Tuesday, January 04, 2005

Scratch and Bleed

Throat hurts worse? Check. Head pounding? Check. Sinuses clogged? Check. Woke up to call in to work and can't get back to sleep? Check!

This is so great I just can't describe it adequately enough. Nothing like sickness. I contemplate going to the doctor. More than likely, I just need rest + fluids, you know, that old fashioned care that works most of the time. But I'm an American, we don't have time for that! We need Antibiotics, regardless if they would truly help or not!

I hope the kids won't get it at this point. Misery loves company, but two year old's and 11 month olds really don't need any sickness, for any reason.

Swallow, pain. That's the way you do it.

Let's see here: A few game design notes. As I'll try to mark my game design journey as much as possible, here's something I'm thinking about: How important are the Big Characters in your CCG. Here's a few other games and how they handle them:

Magic: Legendary Creatures may only be out by themselves. If anyone (including the one currently controlling the Legendary Character) plays the same character, both are buried.

VS. System: Unique characters have a lot of names and types. You have Batman, World's Greatest Detective and then you'll have Batman, The Caped Crusader. If you play another version, the old is buried. Both players can control one copy of a unique character. You can discard a card with the same name (not necessarily the same version) and "Power Up" the one in play, giving him +1 Attack and +1 Defense.

Lord of the Rings: Once you have a version of a character in play, you're stuck with him. You can discard a card with same name (again, like VS. you have "versions" of Frodo, etc) to remove a "wound" from a character (if a character loses a skirmish, they get a wound. Enough wounds and they die). If a character is killed, you can NOT play another version of that character. You're just stuck looking at those 4 copies of Legolas. Note that the entire gameplay is based around keeping Frodo alive, so it goes without saying they value their characters highly.

Which leads me to my current design which is leaning somewhere towards Magic and thinking along the lines of Lord of the Rings. You want the "Marquee" characters to be special and attain weight when speaking in terms of power level. I find it fascinating that so many choices are given to me, but at the same time I want to make the right choice. This is something that can truly be hashed out later but you simply want to make the best game possible and I fear that I'll make the wrong choice (nothing like self-doubt).

Anyway, I've templated a system that I'm probably going to revise soon, and in my mind I have a mechanic I want to incorporate for marquee characters I just need to figure out how to do so.

More on this As It Develops. This Game Design moment has been brought to you by Sudafed. I'm Going To Go Take Some and Then Lay Down.

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