Game Design V2: Initial Ideas & MVP Questions

by Alex Johnson 46 views

Creating a compelling and engaging card game requires careful planning and consideration. This document outlines the initial design ideas for the second version of our game and identifies key questions that need to be answered to develop a Minimum Viable Product (MVP). We'll delve into core mechanics like card drawing, unit combat, resource management, and the marketplace, ensuring each element contributes to a balanced and enjoyable gameplay experience. Let's explore the exciting possibilities that lie ahead in this game design journey.

Core Mechanics and Gameplay

Hand Management: Drawing and Discarding

At the heart of any card game is the flow of cards in and out of a player's hand. Our game features a straightforward yet strategic hand management system. At the start of each turn, players will draw cards until they have a total of seven cards in their hand. This ensures a consistent flow of options and decisions each turn. Conversely, at the end of their turn, players must discard cards down to a maximum of seven. This mechanic forces players to make tough choices, prioritizing certain cards over others and carefully considering their long-term strategy. This constant influx and outflow of cards create a dynamic and engaging gameplay loop. The initial draw and discard mechanics set the stage for strategic decision-making, influencing resource allocation, unit deployment, and overall game pacing. Think of it as a carefully choreographed dance where each card drawn and discarded plays a crucial role in the unfolding narrative of the game. This balance between drawing and discarding not only prevents hand clutter but also introduces an element of calculated risk, compelling players to constantly evaluate their options and anticipate future moves. The tension of choosing which cards to keep and which to let go adds a layer of complexity, making each turn a strategic puzzle to solve. This foundational mechanic directly impacts the game's tempo, forcing players to adapt their tactics on the fly and promoting a more fluid and unpredictable experience.

The Main Stage: Unit Combat

The battlefield is where the action truly unfolds. Our game features two primary types of units: Unit cards and Unit Leader cards. Unit cards are the standard troops that enter the battlefield, providing support and defense. Unit Leader cards, on the other hand, are the key offensive pieces, capable of initiating attacks. A unique aspect of our combat system is the interaction between Leaders and Troops. Only one Leader card can attack each turn, adding a layer of tactical consideration to each offensive maneuver. Leaders can attack the same turn they are played, adding an element of surprise and immediate impact. However, most cards will enter the battlefield tapped, meaning they cannot attack or block immediately, further balancing the gameplay. This restriction forces players to think ahead, strategize their unit deployments, and anticipate their opponent's moves. The combination of Leaders and Troops creates a dynamic combat system where strategic positioning and calculated attacks are paramount to victory. The interplay between these unit types adds depth to the game, requiring players to not only build a strong force but also to manage their resources effectively. This core mechanic will be a critical aspect of the overall game design, providing endless possibilities for strategic decision-making and gameplay variations.

Attacking and Blocking Mechanics

Attacking in our game is treated as an activated ability, similar to playing a card. This means it requires careful consideration and resource management. Only one Leader card type can attack each turn, adding a layer of tactical depth to each offensive maneuver. However, Leaders can attack the same turn they are played, though most cards will enter tapped, creating a balance between immediate action and strategic planning. Blocking is a reactive measure, allowing players to defend against incoming attacks. Players can block attacking Leaders with as many of their own Leaders as they choose, creating strategic defensive formations. The interaction between Leaders and Troops during attacks and blocks is a key element of the combat system. When a Leader attacks, Troop entities can join the attack, bolstering the offensive power. A Leader's ability, denoted as Leader - {Troop type} (X), indicates how many troops of a specific type can join the attack. For example, Leader - Zombie (5) means that five Zombie troops can join the attacking Leader. When an attacking Leader is joined by troops, only the troop units can be blocked. However, excess damage is allocated to the attacking Leader, adding a layer of risk and reward to offensive strategies. This nuanced combat system ensures that battles are not just about brute force but also about careful planning, strategic positioning, and tactical decision-making.

