Game Design - npruehs/pinned-down GitHub Wiki
Just as every game designer, I want Pinned Down to provide the best possible game experience for everybody. Here, I'm going to use Jesse Schell's lenses to answer crucial questions and to support all design decisions I make.
Lens #1: Essential Experience
- Puzzling Out Plans
- Essential: anticipation, feeling of tactical manoeuvring
- In Similar Games: seed phase in Star Trek CCG
- In Pinned Down: deckbuilding, choosing starting starships and characters
- Testing Your Deck
- Essential: getting something "for free" feels good, feels like gaining an advantage
- In Similar Games: play for free, download in Star Trek CCG
- In Pinned Down: play from your draw deck, reduce threat
- Revealing Enemy Plans
- Essential: feeling smart
- In Similar Games: scanning dilemmas in Star Trek CCG
- In Pinned Down: peeking at enemy attack deck
- Overcoming Opposition
- Essential: tackling and mastering challenges feels great
- In Similar Games: solving dilemmas in Star Trek CCG
- In Pinned Down: nullifying attack effects, winning ship battles
- Scoring Points
- Essential: getting anything always feels good
- In Similar Games: solving missions, scoring objectives in Star Trek CCG
- In Pinned Down: increasing distance, scoring points
- Be A Starship Captain
- Essential: feeling of tactical manoeuvring, imagining space fights
- In Similar Games: tactic cards in Star Trek CCG
- In Pinned Down: assigning ships, playing fight effects and shouting their names
Lens #2: Surprise
- Drawing Cards
- Enemy Attacks
- Location Options
- Damage From Ship Battles
Lens #5: Endogenous Value
- Cards are valuable to the player
- Promo Cards are more valuable than regular cards
- Earning new cards feeds player motivation to play the game (apart from wanting to try them out)
Lens #6: Problem Solving
- Problem: Finding optimal assignment, resolving fights without taking damage
- New Problems: Created by shuffling decks, adding new cards (for both players and/or enemies)
Lens #7: Elemental Tetrad
- Aesthetics: Common card backgrounds, well-known card design approaches
- Story: Lore of each card
- Mechanics: Card game mechanics like drawing cards and shuffling decks
- Technology: Touch controls for natural card game feeling
Card Design Checklist
- co-op?
- fun: synergy? granting something "for free"? reducing threat? revealing attack deck? nullifying effects? increasing power?
- awesome name
- lore
- art
Feedback Form
https://docs.google.com/forms/d/1U2NhENrq9cx4NO6Jz1g4FGBgwNy6UC8vW3KKNW3GBVc/edit