a thesis
Transcription
a thesis
Abstract Visual design in collectible card games currently abides by a general formula, maintaining the same look on the player‟s table for many years. This supportive narrative documents research, thoughts and a case study on how visual design can enrich this game experience for a collectible card game. The case study is the graduation project Ascendance: Rise of Gods, in which I visualized a collectible card game designed by Game Design & Development students Niels Hansum and Jasper Saaltink. This game, fantasy- and tournament-based, aims at a specific target audience; one that enjoys the fantasy genre, analogue games and immersive gaming. Ascendance: Rise of Gods poses a theory on how to appeal to this soft spot with artistic renderings. It also emphasizes how creating a solid game universe can add to a game experience. Furthermore, it provides examples of portraying this universe with more than cards alone. It shows how players could be given more room to immerse in an analogue game with an experimental perspective on in-game oversight and interface display. In short, this supportive narrative is a guide to newcomers in the collectible card game experience and the analogue art coming with it. It suggests how a game artist can give a player more reason to play. 1 Acknowledgements This supportive narrative and the graduation project tied to it would not have existed without the two inspiring game designers Niels Hansum and Jasper Saaltink. After inviting me to join their project, they were interested in my suggestions and opinions during their design process - regardless of my lack of expertise at the time. They took me behind the scenes of the analogue gaming world and were of great value in the research conducted for this narrative. I want to thank them for their continuous support and providing me their concept to work with. My gratitude also goes out to Tarek Atrissi, who was a very patient and understanding supervisor in my time of need. His insights helped me through finishing the graduation project at the best of my capabilities. 2 Table of contents Abstract 1 Acknowledgements 2 Introduction 4 1 5 Chapter one: Analysis 1.1 The catalyst called Magic: The Gathering 1.2 Artistic renderings analyzed 1.3 Concluding 2 Chapter two: Enhancement 10 2.1 Custom universe, custom fame 2.2 Analogue world 2.3 Concluding 3 Chapter three: Perception 10, 11, 12, 13 13, 14 14, 15 16 3.1 Unusual art 3.3 The view on the table 3.4 Concluding 4 5 6, 7, 8 8, 9 16 16, 17 18 Chapter four: Ascendance: Rise of Gods 4.1 Analysis 4.2 Enhancement 4.3 Perception 19 19 19, 20, 21, 22 22, 23, 24 5 Conclusion 25 6 Bibliography 26 7 List of images 27, 28 8 References 29 3 Introduction This supportive narrative centers around fantasy-based collectible card games. These analogue games are played with sets of trading cards, referred to as „decks‟. They combine a collecting aspect with strategic gameplay in tournament-based battles with a fantasy setting. This supportive narrative guided the exploration of this medium and is meant to support those who know little of it, but are eager to improve their approach to applying (analogue) art. My graduation project consisted of visualizing a so-called „CCG‟, entitled Ascendance: Rise of Gods. Its design was created by Game Design & Development students Niels Hansum and Jasper Saaltink. My target audience enjoys putting together their own deck and having to think about it too. They are creative and clever, using tactics and technical thinking to beat their opponents. However, they value a compelling gaming experience as well. Next to analogue games, they often prefer games rich in imaginative art, story and a solid game universe. In current collectible card games, cards with a single illustration and a line of description or two are often the only things visible on the table. Mental calculation drives the lore players read before and the figurines of a collector‟s edition to the background. This works for players because these cards are the tools to clear a battle. Visual change is not required, but becomes a challenge when you want to appeal to the aforementioned audience. How can visual design be applied to collectible card games in a manner which enhances player experience? Visuals in games are meant to translate what the player needs, can choose or must want to do. Game art is there to apply to game design. Being a game artist, I want to try and enrich game design with it as well. I believe visual design could liven up the course of a gaming session. It could bring the fun factors from outside the game inside. This narrative supports that challenge. The work process on this project was led by the following sub-research questions: - What is the current standard of visual design for collectible card games? - How does art in general enhance a game experience for my target audience? - How does visual expansion of a game influence a player’s experience? The chapters assigned to these questions aid in answering the main research question. In conclusion, a theory on how visual design can improve a player‟s game experience is delivered, with Ascendance: Rise of Gods featured in the final chapter. 4 Chapter one: Analysis What is the current standard of visual design for collectible card games? 1.1 The catalyst called Magic: The Gathering When experimenting with art centered around a certain medium, it is necessary to know the history of it. Collectible card games and their visual design evolved together over the years into the work we see today. Trading cards have been around for a long time, the first dating back to the 1860s, but once strategic gameplay was added to them, CCGs were created. Where trading cards used to be part of a set to be collected, they would now be designed specifically to cater game play. It was Magic: The Gathering which first coined this modern concept of a CCG in 1993. 