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Cards as a Metaphor (Playing Card (Relatable to a broad audience (Numbers…
Cards as a Metaphor
Playing Card
metagames
Form decks of cards
Traditional Card Games
Relatable to a broad audience
Iconic
Very recognisable shapes and iconography
Symbols are homogenous and can be used to represent different concepts
families
Warring factions
Teams
Concepts (Peace / War / Love / Hate)
Feelings
Resources (Wood / Coal / Wheat / Brick)
Species
Numbers can represent almost anything
Health
Value
Worth
Score
Time
Degrees
Dates
Ammo
Physical Attribute scores
Experience points
House of cards
Could form a metagame where you built a literal house of cards
Community challenge?
Hands
Cards are often used in combinations with each other
Some hands are better than other hands
Physical / Tactile
Satisfying to hold
Evokes nostalgia
Opening packs
Exciting
Usually more fun to open than to actually get the contents
3D models
Collectible
Collections
Tradable
Gives users a reason to engage each other and work together
Want to complete
Drives users to form own goals
Building a deck
Creating load outs
Pre-prepare strategies with loadouts before a map
Create a loadout during a single run
Gameplay is about evolving and adapting to new items and scenarios
Unlocking an unrelated reward
Costumes
Emotes
Sprays
Shown to be weaker forms of rewarding; should try to make the reward feed into the cycle
Exploitable for income to game
'Dusting' cards and feeding microtransaction cycle
Maybe if only a certain threshold of crafting desctruction took place, would a user receive something, or something of increased worth permenantly
More decorative pieces if that's the direction
The cards only resulting in something that you look at in a menu doesn't feel like enough
Could give you a collectible set of pins that you can wear on your character?
Form a bigger whole
Satisfying to look over
and to show others
Gives the card a double purpose
Striving to find specific cards
Flippable / Rotatable
Store information on both sides
Reversible
Card could evolve when flipped over
Destructible
Can become a limited resource
Burn a card to have a pay-off effect
buff
overclock an item
ammo for an item
parts
summon an item
upgrade another item
Form of currency
Remove bits of a card to turn it into a different thing or have a new effect
Can be based on licences
pokemon
Propogated the popularity of the brand
Fortnite
Could extrapolate into real life card game
Rarities
Symbols
Some cards worth more than others
Rarer cards are typically more specifically effective
Card backs
Decorative
Stackable
Can form a physical stack
Sort into ordered piles
Order by type or number
Could turn into something else when reaching a stack size
Cards replace item widget tile in Fortnite
Why?
Skeuomorphic Design
Cards have implicit meaning
Crafting menu could use similar principles that Hearthstone exploits
If the crafting menu is designed in an intuitive manner, Users will have an easier, and more enjoyable time operating it
Even better if it's actively pleasant to play with, and to recieve the rewards
Crafting could be a kind of machine that shows clear positions for card siloheuttes to be placed into, and a read-out showing the weight / rarity of the output being affected by what's being fed in
Machine then whirrs and plops out your card in an explosive and exciting way
How would the three personas benefit from this metaphor?
Understandable metaphor
Enjoy collecting
Nice to build collection
Collection could be viewed seperately / organised / customised / shown off through a phone app
Nice to open card packs
Nice to show to others
Fortnite is a game about Peacocking. Should exploit that idea.
Bitesize delivery vehicile for information
Can be used to reward players for their time
Players can risk/reward gamble them, or store them at their pace
This is based around an idea that is completely over-stuffed, but..
Users collect these cards as they play the game
The cards can be broken and a benefit can be earned from them, which might just be that you get the item the card is about
However the cards have a secondary ability, which is that they can be traded in and compounded / gambled into potentially stronger cards
When a threshold is met, or perhaps at the end of matches, users can cash in cards that they haven't used to redeem rewards
Hmm, though I like the idea of the risk / reward tension here, I'm not hugely into the idea of the User resisting using a super-powered rocket launcher just so that they can unlock something outside of the game.
This takes the fun that all of the players involved in the user using this cool weapon away, and it makes the player be actively conservative, and I guess selfish, if we're seeing 'fun' as a strange form of shared growing currency
I think it would be cooler if Users were rewarded for at least what was in their loadout last, if not filled a bar or meter throughout the entire match either every time that they got a new card, collected 'x' number of cards of 'x' weight value or everytime they cracked a card open.
Remember that all three of our Personas need to be adequetely rewarded for their time spent in the game
I'm gonna come back to this stuff, but I think i'm wandering a bit too deeply into the specifics of game design at the minute and should refocus on what the brief itself is asking for
Adds a new depth to a game they're interested in
The brief specifies that the crafting element should be considered a new major pillar of the game
What would have this kind of effect?
Game-balance-shifting-buffs / items
CCG metagame
Or any other kind of metagame to that end
I feel like it should tie back into Fortnite, or the idea of the game in a meaningful way
, not just a tacked-on experience
Pillar should supplement the current game, not dilute it
3 more items...
The fact that you're able to gamble and work your way to victory by scavenging and converting cards into better cards
Hang on, you're over complicating what the brief's asking you to do here.
You're not trying to come up with an incredibly complicated new paradigm or series of game design ideas (though your efforts are recorded here and maybe that's some brownie points?)
Focus on designing to the needs of what these gameplay changes imply, THEN worry about going a step further.
So, what do the changes that this brief would bring to the game imply?
Well, if tiles are converted into cards, this implies a couple of things
4 more items...
Can potentially hold more data, bigger surface to play on
This is determined somewhat by the purpose that we want the card to have
Problems with the current tile
Tells user a bunch of information that kinda clashes and is hard to disseminate easily
Not clear in every aspect of what it's communicating
Might not necessarily fit into the crafting system metaphor
'A concept held within a frame'
A card within an ecosystem represents a specific measure of something that operates within that system