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The BEST CCG/TCG ever!!! :P

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questccg
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This is sort of a *double* post, but I figured I'd just throw out the idea and see who might be interested.

Obviously I have no business model for the game. I can see a Publisher/Distributor/Retailer making money by selling the end-result of the collaborative effort... What I can't figure out is how to pay the designers for their contribution.

So this is a *shout-out* to any designers who would be *interested* in designing the BEST CCG/TCG EVER!!!

No joke, I have a *awesome* concept that is neither Fantasy, Sci-Fi, War or Zombies... It would definitely make for an interesting project.

And as you know CCGs/TCGs require lots of cards to make it possible. The other problem is that MOST publishers won't touch a CCG/TCG... NO MATTER!

This would be "The BEST CCG/TCG ever!!!" :P So obviously there would be publishers interested in making the game happen (probably simply because there would be a community that designed the game - and that could be the foot-in-the-door, so to speak).

If you have ideas regarding a community business model for such a project, I would love to hear ideas!

If you want to be a member of such a collaborative team effort, I would love to know your level of interest!

How many designers do you think it would take to design "The BEST CCG/TCG ever"???

HPS74
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Tell us the idea first

what's your concept?

questccg
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Hmm...

HPS74 wrote:
what's your concept?

You would of course have to first agree to an NDA... How I'm planning on doing it is have forums made especially for the designer who want to contribute. On those forums, designers will be able to post messages in regards to the game. By accepting an account, you have to electronically agree to an NDA.

My only problem is making the forums *private*. So something like a "password" would be required to log into the forums, just to avoid electronic robots from parsing the pages and for shut out robots that make dumb comments about all kinds of non-relevant entries...

I'm still in the process of thinking how to get all of that properly set up.

For now, I'm just trying to see who would be interested in the concept: designing a CCG/TGC that is to be the BEST on the market. It will not replace any of the existing CCGs, it has it's very own *niche* market...

Leeton
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Interested

I'm interested but a lot of it would come down to what your idea actually is, how it's going to be handled etc.

I'd imagine a lot of people will be in this boat, too. So definitely don't be surprised if people join and quickly lose interest, purely because what you think the best idea may be might not be the best idea.

But, I'm definitely interested in seeing what it is and how it might work. So I'd like to chuck my hat in the circle. :)

I only design card games but I've plenty of experience with board games too, along with computer RPGs (newbie in D&D as I haven't found a solid group for it), so I've quite a vast gaming experience. I'm relatively new to game design in a sense as I'm on my first publishing venture and I have to research a lot of the terms, but I find that actually gives me quite an advantage in design because it makes it easier to make innovative systems.

So, yeah, give me a shout if you want my aid!

questccg
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Still doing more research

Leeton wrote:
I'm interested but a lot of it would come down to what your idea actually is, how it's going to be handled etc.
...
So, yeah, give me a shout if you want my aid!

I'm researching how to add/edit a forum for the discussion. So far I have found that I can create a GROUP and then make the FORUM assigned to *group members only*. What this does is only allows users who have been vetted first the right to read and post on the forum. If also keeps the information private from BOTS and SPIDERS.

I also have to figure out what forums will be needed. I don't want too complicated of a structure but one forum would seem a little bit *dumb*. I may need to add forums (with group permissions) to make sure who is talking about what in the forums (some logical division).

So by default I want the forums to allow *registered* users to be able to REQUEST access (and therefore agreeing to the NDA). It's not going to be some big legal document, just something basic... Saying something like you agree to keep confidential the information posted on these forums and you agree to not create any derivative works... So whatever you read is confidential and belongs to the community of designers.

Once you're in, you need to keep the project confidential.

And since the goal is to have SEVERAL designers (not sure how many will be interested), I need to see about the business model. For now I'm thinking that it will be GOAL-ORIENTED meaning that the purpose of the community would be to achieve a *goal*. I still have to think about financial ramification... But if the goal would be to "Create the BEST CCG/TCG ever", that will be the purpose. Everyone involved will be given proper credit when the product is handed over to a publisher...

