero died you lost, he was the most powerful "large" card who stayed in play (all heroes had 2 large cards, the hero card that displayed their stats and a special ability, and the progression sheet of your choice. made it easier to seperate decks and progression sheets.)

Squinshee
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@Lofwyr When you say I should

@Lofwyr

When you say I should implement less and design more, what do you mean?

I'm trying to design a 2 player game where you have three heroes with skill trees, with a thematic and gameplay emphasis on teamwork. With this goal in mind, what should I be trying to do, and what should I be trying avoid? Are there certain thought processes that have negative impacts on design? I'm the kind of person who thinks of an idea, then quickly comes up with reasons it wouldn't work. Is that a bad approach?What does your design process look like?

Thanks,

Squinshee

Lofwyr
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Design

So, going to be a wall of text, but you asked for it heh.

Those, my friend, are some excellent questions. So then let's begin with your MOST important question.

"What should I be trying to do and what should I be trying to avoid."

YOU should be following your heart. Sounds campy as hell but to be completely candid, it's what counts. Most importantly it will lead you to making better choices when you're trying to design games. Your imagination is going to lead you down the proper path here. Try to take that solid base knowledge of rules you have and apply it to the theme and ideas your working with.

To be more precise, try to think of a combat scene from a movie or perhaps a favored comic book. What happened in the fight? What made the team or group of warriors work well together? How, using the mechanics you have or can imagine, can you recreate this feeling of battle? More specifically the concept your using here (elements working as one) is Synergy. Try to take these factors into account and you'll soon find theme much easier to interconnect with rules.

As far as thinking of things then dismissing those ideas through logic (faulty or infallible) there's nothing wrong with that. I certainly do a great deal of that myself. I would encourage you, however, to record these ideas regardless of their use. I have a massive doc on my desktop that is a little over 200 pages full of random ideas. Each idea is logged as a single paragraph with a bullet point. Ill grant you that its poorly organized and certainly contains at least some level of repetition but it never fails to be useful.

As far as the design process and what it looks like, well, this is where we're going to run into a problem. I can give you a BASIC outline, but the fact is that the process varies greatly from designer to designer. I would say that I take the following steps, most of the time in this order, each time I deal with a game concept.

• IDEA: Get an idea of what you want, even if it's just some neat conceptual stuff that doesn't really seem to be a game. A great idea can go allot farther than an interesting mechanic.

• RESEARCH: Take a look at what others have done. I assure you that the concept "if you thought of it so did 100 other people" is completely valid. Try to see what others did and compare that with what you wanted to do. Most importantly, especially in this stage, don't get discouraged. Thiers TONS of similar games out their but only a few truly great incarnations. Perhaps YOU will make the "stand-out" version everyone comes to love.

• DESIGN: Get some basic concepts of what you think will keep the players involved in your IDEA. Now try to keep in mind here, what you initially imagined. That THING you had in mind, THATS your design goal. If you wanted to make a game about goblins warring over the limited space in their mountain homes (for instance) then what can we do to keep the player entertained and share with them what YOU thought was so great about this idea.

• IMPLEMENT: Start bringing in rules. You have, hopefully, some vision for the product at this point. If (using the example above) we need to start working out our goblin game then let's start thinking about some basics. How will I represent goblins? Should I use a game board with markers or cards? Will there be random events? Should I consider dice, perhaps used for spawning goblins or combat? Here we see that we have developed a NEED based on our THEME and then implement RULES based on that need.

• TEST: Unfortunately theirs allot of philosophy surrounding play-testing. I prefer to NOT play the games I make and instead observe and take notes. However, you'll find that just as many designers enjoy playing. It's really your choice. In my own experience I can tell from the first (3-4) play tests if the game is a keeper and then start identifying any hurdles my players may be facing. Perhaps they find a rule useless or overly difficult to implement. I take notes on these and then deal with them AFTER the game. Changing things during the play-test only serves to make learning the game harder for the players.

• FEEDBACK: A really hard pill to swallow is criticism. You should, when talking to your players about feedback, watch YOURSELF, not the players. You make a grumpy face or retort in a defensive manner to their criticisms and you could be dooming your project. Play testers don't want to get yelled at and are less likely to be honest with you if you're constantly chewing on them. Listen to what they say, record their thoughts, THEN answer. DO NOT take your play-testers for granted, respect their opinions and thank them for the feedback. As I tell anyone willing to listen, never get attached to a rule or method. If it has to go, trash it.

IMPLEMENT: Here we hit the loop. You're going to IMPLEMENT and TEST over and over until you hate the game. Once your completely sick of it.....its probably ready :)

That's the cycle as best I can describe it. As can be imagined many other things may make their way into the cycle as you work but I feel like I hit on the best points.

I hope I answered your questions and that this is of some use to you.

E

Squinshee
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@Lofwyr I read your responses

@Lofwyr

I read your responses multiple times daily. Thank you.

Squinshee
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I've been reworking the

I've been reworking the entire structure of the game and my recent design has hero-specific cards. Problem is, when one dies, your deck is essentially a third useless. To counteract this, is it strange to add a rule to physically remove all of those cards from your deck upon death? It's clunky, but the decks are quite small (probably around 20-30 cards) and I could color-code each hero to reduce frustration. These make the issue less annoying as opposed to actually fixing it. Is inelegance OK if the positives outweigh the negatives? Or should inelegance be avoided?

Lofwyr
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I am glad to hear that you

I am glad to hear that you find the posts useful!

Now about this problem of yours.

Let's try to understand our problem before we go off attacking it with varied solutions.

