Valve new game is a card game Artifact. Are card games genre right now a trend & on a development side, how these type of games are developed?
Card games are indeed on an upward trend. Hearthstone basically showed the world that a polished cross-platform freemium collectible card game could be a huge success. True to form, many similar games appeared to (try to) carve out their own slice of that burgeoning pie.
The thing is that competitive card games have been around for decades. Magic: The Gathering, the grandfather of the genre, is nearly 25 years old. Hearthstone really only took major advantage of the digital space to handle all of the upkeep that most players normally have to do for themselves. Instead of dice, counters, pens and paper, all of the fiddly details are handled by Hearthstone and the player can focus primarily on the interesting and fun bits.
The design for a card game follows a few core principles. Like many tabletop games, they are basically all about resource management and the interesting decisions based on managing those resources. There’s also an inherent randomized element to them, meaning that each match will likely not take the same path. The important takeaway is to provide the player interesting choices at each step of the play process.
Understanding what resources the player must manage is the most important element of card game design. Common resources that the player must manage are (along with examples from Hearthstone) in parentheses:
- Health
- Resources spendable per turn (Mana crystals, hero power, attacking with a minion, etc.)
- Cards in hand (draw extra cards, force opponent to discard cards)
- Cards on the field (minions, quests, secrets)
Each card must have some sort of cost (usually in per-turn resources) and effect. The gameplay emerges from the player deciding which cards to play. The power of the effect must be proportional to its cost. This defines the game’s power curve. One of the most valuable skills a player or designer can cultivate is the ability to evaluate a card’s power to cost ratio.
Cards generally have a number of different qualities to distinguish them in addition to cost. Examples of one or more qualities that may occur on a card include:
- One-time use, limited number of uses, or remains on the field until the opponent removes it
- Takes resources from the opponent
- Gives the player additional resources
Look at the above three cards that each cost one mana. They are each one-time use cards, but Mirror Images remain on the field until the opponent removes them. Arcane Missiles and Breath of Sindragosa can potentially take resources from the opponent (by killing or damaging enemy minions), while Mirror Image grants its player more resources (two taunt minions).
The synergy of specific card combinations is where the nuance and fun comes in. Cards that selectively work together make it much more difficult to find an optimal way to play the game (i.e. “solve” it). Players must be able to recognize which cards and abilities work well together in order to grow in skill. Sindragosa’s summoned Frozen Champions work especially well with Frost Lich Jaina’s new hero power. It presents the opponent with a bad decision - help the mage player by breaking the frozen champions and adding legendary minions to her hand, or let the mage use Icy Touch on the frozen champion herself and get a free water elemental out of it.
The main resource in most card games, however, is just more cards. Typically, in any given competitive card game, whoever gets to play more cards will tend to win because it means that player has acquired and spent more overall resources. This is called “card advantage” and it is a central axiom to all card games. Thus, the better cards tend to be those that require more than one card to answer, and weaker cards usually provide effects that don’t require cards to answer. This helps provide a baseline for card design. A card like Sindragosa brings two additional legendary minions with her, making her a very strong card to play.
As you might have begun to notice, a lot of these observations about card game design are not specific to Hearthstone, but common to most card games in general - Magic, Gwent, Shadowverse, Yugioh, Pokemon, and the like. Developing a card game requires understanding these kinds of core design principles while still maintaining the usual things - theme, interface, constructing an experience for the player, etc. Those readers with good memories might recall that I wrote some pretty nice things about [Hearthstone’s user experience a while back]. Those observations still apply quite strongly. But any card game is about managing resources and exchanging those resources strategically to put oneself at an advantage over an opponent. It’s up to us as designers to create systems to enable players to make those interesting and strategic choices.
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