How to Make a TCG FUN | TCG R&D

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  • @PigeonofWar
    @PigeonofWar Рік тому +3

    You legit picked one of the best monster reveals of all time IMO at 2.18, that was some crazy stuff haha! Truly terrifying (not so much without the sounds, but still!) :D

    • @ShardTCG
      @ShardTCG  Рік тому

      Oh yeah, I loved that scene so much. So creepy.

  • @mondoyikes
    @mondoyikes Рік тому +2

    Great Video and great points! I was taught this concept as momentum. It is very important to keep the momentum of the game with each turn. It makes each game exciting. One of the best things I hear from my playtesters is "I wanna try again and see if I could've built my field presence faster.." Though each strategy should be unique, each one should feel like they need to work and earn their eventual best scenario for victory.

  • @raysandrarexxia941
    @raysandrarexxia941 Рік тому +3

    This video shows why all current TCGs feel the same, they stick to "ramp" play-style. The ACTUAL way we get excited is the rollercoaster. Ups and Downs, not a consistent ramp with minor bumps. Using Dark Souls, PvP is very popular even though you don't get stronger as the fight goes. It's the opposite: the more resources you use, the weaker each side gets, which creates those ups and downs through deciding when those resources are used. There are a lot of successful games where you start very strong but lose power over time with ways to get power again, thus making ups and downs.

    • @ShardTCG
      @ShardTCG  Рік тому

      That's interesting. What games start with lots of power and then lose it as the game progresses? I'll need to check some out.

    • @PigeonofWar
      @PigeonofWar Рік тому +1

      ​@@ShardTCG Flesh & Blood does this, you are stronger on turn one than later turns (full unused equipment, etc).
      One could also consider Gwent, given you can play your strongest card on turn one, this does just not happen much, but instead being a back and forth game, trying to get away with playing just enough to get ahead, without overcommitting.
      Yugioh could also be an example of this in a similar vein.
      Probably FaB being the best example of the three, as you clearly get weaker / less options, but given both Gwent and Yugioh is "resourceless" (not true, just different from the standard mana systems), card advantage means a lot more, so playing conservative and trying to bait out specific enemy cards (thus weakening their overall gameplan) is crucial.
      Just my two pence :D

  • @KamenRiderPhoenix
    @KamenRiderPhoenix Рік тому +1

    Well put mate!

  • @Extinction710
    @Extinction710 Рік тому +2

    How do you put climax and a good event structure in your tcg

    • @ShardTCG
      @ShardTCG  Рік тому +1

      Playing prolonged support cards that increase your units power or increase the rate you gather energy for bringing out more or larger cards faster will naturally build to a climax. This is harder to do with one turn effect cards. Sustainable cards that grant bonuses every turn can have a nice compounding effect and can also be tied into other conditions (like how many units you have out, or how many cards are in your hand or grave) which create twists and turns as momentum swings back and forth as more of these cards generate more resources/cost reductions/damage buffs etc.

    • @Extinction710
      @Extinction710 Рік тому

      @@ShardTCG okay

  • @nathant29
    @nathant29 Рік тому +5

    If it ain't fun it's not worth playing

  • @ProfessorWaifu
    @ProfessorWaifu Рік тому

    In Ashes Reborn you start with all your resources to play cards and you choose your starting hand. The ups and downs in that games is only brought to you by the board state.

  • @skyscapegamingllc8154
    @skyscapegamingllc8154 Рік тому

    In addition to a catch-up mechanics video, I'm interested to see your personal take on how a TCG would handle a “Ticking Down” style of gameplay, where resources naturally diminish over the course of a game.
    I ask mostly because my own TCG that I have in development, “Skyscape”, uses the player’s Life Total as the primary resource to play cards. In this example, a player starts the game with 50 Life, then balances the loss of Life they’ll have playing their cards with the loss of Life they’ll face from battling against their opponents. (The game is your classic battler, last man standing style game.)
    From my experience as Skyscape’s creator, the whole concept of this “Ticking Down” resource system is a balancing act to make sure that things “ramp up” in a fun way for the players, while the main resource is actually diminishing over the course of a game.
    I want to keep things fun all throughout this process, and create a game that is satisfying from start to finish. And with your interest in TCG R&D, I’m curious to see what your opinions and insight would hold on this!
    --
    If you decide to make a video on the topic of “Ticking Down” resources, feel free to use Skyscape as an example of how different games could approach this style of gameplay. I’d be happy to show some examples from my game, and I suppose this idea could even become a sort of collaboration video between the both of us if you’d like.
    Overall, I’m interested to see what you’d have to say about games with this “Ticking Down” style of play. It sounds like it would make for a fun video. Keep up the great work, and as always…
    Aim high, and pierce the skyscape!

    • @ShardTCG
      @ShardTCG  Рік тому +2

      I haven't considered looking into a "Ticking Down" system.
      Thanks for bringing this to my attention as it is always great to have recommendations for videos (saves me the trouble of trying to think of new ones)
      I will definitely look into your channel and see if I can put together enough material for a video as it does intrigue me.
      Thanks again, my friend.

    • @skyscapegamingllc8154
      @skyscapegamingllc8154 Рік тому

      @ShardTCG also, in case there's not much information you find on my things, I'd suggest just going over the concept in general as it is pretty simple at its core. You'd have a resource system and you chip away at it.
      Another game I've seen that does something similar is Elestrals. Feel free to check them out while constructing a Ticking Down style video, as they seem to do it pretty well!

  • @josephpurdy8390
    @josephpurdy8390 Рік тому

    A low cost only need to buy 1 pack gives developers an upper hand. Players get to focus on playing the game. They have a legitimate reason to suggest it to other players knowing the cost, and time for others to play.

  • @mysticislandstcg
    @mysticislandstcg Рік тому

    Fun = Fans 😎