1 In the years after the first publication of Magic: The Gathering by Wizards of the Coast, the fantasy-based novel game method grew rapidly in both popularity and content. One could not only purchase their way into the deck of their preference, but also compete with it. The collecting aspect supporting gameplay evoked massive appeal. Other companies instantly started exploiting this niche as well and in the 1990s, CCGs flooded the market. A large share of these games never gained the same success as Magic: The Gathering was seeing then. An example of why a CCG could fail in this time is the game Doomtrooper (Target Games, 1994), which lasted for three years before being cancelled. Doomtrooper‟s main downfall was its sci-fi universe; a feature meant to draw in players who found no appeal in the high-fantasy Magic style. This target audience, however, turned out to be too small at the time to keep generating profit. External factors like these were the main instigator of failure. For example, cards would be of poor quality (the presses then not being what they are now), the game would not be advertised or distributed cleverly, or it simply did not stand out with so many CCGs being released at the same time (Long, 2007). Throughout the following years, Magic: The Gathering kept doing above average, as it was thriving on a large group of loyal players and a steady and wide-ranged distribution. Features that could be considered as flaws were altered or removed over time to maintain success. For example, original Magic rules included gambling with cards during the so called „ante‟ playing sessions. At the start of a game, the ante cards would be set aside for the eventual winner to take. Few players chose to play like this and combined with gambling being viewed negatively by society, Wizards of the Coasts complied to public protest and continued on with an improved game (Long, 2007). When the CCG format was approached from different angles rather than copying existing successful game mechanics, there were three other releases able to walk alongside with Magic in that time. These games are Legend of the Five Rings (Alderac Entertainment Group, 1995), Pokémon Trading Card Game (Wizards of the Coast, 1996) and Yu-Gi-Oh! Trading Card Game (Bandai, 1998) (Long, 2007). Each of them, like Magic, cultivated a large fan-base and evolved over time, winning players with charm and adjusting flaws when necessary. These four CCGs all survived to the present, where tournaments and gatherings are still being held to play and their stock is still coloring store shelves. 5 1.2 Artistic renderings analyzed Not all succesful collectible card games are centered around fantasy. Sports-based CCGs and their trading cards currently share being played and collected most.2 The different rules sports have mean a different visual design to explore. The focus here remains on the fantasybased CCGs described earlier in this chapter. This is because Ascendance: Rise of Gods is also a fantasy-based game concept and this style is favored by my target audience. While I have looked at sports-based trading cards, it is the fantasy-based visual design which will now be examined and documented. When Magic: The Gathering was first published, Wizards of the Coast patented their gameplay. Incidentally, their layout design set the standard for the visual design of CCG cards as well. The following images are of the first card prints from the successful games mentioned previously. 1 Magic: The Gathering 2 Legend of the Five Rings 3 Pokémon Trading Card Game 4 Yu-Gi-Oh! Trading Card Game The similarities of the image- and text positioning are clear. Wizards of the Coast‟s visual placement formula was one that worked for players and was copied in many other games, not leaving their own either (the Pokémon Trading Card Game). 6 To fully understand this structure, I bundled my findings in a schematic image. This analysis of information placement aided me in making important design decisions for creating the interface of the Ascendance: Rise of Gods cards. 1. The title of the card (ranging from the name of a collectible to an action or resource). 2. An added feature defining the type of card, based on game mechanics. For example, if this was a creature card, it could state an influential origin. 3. A general space for numbers or icons dedicated to the content of a card (sometimes found on the bottom as well). For example, if this was a creature card, a number could express its amount of hit points. 4. An illustration of the card‟s content. This image often takes up half or more of the card‟s size, as this is the main indicator of its content for players (Buehler, 2007). 5. The outline of the card, which is the same for every card in a series. It is a simple border to prevent chipping or other damage to the edges, which could influence the condition of the card and therefore decrease its value to collectors. 6. Space for text explaining the function of the card and sometimes coming with an extra on the card‟s content (often referred to as „flavor text‟). 7. A background. This background is often colored or textured in a manner which groups types of cards together. For example, looking at the Pokémon cards shown in this chapter, tells us that water typed Pokémon have blue backgrounds, while rock/ground types have brown backgrounds. Cards in a successful CCG cannot alter their visual style too much over time. When the game has a long running, game design is never altered drastically. It is just balanced and expanded with new elements to keep the experience fresh and challenging. Visuals tend to stay the same as much as possible for cohesion in the entire look and feel of it. A prime example can again be taken from the Pokémon Trading Card Game. 7 5 6 On the left features a water-type Pokémon card printed in 1997. On the right, one of the most recent water-type Pokémon cards from 2011 is shown. The art did gradually adapt to modern times, as can be seen, for example, in the silver border around the illustration. However, the same format has been sported for over fourteen years to maintain the aforementioned cohesion. The classic layout proves itself profitable by staying alive in many of the older CCGs still running today. It is not strange new fantasy- and novel-based CCGs are still designed similarly as well. In fact, it has integrated so much that when we look at new CCGs from 2011, the trend is still visible. 