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Theory of Creativity in Games

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Nuhaine
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Joined: 07/10/2013

My background is more deep-rooted in handheld games like Final Fantasy Tactics, Pen & Paper RPGs such as D&D, Immersing Video Games such as TES: Morrowind and online games which permit freedom of player choice (Minecraft, Wurm Online, Entropia Universe), dungeon crawlers with RNG elements (Diablo 2, Diablo 3, Darkspore, Torchlight, Path of Exile) as well as TCGs such as Magic: The Gathering. As a designer, these prospects are what mean the most to me.

My current project, Fabricant TCG, is still in it's planning stages.

In the beginning, I start with a single question which will spurn my ideas. What makes these games so enjoyable for me?

The answer would be creativity, something each of these games have in common. The freedom for a player to be creative with their character(s), surroundings and community. There are other qualities, such as surprise, strategy and variety which could add to this, and many of the games I reference embrace this concept.

Final Fantasy Tactics allowed your character to change roles, learn and combine new powers, so much so that the possibilities were nearly endless.

D&D allowed your character to progress and use one's own ingenuity to decide what the best course of action in progression and combat would be.

Morrowind gave you a large set of tools to interact with other characters within the world, and even allowed your character to progress and learn new, often player-created powers.

Minecraft allowed you to use your imagination and creativity to create whatever you could imagine.

Diablo allowed you create and nurture a dungeon delving hero that could quest for randomly generated equipment and explore randomly chosen levels, allowing endless replay value.

Trading Card Games allow one to create their own set of weapons and characters to play with against friends with an innumerable amount of strategy and variety, with a brand new set of rules for every other TCG.

Putting all of this together, what might I come up with for Fabricant TCG?

I would come up with a way for you to create your own Spells, Characters and Weapons with an endless variety of components while allowing a system with complex strategy that could frequently change it's course as the game played out, keeping you engaged with fast-paced bouts of action while being weary of what creation your opponent may unleash next.

Using open-ended creativity, what kind of system would you create?

larienna
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Joined: 07/28/2008
One Idea I had was to make a

One Idea I had was to make a designable card game. A kind of CCG where the user has the guidelines to design their own cards.

Also, many video games that includes for example map editors allow their user to express their creativity and expand the resources available to everybody.

For example, My wizardry Legacy project would allow players to design their custom adventures. By doing so, it would gives more adventures to play to everybody else, increasing the replay value of the game.

Nuhaine
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Joined: 07/10/2013
One of my other projects,

One of my other projects, 'Souls' is a TCG where you have three blank cards, each of which are designed to be slotted with different cards. Each card has 4 slots, of which you can add in any combination Mastery, Heirloom and Talent mini-cards that determine that card's abilities. A 5th slot is used as an 'Aspect' which determines what Ability Cards your characters can play on their turn. I.E. A Staff Mastery, Spiritualism Talent, Pointed Hat Heirloom and Dragon Bracelet Heirloom Monk Aspect would be able to use Monk ability cards that required 'Staff Mastery' while having bonuses during combat from the Talent and Heirlooms. It would allow a player to customize each character individually while adding further depth with Deck Building.

I did hit some roadblocks, noting that the way the game functions may have to change considerably if you were to add a resource system as well as minion cards. The reason all of the cards aren't custom is mostly to make sure you don't have to design 43-63 cards with up to over 250 pieces in total just to play, and to note that it may be tacky to have a deck of 40-60 cards that each have up to 4 components that you have to slot. Lastly, that would mean all of your cards would require sleeves to hold in component cards, or you would need to come up with another method such as velcro, 'cardboard frames/sockets' or glue, the latter many dislike. Another option is having only some of the cards be available for slotting. Of course, if the game were Online, everything would be far more simple.

A standalone game with guidelines to create your own cards is not all that far-flung of an idea. One could simply state that X type or rarity of card has X points and every stat or ability on a card costs Y of X points. The difficulty would be that it may be difficult to get started (if not online), unless the system used fewer card decks. I could see 20-card games working, but anymore than that it may take one over an hour to create their deck, though this never stopped games such as D&D.

My suggestion would be to add a whole layer of depth, turn it into a pen & paper RPG CCG or some kind of dungeon crawler. Players develop their cards as they play, playing against more powerful individual opponents using their decks. Perhaps combine elements of your Wizardry and CCG project together somehow?

radioactivemouse
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Joined: 07/08/2013
I get a lot of people telling

I get a lot of people telling me their ideas of grandiose projects that are stirring in their head and rightfully so; games today are more immersive, more diverse, and more robust than any games before its time.

But, a fundamental fact people have a problem grasping is that playing games and making games are two completely different processes and mindsets.

I've played games since the Atari 2600. I've worked in the game industry since 2003. I've been QA, Animator, Lead Designer, Game Operations, Localization, and Game Production among other things. I've worked on big games like World of Warcraft, I've done small, casual games, I've worked on a movie game, I've worked on console games, and I've worked on board/card games. Nowadays I teach game theory and implementation on the college level. I have my students make a board game as a graded project.

Believe me, playing and making are two different things.

