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  • Writer's pictureScott Hardy

Idea 1 Game Dev Bait. Intro

Updated: Mar 17, 2020

When looking at adverts and doing research for Game Developer roles a few things kept coming up.

One of the biggest being live service experience. Making a trading card game (TCG) or collectible card game (CCG) with a pipeline would show that I can work in this environment .


For this project I would need to look at the advantages and disadvantages when comparing the two types. And even moreso when looking at it from a Digi vs NonDigi environment

The Main Difference between a TCG and CCG is the first letter. Trading Vs Collecting. The Collected card is linked to the player for all time while a trading card can be swapped out.



MSF Iron Fist
Marvel Strike Force

In Marvel Strike Force players collect:

Character Shards

Equipment

Training Matts

Ability Matts.


All of these things power up a character and cannot be traded between players. Even so, players spend large amount of money to get these items even though they dont have any resale value



Other games, Like magic the gathering online and Pokemon TCG online have trading systems.

Both use premium currency to let the players trade. With MTG using trade passes and PTCG using trade coins. With mtg only real method to getting these via the store, PTCG players inform me that the trading coins come quite often and cannot be bought.



 

To me the fact you can trade has the things you can buy in these games let them hold a value, but that very value comes with a risk.

If an exploit is found in your system, be it a backdoor code or ingame , then the games economy, can tank very quickly. If for example a user finds a way to earn unlimited in game money, and spends this on cards and starts trading them away the impact to users will be felt much more far reaching then if the user has just maxed himself out .


Another issue is resources . Both game times have an exponential cost growth in terms of balancing.


 


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