7 From left to right: Conquest Tactics (Zeitgeyser), OZ Collectible Card Game (Orion’s Bell) and Phase (Alderic Entertainment Group). A handful of cards from 2011 productions. These are from games that are no expansions or follow-ups on previously designed CCGs. 1.4 Concluding The current standard of visual design for collectible card games has not shifted drastically since its first appearance in the 1990s. Few fantasy-based CCGs seem to be straying from this general layout in their cards. This is mainly because the format was empowered by the 8 history of successful collectible card games. To observe the in-game function of this standard visual design, I participated in many gaming sessions with my target audience. When playing a CCG it becomes clear the formula is applied to user accessibility. In a CCG session, two players are seated in front of each other. Usually, the custom decks they bring into the game are piled up, after which hands are drawn and spread out on the table. The content described is placed at convenient positions for the player to see. An illustration is present for the opponent to easily recognize the cards. CCG players memorize cards automatically due to repetitive playing and collecting. When experienced, they only need the illustration to recognize a card‟s function. Text therefore gains less space on a card than imagery. This is also why groupings of cards are often indicated with color and/or icons. The backside of a card, however, is always the same on each card, making sure a player cannot read the opponents hand. In the explorative search for my graduation project, I did not only learn of these basics, but also encountered layout design straying from them. My assessment of them follows next. 9 Chapter two: Enhancement How does art in general enhance a game experience for my target audience? 2.1 Custom universe, custom fame Regardless of time or game universe, the essence of a collectible card game‟s card structure has proven to remain consistent over the years. If basic components such as a title, image, description and more of these standards are essential to the game design, there are only few ways to portray those values on the limited size of a trading card. Their placement must be convenient for the eye of a player and their opponent. Therefore, in the past years, the most noticeable shift in visual design can be seen in customization of this general layout. When the CCG became an established, profitable medium, the market for it grew and stabilized. This meant there was more room to pay attention to art and this was not only because of improving technology. To make cards stand out, some visual designs started to stray from the common looks. The main objective: to create cards custom to the world it was dedicated to. Clear examples are cards from Battlestar Galactica Collectible Card Game (WizKids, 2006) and Power Rangers Collectible Card Game (Bandai, 2008). Battlestar Galactica is a science fiction franchise from the United States which started out as a TV series in 1978. It became so popular it received a sequel series, book adaptations, original novels and comic books based on the universe and eventually board-, collectible card- and videogames.3 The original premise of the franchise is about a civilization of migrated humans living on a group of planets far away in our galaxy. They build so-called Battlestars to fight with during a war with other space inhabitants. 8 Cards from the Battlestar Galactica Collectible Card Game From the start, Battlestar Galactica had a steady visual design, sci-fi in style and recognizable for fans. This design is exactly what we see back in the cards of the CCG. Even though the image and text alignment remain largely the same as we are used to by now, these cards catch the eye with unusual features. Some card groups are placed horizontally in game, such as the Galactica card in the row seen above. Style-wise, the chipping of the corners is a sight even more rare. 10 When examining the first TV series (which now has a cult status) and the 2004 TV series (which is thought to be its most successful reboot4), the interior of the Battlestar named Galactica introduces the basics for this visual style. 9 Promotional picture for the Battlestar Galactica 2004 TV series 10 The first edition of the Galactica spaceship The askew edged, symmetrical corners have always been present in the architectural design of the prime Battlestar. The brightly-colored lining featured in the cards resembles the lightning used in the ships throughout the series. Even the pitch black background of the cards reminds us of space. Further confirmation of the universe‟s style and how well the CCG cards were customized can be taken from other Battlestar Galactica game adaptations as well. 11 On the left a set up for the most recent board game Battlestar Galactica (Edge Entertainment, 2008), on the right advergame Raptor‟s Revenge (Blackdot, 2007) Battlestar Galactica Collectible Card Game unfortunately lasted only one year before being cancelled, as the publisher could not extend the Battlestar Galactica property further into a CCG.5 Still, the artistic renderings and complete catering to the concept of the CCG allowed the fans to get exactly what they wanted. They had access to stylized collectibles on their favorite franchise and got to play with it too. Where Battlestar Galactica has a generally older target audience, the Power Rangers Collectible Card Game is aimed at age six and up - and designed accordingly. This is the same audience the original TV series from 1993, Mighty Morphin Power Rangers, was made for. 11 This series centers around five costumed heroes battling the forces of evil and was an American version of the Japanese series Super Sentai.6 12 Three cards from the Power Rangers Collectible Card Game The card design matches this general premise as well. The focus of these cards seems largely centered on the bright, over-the-top image. Main tactics to ensure this leading of the eye seem to be the outlining and the interface. The outlines are almost non-existent and neutrally colored (silver, white), causing the main image to stand out. Just like how the colorful Power Rangers themselves stand out when they come to save the day in the (often gray backdrops of the) series. In the rest of the interface, numbers and icons have the upper hand over text. 13 The Power Rangers in the first TV series The cards feature artwork from a trading card game already published in Japan, Rangers Strike (Carddas, 2006). This game was created for the same Super Sentai TV series the Power Rangers were based upon. History repeats itself and even though it