Damage Allocation and Targeting

Strategic target selection and damage allocation are crucial components of our game's combat system. When attacking, a Leader can choose to target either the opposing player or another unit Leader, opening up diverse tactical options. This decision can significantly impact the course of the game, allowing players to focus on eliminating threats or directly attacking the opponent's health. Damage to Leaders is permanent, unless healed by specific card effects, creating a lasting impact from successful attacks. This encourages players to protect their Leaders and manage their health carefully. In contrast, damage to Troops resets at the end of each turn, making Troop units more disposable but still strategically valuable for blocking and supporting attacks. When troops join an attack, they can be blocked, and any excess damage is allocated to the attacking Leader. For example, if a Leader attacks with two 2/2 Zombie troops, and each troop is blocked by a 3/3 troop, then two damage points will be allocated to the attacking Leader. This mechanic introduces a layer of risk, where using troops to bolster an attack can leave the Leader vulnerable to damage. These mechanics combine to create a dynamic and engaging combat system where careful planning, strategic targeting, and risk management are crucial for victory. The permanent damage to Leaders adds a layer of consequence to attacks, while the resetting damage on Troops encourages strategic use of these units. This intricate balance of attack, defense, and damage allocation makes each battle a unique and engaging challenge.

Resource Management

Pitching Cards for Mana

Resource management is the lifeblood of any strategic card game. In our game, players can pitch any card for mana by playing it upside down. Each card has a pitch value of 1, 2, or 3, representing the amount of mana it generates. This mechanic provides a flexible and dynamic way to generate resources, allowing players to adapt to different situations and prioritize their card usage. When mana is used, the pitched card goes to the graveyard, adding a strategic element to resource generation. Players must carefully consider which cards to pitch, as they are effectively removing them from their deck for the remainder of the game. Big cards and powerful abilities often require additional resources, such as specific resource cards that need to be sacrificed. These resource cards can represent various assets, such as subjects, materials, or influence, adding a thematic layer to resource management. Pitching cards can be done as an instant-speed action, allowing players to react to their opponent's moves and generate mana when needed. This adds a layer of tactical depth, as players can use mana generation to disrupt their opponent's plans or set up powerful plays of their own. Unused pitch cards return to the player's hand and deal one damage to the player, creating a risk-reward scenario. This encourages players to use their resources efficiently and avoid generating more mana than they need. Partially used pitch cards go to the graveyard, ensuring that resources are managed carefully and that there is a cost to generating mana. This intricate system of mana generation creates strategic decision points throughout the game, requiring players to balance their resource needs with the long-term viability of their deck.

Deck Management and Consequences

A crucial element of resource management is the consequence of depleting one's deck. In our game, when a player's deck is empty, they lose the game. This adds a significant layer of risk to resource-intensive strategies, such as pitching many cards for mana. Players must carefully balance their resource generation with the need to conserve cards in their deck. Overuse of pitching can lead to a quick mana boost but also hastens the depletion of the deck, creating a high-stakes trade-off. This mechanic encourages players to close out the game quickly if they are using many cards to generate mana, as they are effectively on a timer. Alternatively, if players are conservative with their card usage, they need to be mindful of their resource availability. This balance between speed and sustainability is a critical aspect of the game's strategic depth. The threat of deck depletion forces players to make tough choices, weighing the immediate benefits of mana generation against the long-term consequences for their deck's health. This element of risk management adds a layer of complexity to the game, making each decision more impactful and strategic.

The Marketplace: Shared Resource Cards

To further enhance resource management, our game features a shared resource cards deck and a dynamic marketplace. There is a total of 20 resource cards in the deck, with five cards open in the market at any given time. This shared pool of resources creates a communal element, where players can vie for the same cards, adding a layer of competition and interaction. At the end of each round, the cards in the marketplace refresh using a first-in, first-out (FIFO) system. This ensures that the marketplace is constantly evolving, and new resource options become available. Players can swap one card from their hand with a card in the marketplace (including cards from their opponents) during their turn. This mechanic provides a way to acquire needed resources while also potentially disrupting an opponent's strategy. The ability to swap cards adds a layer of player interaction and tactical decision-making, as players must assess the value of their cards relative to those in the marketplace. Players can play as many resource cards during their turn as they want, allowing for flexibility in resource usage and enabling powerful plays. This open-ended approach to resource card usage encourages strategic combinations and allows players to maximize their resource output. The marketplace system adds a dynamic element to resource management, providing a shared pool of resources that players must strategically navigate. This system promotes player interaction, tactical decision-making, and the development of adaptable strategies.

