It's an absolutely wildly bonkers idea to mix creative storytelling with the mechanics of a game; that's why I made a blog to do just that. Ludicrus Gaming is my lair of mad gaming science. Tread with caution.
Tuesday, September 3, 2019
Card Counterplay: Interacting With Your Opponent
Scribbled by
Andy Hauge
I get post ideas from some interesting places. Case in point, I was watching a gameplay video from Hearthstone streamer Firebat, which opened with some spicy takes on card design. You don't have to watch the video before you read this post (although Firebat is always fun to watch); I'll lay it out for you here. In a nutshell, he talked about cards that didn't allow for interaction, and how they reduce the game to hoping that you draw into your powerhouse cards that can't be countered. It's tied to a larger idea about "interactive cards" in card games, and while I think he has a point, hearing that bit got me thinking about where, exactly, I disagreed with him, and what you can learn about card games from it.
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Labels:
abstract stuff
,
design
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