And
thus we come to the final part of our little series, about creating a game of
your own, specifically a board game.
Today,
we take a look at the cards you might want to design. For this I´m going to
give you 2 examples from my own current project, and we will compare that with
one of the most successful card designs of man´s history.
My
own designs are rather unfit for showing, but in the interest of a good lesson
I will share them with you. Be aware, that these are only prototypes.
Now
the important thing here is to take a close and to gather whether these are
functional in what they are trying to achieve.
The
left is a character card, which serves to inform the player of his abilities
during the game. To do this, we have a bolded title, a list of actions
and costs and a passive effect, depending on the character card chosen/given.
The
card on the right however simply marks down the more important info by having a
big bolded number and a letter with a much smaller title, big space for
an image and a description of both effect of the card as well as some flavour
text to really bring home the idea of what it does. Now, of course, seeing as
these are prototypes, they are necessarily not that nice to look at, but they
succeed in giving us an idea of what they are trying to do.
Now let us compare these with two of the sexiest examples we can find
around.
On
the left we have the epitome of simplicity with a poker card. You almost can´t
be much more basic than this. On the other hand we have a Magic:The
Gathering-playing card with the Benalish Veteran. As you can see both achieve
what they set out to do, that is give the greatest amount of information
necessary for their respective game to the player. Of course the amount of
information varies greatly between them, but that is a topic for another
day.
For
now, what we want to look at is the fact, that both of them are more or less
crib sheets for your own card design. You see, this is successful. Some information
in the corners, and the biggest part of it in the middle or some central part
of it.
Of
course you can deviate from this, for it is by far not a holy mans book here.
All of these started out weaker than they are today and who knows, perhaps you
can create something that will completely revolutionize the standards of
design.
But
for today, the lesson is this. Creating a card necessitates a low number of
words and symbols to achieve the maximum effect because the more you say with
the less you use, the better your card becomes.
There
is a lot to tell you, but I´m not necessarily the person to tell you, just like
life, there are some experiences one can only make by him- or herself. That I
cannot teach you. So go out, and design!
And
that concludes our current programme, we will commence with regular shenanigans
with the next post.
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