Game Setup and Winning Conditions

Deck Selection and Starting Health

Game setup is designed to be straightforward yet strategic. Players begin by choosing two pre-constructed 20-card decks. This pre-constructed deck system allows players to jump into the game quickly without the complexity of deck building while still providing strategic options based on deck synergy. Players then start the game with 20 health each. This starting health total provides a balance between resilience and vulnerability, encouraging both offensive and defensive strategies. The combination of pre-constructed decks and a set starting health ensures that each game begins on an even playing field, with players relying on their tactical acumen and strategic decision-making to gain an advantage. The selection of the two pre-constructed decks at the beginning of the game provides strategic variety, as players can choose decks that complement each other's strengths or compensate for weaknesses. This initial decision sets the stage for the rest of the game, influencing play style and overall strategy. The starting health total of 20 also plays a crucial role in game pacing, determining how aggressively players can afford to play and how much they need to prioritize defense.

Winning the Game

The primary win condition in our game is to reduce the opponent's health to zero. This straightforward objective drives the game's core conflict and encourages player interaction. By focusing on health reduction, the game promotes strategic attacks and defensive maneuvers. Alternatively, as mentioned earlier, a player also loses the game if they run out of cards in their deck. This creates a strategic tension between resource utilization and deck management. Players must carefully balance their card usage to avoid depleting their deck while still making progress toward reducing their opponent's health. This dual win condition adds complexity to the game, as players must consider both their opponent's health and their own deck size when making decisions. The ability to win by either depleting the opponent's health or forcing them to run out of cards opens up diverse strategic paths to victory. Players can focus on aggressive attacks, resource control, or even a more attrition-based strategy, aiming to outlast their opponent and force them to run out of cards. This multi-faceted win condition enhances replayability and ensures that each game presents unique challenges and strategic opportunities.

MVP Questions: Defining the Core Experience

To create a compelling Minimum Viable Product (MVP), we need to answer several key questions. These questions will guide our development process and ensure that we focus on the core elements that make our game engaging and enjoyable.

Core Gameplay Loop

  1. What is the optimal balance of card draw and discard mechanics to ensure a dynamic and strategic flow?
  2. How many cards should be in the pre-constructed decks to provide sufficient strategic options without overwhelming new players?
  3. What is the ideal starting hand size to ensure a balance between strategic options and resource management?
  4. How can we make mana pitching more interactive and strategic?

Unit Combat

  1. What is the optimal balance between Leader and Troop card types to ensure diverse combat strategies?
  2. How can we design Leader and Troop abilities to create synergy and strategic depth?
  3. What are the most effective ways to balance attack and defense mechanisms?
  4. How can we streamline the combat resolution process to maintain a smooth gameplay experience?

Resource Management

  1. What is the appropriate pitch value range (1/2/3) to ensure balanced mana generation?
  2. How many resource cards should be in the shared deck to create a dynamic marketplace?
  3. What are the optimal mechanics for resource card swapping to encourage player interaction?
  4. How can we balance the cost and benefit of pitching cards to ensure strategic resource management?

Game Balance and Pacing

  1. What is the ideal starting health total to ensure a balanced game length?
  2. How can we balance the power of different card types to prevent any single card or strategy from becoming dominant?
  3. What are the most effective ways to control game pacing and prevent stalling?
  4. How can we ensure that the game remains engaging and challenging for both new and experienced players?

By addressing these questions, we can lay a strong foundation for our game, ensuring it is both enjoyable and strategically rich. Answering these questions will help us refine the core mechanics, balance the gameplay, and ultimately create a compelling card game experience.

Conclusion

Developing a successful card game is a complex endeavor, requiring careful attention to core mechanics, resource management, and game balance. By addressing the questions outlined in this document, we can move closer to creating a compelling and engaging gaming experience. The initial design ideas presented here, combined with a focus on answering key MVP questions, will serve as a solid foundation for the next phase of development.

For more in-depth information on game design principles, consider exploring resources from GDC Vault. This platform provides a wealth of talks and presentations from game developers around the world.