is only distributed in the United States at this moment, Power Rangers Collectible Card Game has been a hit amongst children and teens sharing a love for the series. What both these CCGs have in common is the fact they are part of an already existing franchise, gaining them an instant fan-base. Battlestar Galactica has been a successful concept for over three decades, having millions of fans around the globe. Power Rangers were designed for a younger audience, but there are few adults who haven‟t heard of them too. The same goes for earlier mentioned universes, such as those of Pokémon and Yu-Gi-Oh!. Fans want to collect their favorite characters or relive the system they see on TV for themselves. This already sounds plausible in theory, but can actually be proven with CCGs released in the past who briefly made it on fame alone. A prime example is Star Trek Customizable Card Game. Star Trek Customizable Card Game (Decipher, 1994) was one of the CCGs created in the 1990s that did not live up to Magic: The Gathering‟s long-lasting success, but certainly was up to par with it in terms of fame for a while. Already having a fan-base so large being a fan had a name („Trekkie‟), the sales went through the roof when the CCG launched. The 12 universe, with all the content from Star Trek: The Next Generation, was massively popular. Secondary market prices for main characters skyrocketed and it was only the overly complex game design and lack of balancing that eventually caused it to be cancelled (Long, 2007). Yet when Decipher gained the license for the rest of Star Trek‟s universe, they managed to create a new successful game in 2002. The franchise never died (the most recent film based upon it being released in 2009), the fans still exist and therefore, the cards still sell. 2.2 Analogue world One could say that collectible card games based on a franchise have an advantage because of their pre-existing fan base. Still, the catalyst has universes created for – and in - the game itself. How did Magic: The Gathering make it work? Magic: The Gathering has a setting that was first created in cards and distributed entirely in analogue. They have not only modernized their design over the years, but expanded their initial universe too. They brought the world to life in stories, often referred to as „lore‟. These stories were delivered in books from 1994. Is their setting distributed by books alone? When asked how the novels and the cards interact with each other, Dommermuth (2005), a creative director for Magic, replied: “Generally the cards provide the world in which the novels are set, and the novels sometimes provide characters represented on cards. But cards also introduce their own characters that might not appear in the novels. In short, the Magic creative team and the novelists work largely in parallel and inform each other as much as possible.” This was not always the case. In fact, when the first card sets were released, there was no particular world or setting at all. Art was, at that time, treated so lightly there were even illustrations completely failing to match a mechanic, which caused general uproar with players. Next to that, Wizards of the Coast also realized this would not suffice because of expansion prospects. The core cards contained abilities such as „flying‟ and a portrayal of that has no problem being accepted by a player as magical. However, when expansion packs gained more abstract mechanics that did not match a magical image (think „buyback‟ or „echo‟), cards would lose their „flavor‟. The solution was to have writers create a background for the cards; one that would provide enough for „cool‟ names, images and flavor texts. 14 The infamous Whippoorwill card, depicting a flying bird while the creature itself is not able to fly It was not until the story-driven Weatherlight, an expansion set from 1997, that Wizards of the Coast started looking at ways to grow the Magic universe into something more than just cards. The Weatherlight story was received with mixed responses. Most players did not seem to care about or like it when playing, eventually causing Wizards of the Coast stopping to try using cards as a means of storytelling. They concluded their players wanted an expansion set to consist of a large library of new creatures, items and spells for them to choose from. They therefore decided it was best to design cards in a manner which enabled the player to create his or her own story while playing (Dommermuth, 2002). When these renewed expansions came, the focus for a 13 pre-existing story therefore shifted to their book-publishing department rather than the development staff. The problem with novels accompanying card games, according to Dommermuth (2003), is the different needs of the two mediums. Novels focus on characters and their interactions, following a plot in the story which often changes them. Cards focus on characters that do not change at all and who, of course, do not interact with others either. A novel would not be a novel if it would only describe countless of characters needed for the cards. Similarly, the cards would be balanced well either by a story focusing on only one or two of them and leaving out the rest. This does not mean novels cannot add something extra to an analogue universe, but we must keep in mind Wizards of the Coast was looking for a way beyond the cards to create the world in-game. Eventually, they drew the conclusion the cards are the heart and soul of the game. As they prioritize creating successful cards, they now start with an idea and iterate it between different staffs. Research and Development starts designing a card and the creative staff develops a world sprouting from the design. This happens simultaneously and the processes are dependent on each other. Iteration is key to the collaboration. When the world is developed enough, novelists are brought in again to write book sets taking place in that world. These stories are not told by the cards, because the cards just describe the world they take place in. The idea for the card creates the world and the world and the idea work together to finish the card (Dommermuth, 2005). Stories can now be found in the novels for the player who cares, or they are made by the players themselves when they play. In the end, the universe itself is most important. This is why the art of the Magic cards improved over time as well. Wizards of the Coast now strives to publish art radiating fantasy, but still unique enough to Magic‟s domain. When the new worlds are created in design and story, an established art department visualizes an applied setting. Not only the stories, but the cards in general were received more positively when continuity and cohesion in the card styles started developing. Art must now be representative of the card and not misleading, such as in the Whippoorwill example. The visuals are now commissioned to be engaging, as long as it is not at the expense of clarity or breaking the continuity of the world‟s style (Jarvis, 2007). 