I met
John Moller of
Car Trunk Entertainment in the game design contest room at Congress of Gamers the other day. We started getting a little philosophical about game design - what we like in a game, what leaves us flat. I like his perspective, and one observation he made stuck with me enough that I thought I'd expound on it here a little.
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It's probably "card-driven" when the
printer resorts to 4-point font to fit the
special instructions on the card. |
John described an interesting distinction he makes among card games into two general categories - card-driven games and player-driven games. (I might not quite have his terminology right.) The distinguishing concept is the nature of the cards in the game. In a "card-driven game," most of the behavior of the game is governed by the text on the card -
i.e. every card has its own rules or unique icons printed on it to describe its function and effects. In a "player-driven game," the cards are relatively abstract, having only rank, suit, and/or perhaps a few other general categories, and the rules generalize across the deck. In the extremes, a collectible card game would be "card-driven" and cribbage would be "player-driven."
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One or two words on the "special" cards -
still in the spirit of a "player-driven" game |
Of course, these are two general categories and not a strict taxonomy of card games. Still, to refine definitions like these, I have a tendency to want to find exceptions, or ambiguities at the boundary between categories. For example,
Uno (designer
Merle Robbins, artists
Kinetic and
Jeff Kinney, publisher
Mattel) has mostly rank-suit cards, but there are a few special cards that change the play of the game - "Reverse," "Skip," "Draw two." But really, I think
Uno keeps to the spirit of what John describes as a "player-driven game," in which the card that you play depends on the tactical situation at the time and not so much whether you got a special card that drives a special effect under the circumstances.
I think
Fluxx (designers
Andrew and
Kristin Looney, publisher
Looney Labs) and its variations, by contrast, fall into the "card-driven" category. Although some cards are simply objects ("Keepers") and objectives ("Goals"), many are unique rules and special effects. I don't necessarily mean the simple cases of "Draw Two" or "Hand Limit Three." The particularly unique cases of cards that interact with other cards - you can do this unless your opponent has that Keeper,
etc - make
Fluxx more of a card-driven game. The point is that you can add or delete or modify the specific rules or effects on the individual cards in a card-driven game, and all you've done is change the game in some lateral way; instead of
Martian Fluxx, it's
Pirate Fluxx.
I think John's point about "card-driven" games is that they play themselves to a certain degree. The course of the game is governed by the shuffle and who gets which card when, more than by the tactics that the different players choose to take. I might not be explaining John's thesis very well, and perhaps it deserves a little more thought for me to appreciate and articulate it. I was hoping - but failed - to find a write-up on the concept in his Car Trunk Entertainment blog, so perhaps I can persuade him to spend a few words on it some time soon.
I think you've really got the heart of the matter.
ReplyDeleteAnd I will consider the topic for a blog post very soon. Thanks for the idea.
Cool. I look forward to it.
ReplyDeleteI ran across another designer's similar disdain for games that are too dependent on the mechanics driven by the individual cards. In a recent "State of Games" podcast, Monkey238 expressed her dislike of games that have, as she put it, "cards with words." Her opinion seems to be a variation on John M.'s point regarding card-driven games. I just thought it was an interesting twist on the same topic.
ReplyDelete