PROBLEM: The "play" deck we are using is composed of 3 "sub-decks". Each "sub-deck" contains cards used for a specific hero. If a hero dies then the "sub-deck" belonging to that hero becomes "inert" or "useless" to game play.

FIRST and most importantly, let's see the problem through YOUR eyes. You expressed that the problem as you see it is "how to remove/deal with these now useless cards". Let's try to take a step back from that and take a look at what the broader issue is. You have created what's called a bottleneck in your design. In this case we are saying that the bottleneck or "narrow margin" exists because we are considering the "play" deck immutable.

This is to say that because we're only attacking the problem from one direction (there are always 3 sub decks which make up one play deck) that we have little wiggle room. So naturally you landed on a solution that is inelegant and somewhat clumsy. ANYTIME you run into a rule that gives you a bad feeling (you called it inelegant) don't ignore that feeling. If you, the designer of the game and likely its biggest fan...ever, think that the rule is a bit "off", just imagine what players would think of it.

Let us try to take a step back in our design cycle and attack this from a different angle. FIRST let's get out of the bottleneck. The concept of play deck with its 3 sub decks is no longer an immutable mechanic. If we do this then we can modify the design (the decks composition) and possibly take a better approach to solving the issue.

So then, some conceptual stuff for problem solving.

The idea of "useless" or "dead" cards in a deck isn't a totally bad thing. In some cases it could be used to enhance the penalty of losing a hero. A classic example of this would be getting "mana-****ed" in magic the gathering. In that instance the player cannot make use of cards because he either shuffled poorly or designed the deck with too-few mana. In either case the mechanic is not only an accepted part of game play but an important mechanic in deck design.

Ultimately, I would consider the volume of possible "Dead" cards versus "Live" ones. In your case you're never going to have all three "sub-decks" be dead at once since the player needs at least ONE hero to be in the game. So take these cards +other "non-hero-specific" cards (?) and determine what portion of the deck being "dead" is acceptable.

Unless some mechanic directly impacts the use of dead cards (a bluff perhaps?) the dead cards are just an acceptable penalty to play. Finally, if you ever feel uncomfortable with a rule...FOLLOW YOUR GUT!

E

voodoodog
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Joined: 07/02/2012
The FUN FACTOR

The thing that keeps sticking out is that you have found the game to be "unfun" to play. This is probably the most important aspect to consider. Someone once told me that to be successful in your work, do what you love to do. The seed has been planted in your game concept, but it needs to be nurtured like a rare flower. If the game is not fun, how can you make it so?
The ideas that have been tossed into the mix are quite valuable towards making your game "fun". The fun-factor is vital to making your game a big hit! Without it, it will end up being sold at the 99¢ Store or as a big file just taking up hard drive space.

Squinshee
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New design

I've realized this, and that's why I scrapped this entire design and have been building something new that really captures what I want to achieve. There is now a game board with heroes as little figures (I'm using my cute Skylander toys right now). That change alone has made me rethink my design. So what DO I have now?

Two teams of three predetermined heroes battle against each other. The first team to knock out two opposing heroes wins. I chose this win condition because it reinforces my theme of teamwork. One hero is not a team.

The board is segmented into two halves. Both side are 4 spaces wide and 3 space long, like this:

AAAA
AAAA
AAAA
------
BBBB
BBBB
BBBB

Your heroes are always facing the opposing team. Your team can't cross over the dashes. This setup makes it so your team is always somewhat close together. This is important because many cards in your hand can only be used when your heroes are within certain proximities of each other. You'll play cards that both assist your team offensively and defensively. Heroes can bolster and improve each others attacks. Again, teamwork is my theme, and I want everything I can to be centered around that.

Performing actions either increases or decreases your Team Points, which is the game's only resource. These points are also used to purchase new cards and skills from each hero's skill tree. Having them share this resource also emphasizes my theme of teamwork.

Squinshee
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That's the basic gist of

That's the basic gist of things. I have more specific rules but not neatly organized yet. I'm really stoked about this though. This is easily my best design yet, and it's thoroughly constructed enough so that I can start making a team and designing cards to playtest.

Designing themed teams is a prospect that really excites me. A pirate team with heroes that wield anchors, canons, and swords? Hell yeah. Making them synergistic is going to be a challenge, but I look forward to it.

voodoodog
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Teamwork

I applaud your theory that "One hero is not a team." Think of the Justice League... Batman is great all by himself, but teamed up with Superman, Wonderwoman, Flash, etc. they can save the world time and again! The teamwork concept allows for much more diverse game play, options and future expansion. Take a look at other games such as "City of Heros" for some further inspiration.

Squinshee
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Playtest #1

I just finished my first playtest! That alone is an achievement, but what excites me MORE is that it was actually fun! My girlfriend really wanted to win, rather than wait for it to simply end. That's progress! Things I encountered:

• The game's economics are totally out-of-whack and will probably continue to have negative effects. I haven't decided if the system works with the design. More testing is needed.

• There isn't enough synergy between the attacks for heroes.

• I switched a rule mid-game - now you can move all of your heroes on your turn. This allowed you to better setup your strategy.

• Many defensive cards are too specific, idly sitting in your hand.

• Properly describing how cards interact with the board is a lot more challenging than I thought it would be.

Lofwyr
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That is some good news.

Progress!

I am excited for you! Sounds like you got yourself past the early hurtles. Please let me know (in a detailed post) when/if you run into anymore roadblocks in design. Sounds like you just have some basic mechanics issues to work out at the moment.

Keep up the good work!

E

Squinshee
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Sharing content

Is it a bad idea to share a Google Document that I've been working on in this forum? Should I be more protective of my material? I want input, but I don't want my idea stolen.

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