I need to examine *financial* ramifications, like if the community earns a profit, that money will be put back into the community such as creating a website to promote the product or to buy advertising space/banners, etc. Something along those lines... We will determine the best type of advertising by consulting with the publisher and coordinating those efforts to PUSH the product in the market... If it's going to be the BEST CCG/TCG ever, it will need to be advertised and I am thinking about "Game Trailers" like in video games might be something interesting.

One thing that I can disclose about the game is that with a common theme it will be possible to define *different* types of games. Although the *core* of the game will be the same, re-theming will a big aspect to the game. So it will provide *similar* game core with extensions that make the game different.

Again more research needs to get done... But I will advise people who are interested by contacting them with the forum information.

Leeton
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Creative Marketing

I'm quite creative when it comes to the marketing end, it's an artsy bonus with being Irish. ;)

It sounds really interesting, best of luck with all the research. You should definitely figure out how you want to handle it before doing anything with the forums, though. Or at least have a suggestion. As project manager, it's important that you have a clear and broad vision that covers everything. While there will be a wealth of designers involved, a lead designer (project manager) is key to success in an ambitious project like this. So you have to make sure you communicate clearly what is expected (and equally, what isn't expected) from everyone time-wise and if there will be any financial reward.

Basically, the forum is the easy part. You need to figure out what you want out of the whole thing before you can expect people to actually sign up. Luckily, that doesn't really need much research, it mainly comes down to your preference and the direction you're heading. :)

HPS74
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hmmm....well I'd be

hmmm....well I'd be interested in having a look...but as Leeton pointed out, how will anyone know their interest level and what they can input until they know the concept ;)

I'm not a big CCG guy but would have some ideas I'm sure that may be useful. I do feel this is perhaps your own social experiment though....

The NDA you mention is off putting....if a designer were to join, add some ideas he may have from his own bag of tricks..who then owns that IP?

Why not just get 'X' amount of people interested and run it on here....for all to see? You'd be securing you IP as it's on the forum here and you may get more and more people adding ideas etc, making it even better.

As for the profit sharing.....perhaps if/when the game is done, agree on the initial print run, self publish and divide equally allowing each design to promote/sell it as their own indie game and make a healthier return on time invested.

Don't get me wrong..it sounds exciting...and it would be fun to co-op design on a game.... What's the old saying though..Too many cooks spoil the broth

questccg
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Public vs. Private

The thing is *once* people have logged onto the forums... They can decide if they want to participate or not. The part about the NDA is to protect the communities work efforts. If you submit an idea, the concept behind this is that you will be given credit. This is like *participation* is what enables credit.

I'm just trying to see if with more minds we can develop a STRONGER product (Best ever)! The goal would be to create a CCG that would be able to penetrate in the market. This is usually reserved for the BIG BOYS that have television funding and the capacity to market to youth.

As such I believe that the funds produced by the relationship with the publisher go back into the marketing of the game... If it's going to be "The Best CCG/TCG ever", it is going to need marketing!

So what I am trying to avoid is PUBLIC knowledge of the game. I have seen other more *traditional* TCGs that have many artists involved and they seem to be moving forwards slowly. They market their own game effectively but they do not disclose their mechanics. On the forums you would be able to discuss every aspect of the game... This will allow for people to contribute on whatever aspect that interests them.

But I find "people come and go" on these forums... They are around for a while and then I guess their lives are busy with other matters. That's why I feel it is important in *identifying* a designer who is interested in the game. He or she may contribute valuable ideas (for a short while) and then disappear. I still want to ensure that such a person get *proper credit for their input*.

I think I'm going to run it as an "Open Source" project: designer that want to contribute may do so at their leisure and according to their level of interest. If for example you register for an account and get vetted an then you feel that you are NOT interested in the concept well I believe this will probably not happen ... because you were vetted FIRST!