2.3 Concluding In a collectible card game, the content of a card is key. This could be either in game to win a battle or outside the game to complete a collection. The trading aspect of CCGs remains, of course, one of their most charming features. Using the cards as a means of storytelling diminishes the original purpose of the card. The in-game visible link on the table to a game universe or story therefore is told mostly by text and one representative image. This customization attempts to add value to the game experience and all-round design. After all, there are no collectible card games which do not evolve around a custom universe, whether they stem from an already existing franchise or are created solely for the game itself. So does applied artwork enhance the credibility of a game world and therefore eases immersing in it? When a card lies a familiar and matching link with the franchise a player adores, it does. When all cards are cohesive in visual design, a game will look more appealing to play. It recreates the universe the player already has a preference for. Or, when the universe is still unknown to the player when first playing the game, it could help to accept the 14 world as more „real‟. This is an effect resulting from when details are customized. The positioning and decorating of information on the cards offers room for this customization. With so much inspiring visual information, be it from these already existing franchise style guides or the setting of the game itself, it was ought to be a matter of time before experimental artistic renderings of collectible card games would surface. In the next chapter, I take a closer look at the view on the table. 15 Chapter three: Perception How does visual expansion of a game influence a player’s experience? 3.1 Unusual art Board- and miniature games often take no restraint in creating complex constructions, intriguing shapes and customizable statues. In those years of experimental outbursts, comparison with a collectible card game makes the latter one look rather unchanged. During a gaming session, there is usually not much to see on the table except the cards themselves. The factor of adding new cards over time with more expansion sets attempts to keep boredom at bay. This basically makes it an ever evolving game; a concept proven successful over the years and a charm of a collectible card game. Is adding supportive art a means to empower this concept? When looking at recent regular card games appealing to my target audience, there are actually some with unusual renderings of cards in the running. The game Ren Faire (Atlas Games, 2009), for example, makes use of transparent, plastic cards rather than paperboard ones. This game revolves around dressing your character for a Renaissance Fair, which is done by placing the cards on top of 5 A complete outfit put together each other. The game mechanics of Ren Faire are not similar with several cards in Ren Faire to those of a CCG, but they do share intentions as they both appeal to an urge to customize. Changing a character is physically possible and remind us of the many popular dressup games online, or avatar creating. CCGs are centered around this premise as well, as their concept is to offer a large amount of cards for a player to choose from and customize a deck. This is also why cards in 15 A completed character in Ren Faire, consisting of six different CCGs are balanced meticulously; the core must be maintained cards or the game could fail, as described in chapter two. Expansion of a CCG is near impossible if cards would be plastic and able to transform when being put on top of each other. Instead, Ren Faire is one of many analogue games that shows how direct visual translation of a game mechanic in a card game could enhance a motivation to play. 3.2 The view on the table There are some collectible card games in the running also making use of this feature. As mentioned in the previous chapters, the CCG as a medium has been explored from many angles by many different games. To pick one that has proven to be successful by being still in the running, we can take an example from EVE: The Second Genesis Collectible Card Game (CCP, 2006). This is a CCG that makes active use of an added feature on the table. The game displays content on an artistic rendering suited to it, rather than using another grouping of cards. Much like the online version it is based on, this analogue EVE uses currency. And this time, it is literal. The currency is visualized as small 16 16 A trading card package from EVE: The Second Genesis CCG, accompanied with an example of visual expansion coins to hold on to during the game. It is a physical representation of what people are already accustomed to using in EVE: The Second Genesis. In there, the player does not need to keep coins in the mind either. This adaption adds the same comfort in the CCG by granting a player more room to focus on the entire gaming session, rather than keeping track of numbers. There are more CCGs who have made physical translations from their pre-existing universe. For example, a closer look can be taken at the 24 Trading Card Game (Press Pass, Inc., 2007), based on the TV series 24. This is a crime series centering around a Counter Terrorist Unit and each episode documents 24 hours of an agent‟s life there.7 24 is known to be fastpaced, with a lot of pressure on the agents as they try to solve a (terrorist) plot. As it does not contain giant monsters battling each other but a team working against the plot, Press Pass, Inc. decided to visually expand the game by incorporating a custom player‟s mat. This player‟s mat has specific