Hello, and thanks for reading. I've been lurking around, trying to find some sort of comprehensive list or
collection of patterns and antipatterns - both in overall game design, and more specifically, in cardgames.
I can't seem to find much with my google-fu; there's some good posts on overall game design and the
occasional detailing or explanation of a couple relevant patterns or antipatterns, but nothing comprehensive
or encompassing.
Is there something I'm missing on this?
Some context, if you want to know about what I'm doing - not entirely relevant to the question, so it's spoiled.
[spoiler]
I'm working on a Cardgame/Adventure-Battle for an App, as well as for learning/experience. It's fairly ambitious
for being my first project, but the point is to build it up from small modules using what I know and what I can
learn quickly enough to incorporate it.
The overall outline for the game is that you've got a commander or leader of some kind that determines a lot of
your base stats for the game - health, toughness, strength, resource income, certain spells or abilities, etc. The
rest of your deck then gives you the ability to 'cast' various allies or creatures, spells, equipment, castles, and
battlefield terrain. Battles would be fought on a grid reminiscent of Heroes of Might and Magic, with your Leader
beginning on the field somewhere on your side, and your opponent's leader on his side.
Eventually, the ability for a number of different games - from single player vs AI, to PvP, to team battles and
teams vs AI would be playable. Games would give players points based on a number of variables, and players
would then use those points to buy-into drafts, purchase boosters or individual cards, unlock stronger AI battles,
or increase their PvP rank.
What I'm most worried about is falling prey to simple mistakes that would turn players off of the game after a few
battles - things that can be avoided before I even begin playtesting.
Are there ways to tell how long for a battle is 'too long', given the play style (I usually get frustrated with HoMMesque
battles after 10 minutes, or with MtG games after 15.)?
Do players enjoy more 'free space' on a field, or do they enjoy creating terrain before a game starts, or do they
enjoy pregenerated maps that feel 'balanced'?
These are the kinds of questions that I'm concerned about at this point in my process. Well, these and "ohgod I've
got to code all of this, how do I reduce the number of booleans I'm going to be using and what kind of system can I
use to keep track of all of them!"
[/spoiler]
Thanks again for your time. If there's somewhere better I should be posting this, let me know! As well, if I can elaborate
more on anything of if I've been unclear, please point it out so I can improve.