Master Randomness in TCG Design | TCG R&D

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  • Опубліковано 28 вер 2024

КОМЕНТАРІ • 10

  • @64MilestotheGallon
    @64MilestotheGallon 6 місяців тому +5

    I would say that TCGs use two of those types of uncertainty-hidden information and randomness-to a very large extent. Opponent uncertainty is present as well, but usually gets overshadowed by the massive lack of information; e.g. what deck they're running, what they have in hand, what card they'll topdeck next. Their "plan" usually comes down to what they put in their deck, after all. If you know they have a counterspell, it's relatively certain that they will use it to counter your *big threat* if they have the mana. Opponent uncertainty also appears in mtg cards like Goblin Game and Illicit Auction. Skill uncertainty is present in Bakugan, and mtg cards like Chaos Orb

  • @DragonsTCG
    @DragonsTCG 6 місяців тому +2

    I haven't even watched the video yet cause I'm at school, but I know its bout to be straight 🔥🔥🔥

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      Thanks for having faith in my video, man!

  • @Continuum7
    @Continuum7 3 місяці тому

    Speaking of copies of a card, do you have a video on how one should decide what the cap limit for the same type of card should be? Is 4 the standard limit? For example MTG allows 4 of the same except for restricted cards there can only be 1 copy.

  • @rlwarner777
    @rlwarner777 6 місяців тому +1

    TCG's use differing amounts of all 4 of those types of uncertainty. You could say that is one of best ways to differentiate your game from the rest. People like to think of Pokemon as more luck based with it's coin flips, but it's actually less random than Magic: the Gathering due to the number of tutors and draw you get from all the trainer cards.

  • @nativeblack5251
    @nativeblack5251 6 місяців тому

    I have a question about card development, I hope you may be able to shed some light on. How do you A- keep track of your cards(digitally) and manage and categorize them with their varying complexity? I have my cards each with their stats, factions, monster types etc, on a spreadsheet. For me, this is so time consuming and frustrating. I've also tried the less frustrating but equally time consuming way of creating each card using a template through Gimp, then export them to a google docs- print- cut- play.
    B- When you have physical cards and need to make changes and reprint the cards with changes, how can this back and forth process be made easy to maximize playtesting? Have you made a video discussing these questions already? Thank you, you're awesome.

    • @ShardTCG
      @ShardTCG  6 місяців тому +1

      Well, Richard built a website for Shard that we can create and categorize the cards all on the site. We can search cards by name, set, element, type, health, actions, and effects. We can search by pretty much anything. If you go on the Shard site, you will see what I mean.
      As for changing card stats. We did a lot of playtesting on tabletop simulators to then release the physical copies when playtesting was finished. Of course, there have been a few minor changes since those physical releases, but nothing too substantial, and all cards purchased today are up to date.

  • @tahiryaqubov3548
    @tahiryaqubov3548 6 місяців тому

    you put great effort in editing these videos. Found your channel for days but finishing all your series about TCG design. When i was started first there wasn't channels as yours everywhere and we didn't know where to look. Thanks m8 your works will be appreciated

    • @ShardTCG
      @ShardTCG  6 місяців тому

      I also felt there weren't enough videos on TCG design. It has been fun to share my views on TCG design.
      Thanks for seeing value in my work. I really appreciate it.

  • @colinmarsh8902
    @colinmarsh8902 4 місяці тому

    For the majority of players in an average Tcg, Opponent uncertainty is definitely the biggest random factor... But two high level competitive players, playing against each other, I think hidden information is more impactfull.