Kenny_C.002
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- Seen Jun 16, 2013
As none of you know, I am actually bigger on designing of cards and the art of creating cards than actually playing the different games. After all the time that I've been spending on pefecting my own art, I try to help rookies who are still just starting off. Obviously, this means that only the devoted will EVER read this column I write, but I guess it's alright...for now. Note that I'm FAR from perfect, but I'm definitely better than most rookies out there.
So where should I begin? Common rookie problems sound good! I'll start writingabout some common rookie mistakes and such. The reference I amusing is Mark Rosewater.
So what is one of the most common rookie mistakes?
1. The card is too complicated.
Strangely enough, I've seen this as much as anybody has. The fact is most rookies just love to cram all of their ideas onto one single card. Mark Rosewater says that this is the most common mistake, and it sure sounds like it. I've seen this more than any of the other common mistakes in my time. Here's the major breakdown (courtesy of Mark Rosewater):
1. The card has too many abilities
2. The card has too many "add-ons"
3. The card is hard to understand
4. The card has too many memory issues
1. This is again on the top of my list also. I've seen this in mostly the extremely rare cards that the rookies tend to make. The more abilities you put into a card, the lower the focus of the card you have. Let's say you have 3 extremely cool ideas and you put them all in one card. Now the focus of the card are the 3 ideas. A single person can only deal with so much within a card, so the more abilities is in the card, the less they focus on the individual abilities themselves. If you split the 3 abilities into 3 different cards, all 3 cards have themselves devoted to that single ability, and the player will have a much higher focus on the coolness of the abilities. Also, most of the people who tend to make a lot of cards like to say that you will also expand your library of cards if you split it into 3 (for this case).
Aside from that, if you have that many abilities, you'd have EXTREMELY small font for your cards. That's not good, you wouldn't want the player to get out the magnifying glass just to see it all...besides,they may see it and give up on it before noticing that "hey this card has cool abilities!". Remember, most of the best cards out there don't have the most text. I can assure you that the most loved cards might even use the fewest amount of text. Tell you the truth, I'm still learning on perfecting this.
2. These are called extra rules you use to govern the card. I've seen some of this in action, too. An example on this would be if you make a YGO monster with an ability such as this:
[card name] goes to the graveyard when pyro is on the field.
This might have some flavour or something, like if it's a plant that's afraid of fire or something. Seriously, if anyone takes this ability, they should get shot for the simple error in this card: pyros don't appear often, and so this ability happens once in a blue moon...PLUS it's just randomly killing it...not good. Add-ons generally are rules that just doesn't get used often enough and should get axed.
3. Lots of text and nobody knows wtf you're talking about? This happens all the time. Remember, if the card can't explain itself, it's not a good card. You want to reach out to your players, not withdraw them from you.
4. Memory issues tend to happen a lot too, just because rookies like all these silly abilitiesthat may be cool. If you require memorization for something, make sure it's memorable. Something like "you lose life for every card you draw" is memorable, but something like "you lose life whenever a 1900ATK monster with level of 5 or higher is played" is not. You'll figure these things out as you play with the cards themselves.
Join me next time...for synergy! If you have any comments, complaints, rants, hate comments, positive comments, flames, etc. please make a separate thread! :P
So where should I begin? Common rookie problems sound good! I'll start writingabout some common rookie mistakes and such. The reference I amusing is Mark Rosewater.
So what is one of the most common rookie mistakes?
1. The card is too complicated.
Strangely enough, I've seen this as much as anybody has. The fact is most rookies just love to cram all of their ideas onto one single card. Mark Rosewater says that this is the most common mistake, and it sure sounds like it. I've seen this more than any of the other common mistakes in my time. Here's the major breakdown (courtesy of Mark Rosewater):
1. The card has too many abilities
2. The card has too many "add-ons"
3. The card is hard to understand
4. The card has too many memory issues
1. This is again on the top of my list also. I've seen this in mostly the extremely rare cards that the rookies tend to make. The more abilities you put into a card, the lower the focus of the card you have. Let's say you have 3 extremely cool ideas and you put them all in one card. Now the focus of the card are the 3 ideas. A single person can only deal with so much within a card, so the more abilities is in the card, the less they focus on the individual abilities themselves. If you split the 3 abilities into 3 different cards, all 3 cards have themselves devoted to that single ability, and the player will have a much higher focus on the coolness of the abilities. Also, most of the people who tend to make a lot of cards like to say that you will also expand your library of cards if you split it into 3 (for this case).
Aside from that, if you have that many abilities, you'd have EXTREMELY small font for your cards. That's not good, you wouldn't want the player to get out the magnifying glass just to see it all...besides,they may see it and give up on it before noticing that "hey this card has cool abilities!". Remember, most of the best cards out there don't have the most text. I can assure you that the most loved cards might even use the fewest amount of text. Tell you the truth, I'm still learning on perfecting this.
2. These are called extra rules you use to govern the card. I've seen some of this in action, too. An example on this would be if you make a YGO monster with an ability such as this:
[card name] goes to the graveyard when pyro is on the field.
This might have some flavour or something, like if it's a plant that's afraid of fire or something. Seriously, if anyone takes this ability, they should get shot for the simple error in this card: pyros don't appear often, and so this ability happens once in a blue moon...PLUS it's just randomly killing it...not good. Add-ons generally are rules that just doesn't get used often enough and should get axed.
3. Lots of text and nobody knows wtf you're talking about? This happens all the time. Remember, if the card can't explain itself, it's not a good card. You want to reach out to your players, not withdraw them from you.
4. Memory issues tend to happen a lot too, just because rookies like all these silly abilitiesthat may be cool. If you require memorization for something, make sure it's memorable. Something like "you lose life for every card you draw" is memorable, but something like "you lose life whenever a 1900ATK monster with level of 5 or higher is played" is not. You'll figure these things out as you play with the cards themselves.
Join me next time...for synergy! If you have any comments, complaints, rants, hate comments, positive comments, flames, etc. please make a separate thread! :P