zones where cards need to be placed to execute a move. Just like in the series, the player has to alternate between the Field and the Briefing room. There was also effort to maintain the fast-paced feeling 24 is known for, with time counters turning after each move. The franchise has it certain appeals and, keeping the original visual design in mind, this universe is empowered by visually expanding the game. 17 A 24 Trading Card Game individual player’s mat, featuring the time and places to be in- game This particular player‟s mat features main character Jack Bauer, but there are also mats with the CTU office on the backdrop. A customization on top of another for the fans to pick from. This is why next to in-game value, player‟s mats appear for more reasons as well. They are often designed to accommodate game structure on the table. With a lot of different cards, player mats keep placement of them organized and therefore offer an easier overview. Professional CCG players, i.e. the ones participating in official tournaments, are used to taking their own mats with them. Secondly, the mat simply is another collectible to gather. It is a small addition to make even to the longest running 18 A tournament gaming session, CCGs without breaking cohesion. Customizing the mat is, guided by the use of a player’s mat just like customizing the interface, a means to draw the player more into the setting of the game. They become part of the franchise around the CCG together with many more items, such as the aforementioned novels, complementary art books and special collector‟s editions. These latter ones could feature everything, from figurines to limited edition cards not even meant for play. 17 3.3 Concluding Unusual formats are common in analogue games and collectible card games sometimes come with special extras as well. The concept of adding coins, for example, is not new to CCGs. Quite often, gameplay requires a coin toss before players get started. Sometimes, custom coins are delivered with a starter set for this. It is not uncommon for coins to also be used for keeping track of hit points on creature cards. If you lead an addition like this back to its core, it can be concluded it eases gameplay by getting statistics out of the mind and on to the table. Featuring these physically present elements with the traditional game design could improve a CCG experience. It draws players in by emphasizing the customization of a universe. For this universe, details are as important as the bigger whole to accept something as a fullfledged concept. This also shows in the use of player mats and collectibles that match the game, even though they do not necessarily have in-game value. It is a part of visually expanding the entire experience. I decided to experiment with this when developing Ascendance: Rise of Gods. 18 Chapter four: Ascendance: Rise of Gods The case study 4.1 Analysis I had little experience with collectible card games when I started this graduation project. This is why one of my first actions was assessing general history on collectible card games. I also conducted extensive field research, many of which the content of this supportive narrative is based on. I talked to and played CCGs with both my target audience and the game designers of Ascendance: Rise of Gods. They are people ranging from the age of 20 to 26 and of Dutch origin. These experienced card game players taught me the tricks of the trade and provided me with information on what they liked in card visuals. I collected cards from different games, varying from popular fantasy-based ones to even sport-based cards, to refer to during the art creation. Using this library of physically present information, I participated in early game concept discussions to ensure my art would be applied to the design of Ascendance: Rise of Gods. I deemed this necessary when keeping the current developing process of Magic: The Gathering in mind. In Ascendance: Rise of Gods, you assume the role of a God and battle with other Gods. As a God, you control powerful subjects we call Warriors. Warriors, either normal or mythical, use Abilities to fight the Warriors of the opposing God. The goal of the game is to wipe out all enemy Warriors thrice. The game can be divided in the following phases the players run through: 1. Battle Preparation In this phase, the two players lay down the chosen Warriors for battle and fill their hand with seven Ability cards. A coin toss decides who starts. 2. Battle This phase is repeated until one of the players is beaten and consists of sub-phases: a) Start of Battle: b) Intervention: c) Order Phase: d) Clash: e) Fight or Flight: f) End of Battle: Warriors receive Ability Points (AP) to spend. The Gods use their special Ability. Abilities are divided amongst Warriors. Abilities are executed. Players choose if the battle continues by repeating b through e. Players clear the used Ability Cards, draw three new cards, switch starter status and start a new battle. When a player is beaten, the Battle Preparation initiates again until one player is beaten three times. A player can choose to battle in an Adaptive, Aggressive or Defensive style. Each of the three Gods in the game stand for one of these categories and has control over matching Warriors. These Warriors can only use Abilities within the same style as theirs, next to three all-round Abilities. 4.2 Enhancement During the game design process, I created a world suitable to enrich the cards. When illustrating a collectible card game, one must always keep time constraints in mind. The game design process does not parallel with the visual process. It would take a while before the 19 designers would deliver final card values, so I focused on a setting first; one in which it was plausible for Warriors to battle each other under the command of Gods. I designed the world to be a normal Earth having been shaken by the fall of its reigning God. Its three disciples have worked together to overthrow it, but are now turning against each other to gain ultimate power themselves. When the first God fell, he tore the Earth apart and awakened creatures thought to be long extinct. This is also how I explain Warriors to be mythical or non-mythical. I decided to document this narrative part as a short story rather than a novel to avoid the pitfalls I encountered in the