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Baneful's Column
Principles of Quality Card Design
In trying to create some cards of my own, as well as viewing
other people's creations, I thought about what constitutes a
well designed card and what doesn't.
In a nutshell, a well designed cards is good (unlike Science
Soldier), but not too good (unlike Imperial Order), on top
of being fun to play and rewarding of skillful play.
Versatile
It can be used in more than one way, depending on the
player's circumstances and overall strategy.
The player is given a choice on how to use it.
This grants more options for skillful players and
punishes low skill players who don't use it carefully.
Exarion Universe was a piercer, defense wall and beat-stick.
Book of Moon was good for blocking attacks, re-using
flip effects, breaking combos and stopping continuous
effects. Enemy
Controller was usable on either turn ; it had an easy to
activate effect and a better effect at the cost of a
tribute.
Unique
A card that is a clone of another card is a result of lazy
design. In the
era of archetypes, it is true that every deck needs it's own
searcher, removal option, draw power, revival and so on, and
that's fine.
It's good when those elements can be incorporated into an
effect which reflects the principles of the archetype.
Limits to Use
Generally speaking, there should be a limit to how many
times per turn you can use a card.
Sometimes this is done indirectly.
Requiring resources for each time it is used: such as
a discard, considerable life point payment or banishing
monster(s) from your graveyard can give the player a reason
not to use it repetitively.
It is true that unfortunately, "once per turn" has often
been used to justify overpowered card effects, but that's
not an inherent flaw of a Once Per Turn Clause.
Can Be An Alternative
Nothing is more of a waste of space than a card that is
obsolete out the gate.
Whenever someone tcreates a card, they must think
"Will people consider taking out a card from their deck in
order to use this card instead?".
If the answer is no, then it's underpowered.
If the answer is yes, try to think about what decks
will use it and what cards they will cut.
When Beast of Talwar came out, it was pointless because it
had 100 less ATK than Summoned Skull and it had no effect.
Can Be Replaced By Another Card
You don't want to have a card that is so good that there is
nothing that can replace it.
It is good when deck building process requires
thought as to which card a player should prioritize.
Pot of Greed was an obvious staple so it required no
thought. But
Upstart Goblin versus Pot of Duality is a debate that can be
had.
When Mobius the Frost Monarch came out, some people added it
to their decks and some people said "I prefer Jinzo because
negating is more certain and long-term than destroying".
Card Advantage Neutrality
A card that is a -1 (usually requiring a discard or tribute
without a significant effect in return) won't be good
because you not only have to use up that card, but another
card as well. In
the same token, an easy +1 like Delinquent Duo is unfair
because it gives the player an advantage without having to
work for it.
Typically, cards should at least be 1 for 1.
A +1 can be acceptable in a circumstance where you
have to demonstrate some kind of skill.
For example, Gladiator Beasts gave +1's only after
you were able to win in a battle with them.
Encourages Healthy Player Behavior
All games, by definition, consist of player responding to
incentives. When
a card is designed, the designer should think about what
they're encouraging and discouraging.
Torrential Tribute and Mirror Force, for example,
discouraged players from swarming and playing in an overly
aggressive way.
Heavy Storm was a grey area because it discouraged people
from playing defensively.
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