So it's designers that want to contribute to designing "The BEST CCG/TCG ever!"... Once you pass this hurdle and say YES, you'll visit the website and contribute in whatever aspect you are drawn to!

Leeton
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Credit & Problems

Forgive me if I'm wrong, but by what you're saying it looks like you basically want to get as many people to strengthen/discuss an idea so all sorts of perspectives are given for the content, it's problems, etc.

But I don't think you're really thinking of the big picture. If it does actually penetrate the market, what happens then? Where does the money go? How do you divvy it up? How do you weigh the importance of one input over another? A theory/concept that makes the game is equally as important as one that doesn't or one that fails in testing. Every element and that thought has any effect on the final product has an impact.

There would need to be strict guidelines and some sort of body in charge to determine that X's input had 5% merit, while Y's input had 10%, thus Y deserves a bigger chunk of the pie, both financially and with credit.

And on top of that, a publisher doesn't want to deal with multiple designers, especially a high number. Which would mean that again, a body would have to take charge on that front. Everyone involved would have different opinions and directions, which will naturally conflict.

Basically, I'm struggling to see how this got logically work with mutual benefit for everyone involved. There's no guy out there going "Hey, did you know I was involved in MTG? I didn't get any financial gain from it, but that's okay, my name is on the box." Meanwhile, a handful of people are reaping all the rewards, both with credit and financial gain. And nobody tends to look at the minor credits, it's the big names that grab your attention.

I'm still interested in the idea and not trying to shoot it down, but you really have to think about it and put it across more clearly what your intentions actually are. Right now it looks like a tricky project with headaches for all involved. Simply saying it will be the best game ever because there's so much input does not make it so, you need strong planning before you even consider the rest of it. Still intrigued, though. :)

questccg
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Well if you know how to code...

If you are into software and know about "Open Source", the software is written and tested by a team of people who are responsible for the overall *progress* of the software.

However nothing prevents you (or anyone publicly) from downloading the *source code* and testing the software and then debugging it.

There is NO MONEY involved. The software is made available for FREE. Now this is software, so it's only digital data on some server (like Sourceforge) where the software can be downloaded.

So the principle would be the same: NO MONEY. But because you have to MANUFACTURE the product and it needs to be sold through stores, it is necessary to keep the fiscal constraints for the parties involved aside from design and graphics. So a PUBLISHER would manufacture the game, sell it to a DISTRIBUTOR who would in turn sell it to RETAIL stores.

The retail stores/distributor/publisher will ALL make money on the product. This is one reason to SELL the game because they can make money doing so.

The "Open Source" concept kicks in for designers/graphic artists. That community who puts together the game will receive CREDIT for designing the game. NO MONEY. The royalties paid by the publisher will be used to pay for MARKETING. Now if you think about MONEY, you will wonder what it would be used for:

1. Things like 3D videos (Movie Trailer sort of production).
2. Possibly television advertising (Very costly to promote a game on television).
3. On-line advertising campaigns (My cousin works for Facebook).

So the money that will be earned through sales will be used to promote the game FURTHER.

As with everything some people will be MORE involved and some people LESS involved. Some people may post hundreds of message and some people will only post one or two messages. That is your choice and contribution to the project...

All contributions will get credit, even if you just wanted to see what the concept was and did not post any message or give any feedback. If you are vetted and gain access to the forum, your name will be mentioned as a contributor.

It's pretty SIMPLE actually!

Leeton
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Scratch That

I'm gonna withdraw my interest but best of luck with it. I'm still interested to see how it turns out, so hopefully you can take it the distance. :)

Dan Felder
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You might want to rethink this

What's the point of an NDA if you plan to make everything open-source anyways? It will also strangle the influx of designers you seem to want.

questccg
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Somewhat protected material/community

Well the NDA which will be the *Terms & Agreement* is basically a *generic* form that you must agree to the terms of the forum in order to get access to the forum. Like I said it will be pretty simple, not legalese but something like:

"By accessing this community effort you agree to keep the contents of these forums confidential. In addition you agree not to create any derivative works similar to the contents of these forums."