history of Magic: The Gathering. It eventually became the format of a journal to be delivered with the instructions of the card set. It belongs to a young travelling historian, who made it to one of the last safe places in the world. In this monastery, he is doing his best to document and store all he has seen for a generation of survivors - while he awaits his inevitable death. The game designers preferred the world and its characters to be portrayed seriously and anatomically correct rather than „cartoony‟. With this straying from my usual style, I looked at artists I have always found inspiring and decided to take an example to illustrator Anton Pieck. When having to produce large quantities of art, it is wise to stick to either something you know or something you are highly interested in. Pieck‟s manual drawings have a classic and mystical feel to them; exactly the feeling I wanted my world to emit. After examination, I concluded most the Pieck effect stems from composition, saturated colors and the water paint and paper texture. 19 On the left, a typical work of Anton Pieck. On the right, my own version of the illustrative style for a Warrior card My illustrative process consisted of sketching in pencil, creating line art with fine liners and digital coloring. I did keep hues saturated enough to maintain a clear contrast. This would ensure the image to be easily recognized from a distance in a small, square format. Anton Pieck‟s characters generally abide by anatomic rules but still have exaggerated features emphasizing the nature of the character. For example, the clown shown in the previous illustration has large, curled shoes and appears bouncy in nature due to his arched back. I believe these silhouettes can suit a card illustration well when it comes to applying the character to the in-game value. It further improves the recognition factor. 20 When setting up the layout supporting these images and the world they were in, I wanted the design to fit with their premise. Having learned how important details are, I wanted to emphasize how a player would be dealing with battles and Warriors. Ascendance: Rise of Gods originally had its concept centered around Vikings. Both the designers and myself had a preference for their historical setting and concept-wise, their mythology was a great source of inspiration. This is why after determining the type of illustration, my visual research continued in Viking and Celt directions. When examining the famous Celtic knots in their traditional art style, I 20 The Maori accentuate their soon found other patterns with more meaning to them as well. A warrior features for tribe in New Zealand called the Maori, have tattooed themselves for intimidation and hundreds of years, earning the markings for bravery or strength. Lines prestige trail over the muscles in age-old patterns, highlighting strength to fear an opponent. I decided to use these patterns as an inspiration for the interface. The lines would direct the eye mainly to the illustration above them and circle around in-game values to draw focus there. 21 A finished defensive Warrior card Ability cards being placed under the Warrior cards have their interface connect to the Warrior cards, maintaining a bigger whole to keep my setting cohesive. The God cards, in turn, received an even more detailed layout framing their names, as they are higher in rank. I set up a library of Warriors woven into the story line matching the Viking concept as well. When I would get the cards two months before my own graduation, I would be able to choose the characters best suited and work those out together with my story. This was the only solution to deal with time constraints. While creating the Gods and Warriors, I paid extra attention to their pose and body language. This had to be conform to their battle style. For example, I would not draw a defensive character in a charging pose. Of course defensive typed Warriors attack too, but a trading card is still one everlasting shot and has to be representative. In the icons representing the battle style, I combined Celtic art (representing the old Viking inspiration) with the Maori interface outlines. They decorate the background behind the text 21 in a card to indicate God, Warrior and Ability compatibility. Because of this placement, I made sure each icon had a distinguishable (and matching) shape; a triangle, a plus and a circle. The Adaptive, Aggressive and Defensive icon can be found throughout this narrative at the end of each chapter. For the official Rise of Gods logo, I combined all three of them. A lot of time went into this designing of the general interface, Gods and Warriors. This, at one point, had me considering creating no images for the 25 Abilities at all. Using only text would save a lot of time. When discussing this with a member of my target audience, I concluded this would be a wrong decision. As mentioned before, players playing opposite of each other have much better insight in what the other is doing when recognizing the image, since text is difficult to read from afar and upside down. It slows down the game when a player has to keep reading the cards over and over. This would be obstructing immersion, so Ability design commenced. As a solution, I rendered Ability illustrations in a different style to produce faster. I decided to keep them colorless and use only line art (the line art still being similar to the other art). When play testing proved lines only did not convey the image well, I adjusted and applied general shading and transparent neutral colors to emphasize the silhouette and its structure. 