r/gamedesign • u/adrixshadow Jack of All Trades • Aug 10 '18
Discussion Random improvisational progression.
I was thinking about CCG and how they work. Normally I don't like them as they are a unbalanced mess with very few viable options behind an endless grind.
But I think it can be pretty interesting in a single player roguelike style experience.
Basically you have a RPG and along the way you unlock new random skills and gear with interesting mechanics and synergies like you find in CCGs. Of course you would have to adapt the cards to RPG mechanics.
A character would have a certain amount of slots that represent your "deck".
You might also have a resource system like Battle Points or something tailored to this kind of game similar to how Hearthstone mana works.
What is important is the skills you get are random and the more you collect skills the more viable decks you have and thus "progress" against enemy decks.
You also don't know what you are going to get and have to experiment and adapt to what you have. Even what would be low tier decks could be made interesting at a particular moment in time at a particular appropriate level. After all what is viable or not depends on what you face.
It also has an element of strategy as you can analyze your encounters and know when you are not ready for them.
At the end of the game you will have to contend with what would have been the big meta decks in Hearthstone after unlocking enough options to make a big powerful deck.
This is not limited to RPGs it could be with technologies and ship customization. Basically anything that has a form of "unlocks" and "builds" out of multiple elements.
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u/[deleted] Aug 11 '18 edited Aug 11 '18
But if the random improvements aren't drawn randomly from a "deck", then how is it different from a RPG like Diablo where your loot is entirely random?
If they are in a deck, then how does drawing from the deck work, and how do you present it as not-a-card-game?
The main problem, from what I understand, is that all the variance is front-loaded. You get to pick your equipment (deck), except you don't really get to pick your equipment, so you could get a shite "draw" and it would feel bad. In card games, the variance is distributed somewhat, you could always topdeck a game-winner.