A quick tour through card game design. From systems design to visuals and implementation. Held at A MAZE, Berlin in 2016.
Audio from the presentation can be found here: https://voicerepublic.com/talks/doing-the-hindu-shuffle
6. What kind of game?
⢠Card as central play element
⢠Cards are
⢠Token (playing piece)
⢠Action
⢠Interface
⢠Exception-based design
7. Simple but Deep
⢠Easy to grasp
⢠Simple rules for card use
⢠Minimise non-card actions
⢠Add complexity through card rules
⢠Cards interact with one another
8.
9. Player Actions
⢠What can players do?
⢠Play Cards
⢠Actions caused by cards
⢠Draw cards, select targetsâŚ
⢠Other actions?
⢠Attack with creatures, end turnâŚ
10. Card Effects
⢠Cause one time effects
⢠Cause enduring effects
⢠Remain in play
⢠Have a position
⢠Can be a resource
⢠Can react and change
11.
12. Resource Development
⢠Change of resources during play
⢠Shapes tension
⢠Affects deck building
⢠Affects balancing of cards
17. Card Design
⢠Figure out your card aspects
⢠Cost
⢠Type
⢠Rules
⢠Consider the power curve
18. Core Cards
⢠Simple basic cards on which to build
⢠Allow you to play the game
⢠Help pin down the core power curve
19. Keywords
⢠Help with card interactions
⢠With other cards
⢠With other playing pieces
⢠Players, status effectsâŚ
⢠Keywords can help with interaction
21. Deck Building
⢠Requires different skills than playing
⢠Understanding randomness
⢠Seeing connections between cards
⢠Research (homework)
⢠Provides meaningful inďŹuence on game
⢠Opportunity to be creative
22. Decision Paralysis
⢠Large Sets make things difďŹcult
⢠Knowledge of available cards
⢠Knowledge of the meta game
⢠Acquiring the appropriate cards
23. Deck-Size
⢠Depends on design
⢠Target play duration
⢠Desired predictability
⢠Set Size
⢠And on complexity of cards
25. The Board
⢠Visual metaphor of âtable topâ
⢠Everything relevant needs to be visible
⢠Complexity depends on
⢠Amount of cards
⢠Complexity of cards
26. Cards as Interface
⢠Cards are action indicators
⢠Minimise non-card elements
⢠Make those you have clearly visible
27. Card Layout
⢠Strong visual hierarchy
⢠Important things visible ďŹrst
⢠Edges & Corners for overlapping
⢠The image on the card is important
28.
29. Simple Visuals
⢠Make your animations feel physical
⢠Cards need a lot of artwork
⢠Find a style that works in volume
30. Card Text
⢠Quickly readable
⢠Easy to be misunderstood
⢠Use keywords to shorten your text
⢠Provide way to look up keywords
33. Card Objects
⢠Ideally somewhere easily to balance
⢠But complex card effects & interactions
⢠Our solution:
⢠We used scriptableObjects and a lot
of custom editor scripts
⢠In hindsight would probably do
differently and use either a scripting
language or a FSM system
34.
35. Command Pattern
⢠Command Handler
⢠Cards generate a set of commands
⢠Based on game state
⢠Commands are then executed