This is not really a review but it's close! (And nor is it about computer games!) - Lawsome1997

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lawsome1997

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Apr 14, 2011
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I really don't know where to put this. So I put it here.

PART 1

CARD GAMES , everyone plays 'em. And I had an idea for one I'd like to share.

But this is more of a discussion on what actually makes a good card game, I mean, where is the appeal anyway? Why don't we all play card games in the internet instead of in real life? Well, A lot of us do. But what keeps the art of non-digital card games running. In my opinion. Is the social aspect. If there is one thing computers still don't do well it's real life conversation. Sure, there's Skype but skype still isn't quite the same as face to face. It's is a lot more difficult to host a convention for online poker than it is for magic the gathering. Because everyone would have to bring laptops. Not only that, but there is more money in real life card games. Which means that, in general, real-life card games are better made than online ones. Simply because there is more incentive to do well.

Now, I will be discussing Ideas for a REAL LIFE card game. The main difference between Real Life and Computer card games is that Computer based card games can afford to do more number crunching, if you have to much number crunching in a Real life card game the players will get bored and quit.

There are two factors associated with all card games in general:

Depth of play: This is how complex the tactics get, but not how complex the rules are. Polker has A LOT of dopth of play because you are always trying to double-bluff your opponents. It tends to be that a high depth of play is always more enjoyable. But make the depth of play too hard and you risk cutting off players that don't want to think that hard. And is the main factor in determining how fun your game is.

The other is Complexity of rules. This isn't so much a choice as a side affect of trying to get a lot of depth of play. Magic The Gathering has a lot of depth of play but is very complex to newcomers, putting them off before they get to know the game. Keep in mind that your complexity will determine what your audience is. Sometimes it is better to go for a narrow audience in social games like this. Your target and his friends are the people you want playing this game. Aim your audience too wide and the targets annoying brother who he doesn't like that much might get into it. And then your target is put off. Sometimes it is better to only go for a small community and then that community will hold itself together.

That said. My Idea involves going for the simplest rules with the biggest complexity. So there are two notions I want to tell you about that are common in Card games. One I will admire and the other; dismiss.

So first. The best way I've seen depth of play added without too much complexity is using special rules that are printed onto the cards as you play them. The great thing about this is that you don't have to look at a rule book because what you have to do is RIGHT THERE. This means that barely any complexity is added but lots of depth of play, and also it adds a bit of spice to an otherwise boring game.

The one I'm going to dismiss is this whole, "You have to shuffle your deck" thing. Sure, not shuffling your deck gives you an unfair advantage but only if your opponent shuffles theirs. And, If it is the kind of game where different cards specialize against one another so it's not just a matter of putting your best card on the top of the deck and leaving that as that, then it should add a lot more depth of play. You may be thinking, well then where's the chaos? Where's the element of chance? Well, there is no element of chance in chess. Or is there? The chance is created by not knowing exactly what your opponent will do. You don't know the order of the cards in your opponents deck so there is still chance to be played with.

So, my game is going to be simple but have great depth of play. It is going to use special rules printed on certain cards to add depth of play, and it is going to allow the player to choose the order of cards in his deck before the match. But what is it actually going to be? What is it's target market?

More in part 2!