Exploring the ways that I can make my game a reality.

With the ideas of my game coming along well and through testing and bouncing ideas off other people it has really helped me expand in the ways that I can improve my game both thematically, mechanically and ergonomically. Because this is a card game with a collection of cards with all different visuals and abilities as well as the text on the cards which give a small look into the cards lore, there will be a lot of different assets that all will need to be designed and created and then replicated. This could become extremely costly and time consuming if I were to go about it myself and not bringing in some help from people who can specialise in different fields. In the tutorial, we were given a vast amount of resources in which we can use to get our card games up and running such as the site TheGameCrafter.com and http://www.makeplayingcards.com which is one of the handiest site that I could use to make my game as cutting all the cards out myself and making sure they are all the same size would be the definition of hell. Through going through the card making site, it could cost me around about $12 for one deck while the more decks I purchase the cheaper they become, so being in bulk would be more beneficial for myself.
Screen Shot 2016-03-28 at 3.24.55 PM

As the game is only going to be the base game, I wanted everyone to be able to have the same cards to begin with and then if the game gets any bigger I could incorporate new decks and new cards in adding to the replayablilty of the game and giving the game more longevity as people want to play it more.

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Begin, Middle and End phases of the game ideas.

The main draw as opposed to the way that the game plays is the visual style of the game and how it looks in person so the art for the cards has to be impressive enough to attract people to the game and no make it stand out from the plethora of master card games that exist. This would mean I need to create original looking cards that have their own feel and look to them where they will want people to want to have them. As I am an awful artists will have to try my best and get some help from the people I know with artistic backgrounds as commissioning an artist(s) to help create my carts is way out of my budget as the commission they get is quite high and iI cannot match those prices. Along with the drawings of the monsters I want my game to be appropriate for all ages and not have to be age gated as the cards might be to graphic, sexualised or inappropriate. Just as we see games and movies that are too graphic and given an R18 classification rating, they mostly don’t sell as well as games that appeal to all audiences as there is a barrier of entry. Even though I don’t think that I could even make an R rated card game it is still something worth looking into as I would like my audience to range from 12+.

Games like Cards Against Humanity could be seen as a game in which there are themes that could be seen as needing a restriction on the age in which you should be able to play it but that is entirely personal as well as the

“Differences between government regulation and industry self-regulation are small in practice. Both use age-based categories. Both rate or classify content into those categories. Both give consumer advice on content (such as whether sex, violence, coarse language or drugs are present in the content). Both are pre-emptive, a priori systems with content not available on the market until it is evaluated, classified and labelled with the rating and relevant consumer advice. Both have legitimacy in terms of community support where parents and others seek the advice of a panel of judges. However, both are the object of debate sparked by detractors who either feel the schemes are too permissive or too restrictive.”(Brand,2009)

References:

Brand Jeffrey, Borchard Jill, Holmes Kym (2009), ‘Case Study: Australia’s Computer Games Audience and Restrictive Ratings System’, Communications & Strategies, no. 73, pp. 67-79.

3 thoughts on “Exploring the ways that I can make my game a reality.

  1. Hey James, I think your idea is coming along really nicely. The basic game design is simple but effective. The idea that the players must play their cards in the middle of the game as fast as they can creates more pressure on the player which makes for a more tense game. You have clearly done your research into card manufacturing and I will be looking at those website for my game too! Opening up the game to all audience is a good idea as well that way family’s can play with their children. Good luck with the card design!

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  2. Although hiring professional artists to create the artwork for your cards, it would be possible to find people entering the field who are willing to work for a lower price to expand their portfolio – obviously still at a fair price, but in the end something you can afford. When a game is designed well, it certainly makes a difference to a player, and I feel like artwork is something that all players notice – especially when they’re waiting for other people to take their turn. Using a site like Kickstarter could help with the funds for your project and depending on how much people donate, you could potentially have the graphics totally covered. As you mentioned, expansion decks could be incorporated well into your game which can definitely change up the way people play and be an extra source of income if it gains ground. Printing your game in bulk will definitely cut down the cost of the game per unit, but there is the risk that they might not all sell or it could take time before they are sold. I think with the right marketing and enough publicity, this shouldn’t be a problem though.
    I’m interested to see how you’ll continue to expand your project!

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  3. From the first sentence I can see straight off the bat that this game will become awesome since you have the passion to push it through. A good example of a recent card game that has hit big is ‘exploding kittens.’ I would check it out for some ideas! http://www.explodingkittens.com/

    For the price of just $12 is good plus you are also going to add if doing it online postage and handling plus the new price it will bring in money. Question though how would you sell this game? How are you thinking of bringing the game out?

    For the art work it will be hard and costly either way. Maybe just look into it, search a few art sites and maybe ask someone if they could do a picture for a simple cost? But you could also use some pics for inspiration if you just want to show it online. I really want to see how far you go with this! Good Luck.

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  4. Love your research into the costing of making your game; this is something I have yet to do because I get caught up with the concept a lot, before I look into it. As a graphic designer though, I have experience with printing and trimming my own work; not ideal for large runs, but ideal for small time projects.

    I like your game concept, as it’s really quite simple. The mechanics are reminiscent of the card game speed, where players have to place ascending/descending numbers on top of centre piles until they have no cards left in their drawing piles, then leaving them to choose a pile (strategically, the smaller one is the best choice), to add to their secondary deck to continue the game. This continues until one player has no cards. (https://en.wikipedia.org/wiki/Speed_(card_game) and https://www.youtube.com/watch?v=QJzeijbAFhc)
    Looking forward to seeing how this evolves.

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