(Card) Game Design Dick Thung@SCM, CityU A Goal or Goals A Goal or Goals • Clear and Precise. • Fun to do. • Have Flexibility to achieve the goal(s). Questions Rules Rules • • • • Create (artificial) challenges. No ambiguity. Emotionally rewarded. “Restriction breeds creativity”. Design the challenge - FUN Example Interaction Interaction Face-to-Face Interaction :No definite rules Face-to-Face Interaction :With definite rules Face-Video Game - Face Interaction Interaction • Should reinforce the social interaction. • Op player CAN act as a challenge. Example A Catch-Up Feature Catch-Up • Player losses interest if he/she thinks his/her has ZERO chance to win. • Need a come back in game mechanics. Example • Pit has some handicap in this aspect. Any suggestion that can remedy it? Inertia Inertia • Game length too long. • Make it end as early as you can make it. • Create an mechanism to drive, i.e. inertia, the players to end game. Example Example • Take notice of: – the mana system in the game. – the maximum amount of mana available. • Question: – What is the inertia mechanism in Pit card game? Surprise Surprise • Player likes surprise in game coz they are “safe” in game. • Surprise increase depth of game. • Surprise increase re-playability. Example Strategy Strategy • The more player play the game, the better the player becomes better in playing the game. • “Easy to learn, Difficult to master” – Blizzard design motto. Example Fun - Raph Koster Fun • Subjective. • Play-testing and observation. Flavor Flavor • A story, a theme, or an environment that players emotionally attaches/attracts to. • Visual appearance can be vital here. Suggestion Hook Hook • Now you have a good game or game design. • …but can you sell it?
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