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5 months ago ::
Dec 31, 2012 - 10:39AM
#1
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Date Joined:
Dec 31, 2012
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Hey! We're working on a new online trading card game. Long time magic players, as well as other card games. We are just looking to see what you guys think is most important in keeping a game balanced, fun, and interested. Any advice will definitely help. We'll have something up on kickstarter in a few weeks. We just want to know, what is most important to you?
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5 months ago ::
Dec 31, 2012 - 7:17PM
#2
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Date Joined:
Mar 23, 2006
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if you're making it online, please don't put in an AI. online card games with AIs, by necessity, have very simple rules so that the computer can correctly play them. focus on making the player-to-player interactions fun, then see if maybe you can get an AI to do it. but don't dumb things down just for that.
120.6. Some effects replace card draws.
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5 months ago ::
Jan 01, 2013 - 8:22AM
#3
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Date Joined:
May 21, 2010
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Tension is very important for fun I belive. Be sure to avoid making it easy to lock an opponent into an enevitble loss they can see coming 10 miles away.
Be sure to give players ways to turn bad situations around
last thing you want is to create an enviornment where "griefer" plays are given the opportunity to scare new players away with crushing locks and low/no tension games
:For autocarding, write [ c ] card name [ / c ] You can also do [*c=lightning bolt]'Bolt[/c*] to get 'Bolt sigged because I always forget to do it
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5 months ago ::
Jan 01, 2013 - 2:02PM
#4
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Date Joined:
Oct 17, 2007
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Well, these aren't things-I-like, but they're points that might inform your design:
- Have a clear theme. What is your game about? Make sure that you have some room to design in that theme, and then stick to it.
- Have resource management, but not too much. I'd suggest something like Duelmasters, where there is no scarcity of resources, but correct use of them can mean the difference between victory and loss.
- People want to play their favourite cards. Commander's popularity stems from the ability to always play a cool big creature every game. Whatever is cool for people to do in your game, give them ways to do it.
- Make it multi-player friendly. Friends are a great way to keep people coming back.
'I have had players complain about having extra rares in a pack. I’ve had players complain about getting free things. I have had players complain because they liked something “too much”.' - Mark Rosewater's Twitter, May 7th, 2013
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5 months ago ::
Jan 02, 2013 - 3:17PM
#5
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Date Joined:
Oct 12, 2010
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*Include wincons. *Don't be afraid to include multiple colors, but don't go overboard with it. 2 or 3 colors is best for most things (though some decks prefer to only be one color). Each color has downsides, but more than three colors is generally going to run you down. *Learn to separate good cards from bad . (To understand, reach isn't worth the -2/-2.) Also, learn to separate sideboard cards from maindeck cards. I've seen new players maindeck Deathmark . While Scars of Mirrodin was legal, most decks used a lot of artifact creatures, so Deathmark wasn't even guaranteed to hit all green/white creatures. *Don't forget removal.
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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5 months ago ::
Jan 03, 2013 - 7:54AM
#6
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*Include wincons. *Don't be afraid to include multiple colors, but don't go overboard with it. 2 or 3 colors is best for most things (though some decks prefer to only be one color). Each color has downsides, but more than three colors is generally going to run you down. *Learn to separate good cards from bad . (To understand, reach isn't worth the -2/-2.) Also, learn to separate sideboard cards from maindeck cards. I've seen new players maindeck Deathmark . While Scars of Mirrodin was legal, most decks used a lot of artifact creatures, so Deathmark wasn't even guaranteed to hit all green/white creatures. *Don't forget removal.
Holy baws what an embarrassing failure of reading comprehension.
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5 months ago ::
Jan 03, 2013 - 2:23PM
#7
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Date Joined:
Oct 12, 2010
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Holy baws what an embarrassing failure of reading comprehension.
Are you the OP?
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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5 months ago ::
Jan 03, 2013 - 2:24PM
#8
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- UnCon Prizewinner 2008
- Infernal Spawn of Infernal Spawn of Evil
- Chairman of the Board
Date Joined:
Jul 29, 2006
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*Include wincons. *Don't be afraid to include multiple colors, but don't go overboard with it. 2 or 3 colors is best for most things (though some decks prefer to only be one color). Each color has downsides, but more than three colors is generally going to run you down. *Learn to separate good cards from bad . (To understand, reach isn't worth the -2/-2.) Also, learn to separate sideboard cards from maindeck cards. I've seen new players maindeck Deathmark . While Scars of Mirrodin was legal, most decks used a lot of artifact creatures, so Deathmark wasn't even guaranteed to hit all green/white creatures. *Don't forget removal.
Holy baws what an embarrassing failure of reading comprehension.
bay_falconer
firstrike
Ceci n'est pas une pipe.
This definitely doesn't mean what you think it means.
I was referring to the painting The Treachery of Images.
I know.
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5 months ago ::
Jan 03, 2013 - 2:30PM
#9
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Date Joined:
Oct 12, 2010
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Fail, shrimp. Again. Must you keep embarrassing yourself by demonstrating what is clearly an unconscious attraction to me?
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend.
[c]Lightning Bolt[/c] = Lightning Bolt
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5 months ago ::
Jan 03, 2013 - 2:39PM
#10
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Date Joined:
Apr 28, 2008
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Work hard on the resource system. It's the defining factor for the costing of your cards. Understand what it lets you do and what it restricts you in. Magic, for example, relies on lands in most cases, which can carry a lot more complexity than most other games. Lands are permanents, and can be interacted with. Lands can carry inherent restrictions that punish you from playing multiple colors. And lastly, lands are a part of your deck, and can thus lead to manascrew or manaflood. Duel Masters, on the other hand, have a much more consistent mana system, but it's also simpler, for better or worse. The upcoming Solforge doesn't have any mana, but lets you cast two spells for free. This means that you lose out on Magic's easiest way of adjusting a card's power.
Play to the strength of your medium. Magic has a lot of limitations because it's a physical game. When you're having a digital game, the computer can track all sorts of things that would cause memory issues. Damage can now be permanent. You can also do things that would be a lot harder to replicate in a real game, like making identical copies of a card in play, or making opponents do actions in hidden zones, as the game can check if it's legal or not.
Might also be worth taking a look at how interaction in the game works. If you want your opponent to respond to everything as if it's the stack, or for each turn to only care about the current player. And try to make the rules simple. Magic's comprehensive rules really isn't something you want to end up with.
I probably didn't answer the question all that well.
Everything Mown does is elegant.

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