It's like this: Have you tried building a toy model? The first time you build a model, you're a little scared, there's things you don't know, and it's pretty daunting. Once you're done, it looks nice, but when you look back, you know there are things that you could have done better. Maybe you didn't have the right tools, maybe you misplaced a piece, maybe you found better techniques to paint after you originally painted. It's part of the process; you learn as you go along.

Making a game is no different. The first game you make, you learn things that you would have never learned had you just played games. You learn that playtesting is incredibly important, simplicity is key, and more options in game = exponential amounts of work.

A game like FF Tactics is a great game that has hundreds of hours of gameplay, but it took thousands upon thousands of man hours to create that game over a span of months and most likely years. World of Warcraft took literally hundreds of people working 40+ hours a week for over 8 years just to make the base game. The indie game Fez took 1 guy over 6 years AND he had some help along the way.

So how does this relate to the subject at hand?

My advice is to start small. Don't go for the grandiose project just yet; you'll only find yourself with a project that you'll look back on and regret certain major decisions. Yes, there's this forum to talk to game designers, but it's not in the idea that only makes it fun, it's hours upon hours upon hours of gameplay testing, tweaks, and balancing. Making games is not finding the first solution (like finding the solution to a math problem), it's iterative. You start one idea, test it, start a new idea, test THAT, create ANOTHER idea that is a better version of the past two ideas...test THAT. The more you come back to the drawing board, the more refined and pure your idea becomes.

By making small (complete) games in beginning, you can test out certain aspects of your final goal game in a more controlled environment. You can allow yourself to make mistakes that would have been fatal had you started on the big project right away. In addition, you start to create solid, game designs that you know will work and can easily be implemented if you have a grander goal in mind. Eventually, you will have all these great small games that you can combine to create a great big game.

Is not a building's quality dependent on the quality of its components?

Is it time consuming? Absolutely. But ask yourself this: Do you want a quality product or do you just want something done immediately? Are you willing to put in the time? Are you willing to constantly redo your game over and over again? These are questions you must ask yourself before you do this.

I apologize if it sounds like I'm shooting you down, but I'm not. I'm protecting your idea. I've seen too many game companies and wannabe developers get impatient and just finish a game hastily, but only find themselves crashing and burning with a crap product.

But if I were to just answer your question, I would tell you to play more board and card games. If you're making a card game, know your market. Play (know) other CCG's (MtG, L5R, YuGiOh, Pokemon, etc.), Deck Building Card Games (Dominion, Ascension, Thunderstone, Marvel Legendary, etc.), Living Card Games (Android: Netrunner, Call of Cthulhu, Lord of the Rings, the new Star Wars LCG, etc.), Casual kid games (Set, Apples to Apples), Social card games (The Resistance, Werewolf, etc), Modular board games that use cards (Star Trek: Fleet Captains, Forbidden Island, etc.), Co-Op board games that use cards (Pandemic, Arkham Horror, etc.), Traitor mechanic board games with cards (Battlestar Galactica, Quest for Camelot, etc) and more. They have successfully implemented game designs that you can use in your big game. The more games you play, the more tools and game designs you have at your disposal, you'll know what works and why.

Good luck.

Nuhaine
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Joined: 07/10/2013
Thank you Mouse for your

Thank you Mouse for your input! Not so long ago I gave a speech akin to yours to a friend of mine. I am already a firm believer in time, experience & knowledge vs. quality. I am not without my own blunders, I managed a small team at the request of another, to help them with their project. Things were going well at first, but eventually it came down to who could put in the time, and I was the only one so I was forced to move on to something else, but I learned a lot about projects from that experience. I know full well the resources and time it takes to publish a physical game or create an online game and I also know these resources have to be used efficiently to improve a product's quality.

One of my strengths and pitfalls is that I know a little about everything, but not a whole lot about any one subject. I make up for that by doing research, but my interests and goals jump around so much that I find that hard. Game Design, however, is an interest I have not lost and continue to pursue, and I know if I invest enough time and effort, I will know enough to start moving forward with small projects.

As for TCGs, I haven't played most of the board games with cards, but most of the CCGs; physical, social and online I have. I will look into some of the ones you suggested, thanks!

Parthon
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Joined: 07/08/2013
Adding onto what mouse

Adding onto what mouse said.

Something else to do is play games like a designer, dissect the game and find out why it is that way.

Why are there 5 types of goods in settlers of catan? Why not 4 or 6?
Why does Dominion play with just 10 stacks of randomised cards? How did adding Colonies change the game flow?
What is the impact of using a d6, versus a d8 or a d4?
Why are there 8 rounds in Small World, why not 6 or 12?

Mechanics are often talked about, but often it's not the mechanics that make or break a game. Sometimes the mechanics can be awesome, but the game feels clunky and awkward. Other times the mechanics seem bad, but the game as a whole plays fantastically and is a lot of fun.

Looking at various games as a designer and asking questions about how they were designed can lead into some great insights about how to design your own game. It's not about stealing concepts or mechanics, but about evolving your own game by examining the complex interactions of similar mechanics in other games.

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