The NDA is used to protect the community effort. It may be "open-source" like you can download it for FREE and USE it, but you cannot create an offshoot of the product. This is a copy-left clause you would find in software. In the case of software, derivative works are possible provided that they are made publicly FREE. The copy-left clause is basically the permissions granted to the work are kept intact once the work is made accessible. So once you download the software, you are bound to the *terms & agreement*.

In this case, the terms & agreement are specified when a user registers to the forum. And does not assign any explicit RIGHTS of the content of the forums to a specific contributor. Basically to protect/conserve the model of the project.

questccg
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About the concept

I've discussed the concept with another designer and he told me two things about it:

1. There was an earlier attempt at making such a game - however they did NOT succeed in making the game.
2. Copyright laws around the globe are not the same as in the USA and Canada. That's something we discussed because it could be the reason why the previous attempt failed.

So basically because of Copyright laws, the product could only be sold in the USA and Canada. I would need to dig further in the laws of other countries - but I think if we get a US Publisher, they will probably only distribute to the US and Canada anyway... So that's not really a big deal.

Note: If it's to be the "Best CCG/TGC ever!", I would conclude that the game would need to be distributed around the world like M:tG. I think well get to that hurdle once we reach it.

I don't think I have ever seen an ad for M:tG on television. Game trailers maybe only on the WOTC website...

Obviously some things are not FREE like 30 second tv ads during prime-time or on specialty channels like Teletoon... So even if we produce a free game - marketing of the game will cost money and that's where all the profits would be used to produce.

Dan Felder
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You might want to rethink this

So... You want to set up a project where a bunch of designers would all agree to not create any projects similar to a project they have yet to see... And stand to gain nothing from by working on besides being one of a large list of designers to be credited on a project that they can't even evaluate before agreeing to?

I'm sorry, but that doesn't seem like a win-win. It seems like a lose-lose.

Guido
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Sorry if this comes out a bit

Sorry if this comes out a bit harsh. It´s not meant to, it´s just the written word.

So far what I see is a community project to design a game, where the only ones making money (if any) is everyone BUT the people involved in creating the game.

Add to that there´s an intense, centered focus on money, tv ads, marketing, and all such things, but VERY little talk about actual game design other than NDAs. And the game isn´t even started yet.

Maybe that´s not how you´re trying to show it off, but it´s certainly what it looks like from where I´m standing.

Still interested in how this will turn up (if such NDA lets us hear anything at all)

questccg
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Not for everyone!

Dan Felder wrote:
So... You want to set up a project where a bunch of designers would all agree to not create any projects similar to a project they have yet to see... And stand to gain nothing from by working on besides being one of a large list of designers to be credited on a project that they can't even evaluate before agreeing to?

Well it's for designers that want to take on the challenge: "The BEST CCG/TGC ever!". Credit will be given to all designers that participate in the design phase. If you don't want to be a part of such an endeavour that is your prerogative... It's not for everybody, only designers that are interested in the challenge.

Quote:
I'm sorry, but that doesn't seem like a win-win. It seems like a lose-lose.

Not sure what you are losing?! The material needs to be protected for the good of the community. And a simple NDA is not a issue that bars you from designing other games. You already know some of the parameters before the NDA... so one of them is that it is a CCG/TCG.

So unless you are planning to design a CCG/TCG that will never gain any traction in the market, then of course maybe you don't want to be involved. The *theme* is VERY specific and the NDA straight forward.

I don't see why you are so *miffed* by the project.

questccg
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Back to the OP

If you want to be a member of such a collaborative team effort, I would love to know your level of interest!

How many designers do you think it would take to design "The BEST CCG/TCG ever"???

