First, I just found this website and its amazing. I have read a couple posts and am excited to pick this forum's "brain" for more information. I just barely signed up because I would like to contribute and need some feedback on a project idea that has recently come to fruition.
A bit about why I am here: I have made a massive breakthrough in the development of my own collectible card game. I have made three major developments in what I think will set the game apart from every other CCG. I have mechanics in place. Card writing is just now taking off. I (like most game designers) think my game could be huge. Being a gamer myself, I know I would play this game and I know this has some serious long term appeal. I can't really give specifics because I really believe these ideas are genuinely a breakthrough.
I know this is a board game designer's forum, but I have seen CCG discussion here before so I thought I would shoot a couple questions at the bow and see if anyone would fire back. Here goes:
- I have read that strategic tradeable card games are actually patented by Wizards of the Coast and that they used to force CCGs to pay them royalties. To what extent is that true? How vigilant are WotC in pursuing other CCG/TCGs today to pay royalties/fees?
- Should I create an online version of my CCG first (to develop a fanbase) and then release in card format (retaining most of the control and profits for myself), or should I seek to go through publishers and lose control but gain the means to make the game available worldwide quicker?
- If you have developed a CCG before, what is the best way to playtest: card by card (meaning create some cards and then playtest, create more then playtest, repeat) or complete set (create all cards, then playtest and tweak)?
Thank you for the responses in advance. I look forward to hearing words of wisdom from those who have been in my situation before.
That major development should probably be deep pockets for marketing and a huge license, primarily aimed at kids instead of adults. We are in an economic downturn and many new CCGs are considered to be plague-ridden.
Yeah, I have come to that conclusion myself. To be honest, the actual submitting/release of the game would be at least a year or two away from now. Here's to hoping the economy can fix itself by then.
WotC has A patent. At least 2 other CCG companies have patents as well. Nominally, each of these patents extends to the specific mechanics of the games in question. WotC has for years claimed to have a patent on "customizable card games". WotC's patent could be invalidated by several key industry players because they revealed the content of their patentable products more than a year prior to filing. As a result, WotC occasionally fires off a cease & desist letter, but has not taken anyone to court (to my knowledge). They did have licensing agreements right after filing but only a few companies signed on.
I ask because I have read that Pokemon got sued by WotC and it was partially based on patent infringement. I read the patent itself and it sounds like they do actually have a right to ALL "strategic trading card games" especially ones that require you to draw from the deck and make attack/summons to take away life points from the other player. But you seem to have more recent knowledge about how WotC handles this, so I'll just go with what you said, if not for any reason other than to help me not worry about it till I cross that bridge.
Do you mean as a PDF (print-and-play) game? Or as a play online video game platform?
Nope, mainly because one of the main dynamics of the game wouldn't work as a print-and-play game. Sorry, wish I could go into details, but I honestly believe if someone from WotC or WOW:CCG saw it, they would implement that dynamic immediately.
If the latter, sounds possible, but expensive and time consuming. Join Gamasutra and read their article on Star Chamber. It talks about the development of Star Chamber pretty thoroughly. If possible, license one of several professional or fan-created card trading engines that have been implemented for a variety of online CCGs (I'm not talking about Apprentice, but stand-alone online CCGs).
Online is how I would do it. I have a pretty decent programming background, so it shouldn't be too time consuming. The other positives are that it would allow some pretty extensive playtesting, I could have users agree to an NDA while they test so that my ideas/mechanics are kept safe, and it could develop and maintain a fanbase while waiting for the economy to be a little more "right" for the release of a new CCG.
Design top-down. Envision your rules set thoroughly. Make sure that EVERY card you design fits within the rulebook without constantly padding it out. If you try to tweak your rules for every card you design, chances are your rulebook will break under the weight of any significant card combination.
Good point and one that I have just haphazardly stumbled upon doing. Everything has been done top-down so far. All mechanics are in place, card types and effects are decided, all that is left is to write the actual cards. Which I have just barely started to do.
Thank you for your advice about playtesting and rules theory. I had never thought about the best games usually having detailed rulebooks because I am usually the one who reads it and memorizes it. And now that I think about it, my friends have never really read rule books for WH40k, SW:CCG, or any other rule-heavy strategic game. I always just end up answering their questions. Hopefully an online version can strum up enough "powergamers" to stress the rules to the limits and show me any exploits that weren't necessarily covered in the beginning.
Beyond that, how you playtest depends so much on your rules that it's not really worth talking about how you should playtest YOUR SPECIFIC CCG without info on it, since it may have specific play or deck building requirements that encourage or restrict card synergies in certain ways.
Lee Valentine
President
Veritas Games Company LLC
Again, thanks for the comments. I am sorry that I feel like I can't give out specific information on the game design behind my CCG. I am sure it would make you helping me easier for you, but I am pretty protective of these ideas. As a long-time gamer and basing my opinion on games I have played, I really think this will be huge if/when it hits the market.