[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-1-en-105":3,"doc-seo-383815-105":53,"doc-detail-383815-en":126},{"code":4,"msg":5,"data":6},0,"success",[7,14,19,24,29,34,39,44,49],{"id":8,"doc_module":9,"doc_module_name":10,"category_name":11,"show_sort_weight":12,"slug":13},11,1,"Template","Presentations",90,"presentations",{"id":15,"doc_module":9,"doc_module_name":10,"category_name":16,"show_sort_weight":17,"slug":18},12,"Resumes",80,"resumes",{"id":20,"doc_module":9,"doc_module_name":10,"category_name":21,"show_sort_weight":22,"slug":23},14,"Invoices",70,"invoices",{"id":25,"doc_module":9,"doc_module_name":10,"category_name":26,"show_sort_weight":27,"slug":28},15,"Posters",60,"posters",{"id":30,"doc_module":9,"doc_module_name":10,"category_name":31,"show_sort_weight":32,"slug":33},16,"Social Media",50,"social-media",{"id":35,"doc_module":9,"doc_module_name":10,"category_name":36,"show_sort_weight":37,"slug":38},17,"Forms",40,"forms",{"id":40,"doc_module":9,"doc_module_name":10,"category_name":41,"show_sort_weight":42,"slug":43},18,"Letters",30,"letters",{"id":45,"doc_module":9,"doc_module_name":10,"category_name":46,"show_sort_weight":47,"slug":48},21,"Paper Templates",5,"papers-templates",{"id":50,"doc_module":9,"doc_module_name":10,"category_name":51,"show_sort_weight":4,"slug":52},158,"General","general-158",{"code":4,"msg":54,"data":55},"ok",{"site_id":56,"language":57,"slug":58,"title":59,"keywords":60,"description":61,"schema_data":62,"social_meta":119,"head_meta":121,"extra_data":123,"updated_unix":125},105,"en","how-to-design-card-games-introduction","How to Design Card Games - Introduction","","A practical guide to designing card games through an iterative, feedback-driven workflow. It outlines seven development steps: generating an idea, documenting the current state, building a playable prototype, playtesting, applying feedback with repeated iteration, developing and polishing the design, and finally publishing or sharing it. 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You will have what you think are good ideas that, when you play them, you find don’t work that well. With that in mind, start with a simple game and add complexity over time, as you play.  \nHere are 7 steps to follow:  \n1. Think of a game idea.  \n2. Document the current state of your game idea.  \n3. Create a playable prototype.  \n4. Playtest.  \n5. Apply feedback. Go back to step 2, as often as necessary.  \n6. Develop and polish. Go back to step 2, as often as necessary.  \n7. Publish or share!  \nThe key to agile development is to apply feedback and iterate. The breakthrough realization of the software industry was that people can’t anticipate all user requirements in advance but need to discover needs through exposure to prototypes and feedback. The same process works well for game design.  \n“Small projects […] are entire projects—and what I mean by that, even very small projects still incorporate the entire project development life cycle. The lessons learned in small projects are no less valuable than the lessons learned on large projects, but the failures hurt a lot less.” – Clint Herron, game designer  \nHow to Design Card Games 2  \n1 – Think of a Game Idea  \nInspiration strikes, and you get an idea for a game. Or you are challenged to come up with a game idea for a design contest, a homework assignment, a Scouting exercise, or a design challenge in this book.  \nWhere do ideas come from?  \nFor good or ill, I conceive of games the way Hollywood pitches High Concept movies:  \n● “ Toy Story with video game characters!” ( How I would describe Wreck-It Ralph. )  \n● “Star Wars: A New Hope with new heroes learning from the original heroes!” ( Star Wars: The Force Awakens . )  \n● “Castaway meets Apollo 13 !” ( The Martian. )  \nThinking in terms of mashups might help you come up with ideas as well. “If you steal from one author [or game designer] it’s plagiarism; if you steal from many it’s research,” said the playwright Wilson Mizner. Don’t feel bad about starting from such a point. Your idea will change and diverge from this initial inspiration as you develop the game further. In fact, your playtesting and development will consist of original research that will make the final product your own.  \nAnother way to proceed is to take an existing game and constrain it. What would Monopoly be like as only a card game? What might Magic: The Gathering look like with only 104 cards?  \nConstraints help fuel ideas. And, as you look to develop experience by designing games, constraints make everything easier.  \nAnd constraints are realistic. Professional developers often have design constraints. They are asked to come up with a sequel to an existing game. They are asked to come up with aboard game about a movie, a comic-book character, or even about a video game. They are asked to use components that will fit under a specific budget, so the game can be priced at $6 , $16 , or $60 .  \nYou will find that the hard part isn’t coming up with ideas: that’s a myth. Once you start looking for id","cbCaivc61KIUHiUI","https://ap.wps.com/l/cbCaivc61KIUHiUI","pdf",2201130,45,"English","# Introduction\n## 1 - Think of a Game Idea\n## 2 - Document the Current State of Your Game Idea\n## 3 - Create a Playable Prototype\n## 4 - Playtest\n## 5 - Apply Feedback\n## 6 - Develop and Polish\n## 7 - Publish or Share\n# Rules and Development Topics\n## Design Challenges: Add House Rules to a Standard-Deck Card Game\n## Guide to Prototyping Card Games\n## Playtesting Guide\n## Surviving Negative Feedback\n## Game Development: Gameplay, Theme, and Manufacturing","[{\"question\":\"What are the seven steps for designing a card game?\",\"answer\":\"The process is: think of a game idea, document the current state, create a playable prototype, playtest, apply feedback and iterate, develop and polish, and publish or share.\"},{\"question\":\"Why does the guide recommend documenting the current state before prototyping?\",\"answer\":\"Writing down notes helps organize the idea and often leads to new takes, making it easier than starting immediately to create cards.\"},{\"question\":\"How does playtesting fit into the iterative development approach?\",\"answer\":\"Playtesting provides feedback that drives iteration: after feedback, the process returns to documenting the game idea and repeats as often as necessary.\"}]","How to Design Card Games - Introduction | PDF",1790259389]