Note: I have dropped the question regarding business model, because I have concluded that the project will have both designers and graphic artists that are interested in WORKING TOGETHER. As such this is a COLLABORATIVE effort. The GOAL of this project is NOT to generate revenue but to create "the BEST CCG/TCG ever!"

Leeton
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Numbers

While I've no intention to actually join the effort, I'm still curious and will help you bash out the logistics a bit. :)

To be honest, I'd imagine 3 or 4 designers would be the maximum needed. There's only so much you can do with a CCG/TCG in terms of mechanics and it's really about coming up with interesting and different mechanics. If you have too many people working on it you'll get nowhere, as then there's far too many ideas going in all directions.

No matter the number, a designated "lead designer" needs to be in charge to make the final decisions or to at least be in charge of putting things to vote. You might want to keep the designers at an odd number so that you'll never get a tie vote. Or maybe you'll want a unanimous decision.

It's quite hard to settle on the number without knowing exactly how you want the whole thing run, as multiple people giving input with no order or direction will never get anywhere. But for a sort of base platform to build from, I'd say 3 or 4 designers. :)

Corsaire
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Companies often refuse to

Companies often refuse to sign NDAs because of a concern of the appearance of theft because they may not lke an idea as one person presents it, but may have already had a similar idea or another person submitting a similar idea. On a smilar token a game designer with a few dozen ideas floating around including some for CCGs may not want to risk a pre-emptive scenario where the very topic that is unknown is one they've already been working.

And of course we realize "best" is a painfully subjective term as loopy-loop threads here alternately bashing and celebrating the design of MtG have shown.

Without even a tickler of genre... Good luck.

knightshade
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Insteresting... but not quite

Insteresting... but not quite interesting enough.
I think it'd be best for a group of gamers (8+) to do this and justrun a kickstarter or indiegogo project.
Everyone desides where $ goes. They are all "friends." They all have feedback in a physical form. You know who really contributes positively and who doesn't.

And open source ccg would be hard because if I made a card and someone came along overnight and changed my card again, I'd be pissed.
Honestly, it sounds more like a ponzy scheme, contract and all, than a community project. ... :(

I'd say shoot for PnP/POD service and make templates available for all the community to make whatever decks/cards they want... itd never become a physical trademarked game with the idea as is.
Plus.. i dont like giving out my real name and address to random people on the internet...

knightshade
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And one more thing.. If you

And one more thing..
If you want an open source project then the entire thing has to be online. Templates, names, art... everything.
The way it seems now is that you will just hold contests or manage the people and govern all decisions, just taking people's ideas... time is money, you'd have to find some real passionate people about YOUR game. But any info is secret until a NDA is "signed" and personal information is given for possible legal penalties...
You have to detach yourself from the project and GIVE it to the "community" then... this will just never work. You can be a web host/moderator, and that's about it. Plus I doubt you'd even get 1 decent contributer a month.
Good idea in theory, it'd be better ti have a site like this where people can contribute on other people's ideas/games.

larienna
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Quote:So this is a

Quote:
So this is a *shout-out* to any designers who would be *interested* in designing the BEST CCG/TCG EVER!!!

No joke, I have a *awesome* concept that is neither Fantasy, Sci-Fi, War or Zombies... It would definitely make for an interesting project.

First, there is no such things as the best CCG ever. Even if you do have an interesting concept that most people like, it's going to be reintegrated in new games that will find the flaws in your game and borrow the concept they found nice that would make their game the best CCG ever according to their point of view.

Second, the whole NDA thing is the error that newbie designers makes. Almost all my ideas are on my website and nobody stole anything yet. The idea in desiging games is to reuse other people's ideas into your game. That is how creativity works.

If you reuse ideas of a game before it gets published, it does not gives you a better edge because in the end, both game will be different. It's not like an invention where being first actually matters.

For example, I reu-sed the "Focus" mechanic from Alien Ascendency/Omega Centauri game which is still not published yet. His game will probably be published before mine. But let say that I published my game before him, I would not hinder much his game since they are both 2 different games in mechanics and theme.

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