22 Before (left) and after (right) working on the Ability called ‘Buffed’. Coloring and shading made the figure more recognizable to players 4.3 Perception When I was iterating the card visuals, I started thinking about channeling my research into an optimal playing experience. The game design of Ascendance: Rise of Gods is quite complex and I decided I could give a player more room to enjoy playing if certain elements would be presented physically, taking mental calculation away. Ascendance: Rise of Gods has fantasy-based creatures battling each other. They lose hit points when damage is dealt to them. I started experimenting with cards portraying health rather the player having to 23 The prototype of keep this status in mind. One would place the Warrior card over these a health card, used in play-testing „health cards‟ and shift it according to in-game progress. sessions When tested, this was responded to very well by the target audience, as it granted them easy status oversight. A negative consequence of this development was having the player struggle with a lot of cards at the same time. After arranging the health cards, they 22 would place a Warrior on top of it and an Ability below it. These were all placed next to the piled and God cards. This overview is hard to organize. I decided to bring in a player‟s mat to solve this problem. In digital gaming, a health- or life bar has been used for years to indicate hit point status. I created a mat functioning as an analogue health bar to gain more effortless structure on the table. 24 The analogue health bar, featuring coin holders Four cards can be played at one time, meaning four Warriors can attack each other at the same time. I used a coin system to portray these encounters. A player can press numbered coins in the coin holder connected to the targeted Warrior of the opponent. With the coins stuck, accidental shifting of them is prevented. A second health bar and accompanying coins were included with inverted colors; one set for each player. 25 The final card overview on the table 23 Because the Ascendance: Rise of Gods concept has its own universe rather than an adaptation of an existing franchise, I was interested in the process Magic: The Gathering developed over the years. I was visualizing cards with a background in mind like Wizards of the Coast do and needed to create something to highlight the cards, rather than alter their function. As Gods are often paired with bibles or other forms holy writings, I started thinking about bringing a book to the table. Collector maps are almost a must for the avid CCGer. Not only is it an easy way to keep cards safe and organized, but they are also invite trading with others at tournaments or conventions. What if you could do more with your own holy book, rather than leave it in your bag? 21 Concept sketch of the book set-up in-game I created a small bible to be kept on the table during a gaming session. In the back, the two health bars are attached. They can be unfolded at the start of a gaming session to become the player‟s mat. In the book itself, the journal with the background information of the game and its cards is delivered on parchment-like paper. When choosing a God to battle with, the player can open the book to reveal the pages dedicated to it. It features a larger image of the God and has custom cut plastic card holders to keep all compatible Warriors near it. At the end of the story, the official rule set is included, followed by more holders to keep God and Ability cards in. The binder is, like the CCG deck itself, fully customizable. Players could decide for themselves to put which pages where and openly present the collection they are proud of. There are a lot of options for this book to emphasize a player‟s style. Extra pages with in-game value could be added, or the switching of covers could be made to boost a chosen playing style. The book emphasizes the desire to customize by portraying personal choices in a gaming session, bringing the player‟s own touch into the game. 24 Conclusion How can visual design be applied to collectible card games in a manner which enhances player experience? The visual design of fantasy-based collectible card games has altered little over time. Art and other content on cards is designed and positioned to be easily recognized by the player and the opponent. It is important to ensure art complements the game mechanic or at least is not misleading to a player. The current standard of visual design in CCGs consists of providing the player a recognizable and clear visual translation of the game‟s content. This often happens in a standard format. Cards are considered the heart of a CCG and bring new content in expansion packs. Due to these sets, there is more room for visual improvisation rather than innovation. Cards need continuity and cohesion visually, especially if they are applied to a certain setting. Cards must remain the tools of gameplay and be portrayed as such. Most CCGs are based on an already existing franchise. The visible link on a card to this setting is mostly text and a representative image. Applied artwork on the layout enhances the credibility of the setting by making familiar references to the universe and remaining cohesive with the franchise. This is, after all, what appeals to the fans of the franchise. If a universe custom to the game is created, the (visual) design process is optimal when the setting and cards iterate on their design together, rather than having one existing only for the other. Art in general can enhance a game experience like this by providing enough detail for a player to immerse. The art of analogue games in general knows many ranges of portraying the most elaborate of game mechanics. CCGs do not often have different artistic renderings than cards, but there are exceptions. Physically portraying game mechanics such as currency, hit points, certain connections between opponents and areas make gameplay less complex. These renderings take intensive thinking away by simply showing themselves. Visual expansion in-game influences a game experience by making it more accessible to a player and leaving them room to enjoy the play. Visual expansion outside of the game, in the form of player mats, collector‟s editions and more, improve the entire experience around a session, mainly by appealing to the player‟s desire to collect what they like. The visual design for Ascendance: Rise of Gods became a product of my view on art in games. It serves as a proof of concept and a visual theory on how art could enhance a regular collectible card game experience. While visually designing Ascendance: Rise of Gods, I aimed to draw the player in the game‟s setting by including an extra in-game component emphasizing the cards and by making in-game progress visible. By creating a compelling setting, portrayed in both cards and the aforementioned usable extra‟s, I provided the player a universe to immerse in. These elements bring the fun from outside the game a bit more into the game itself - and on the table. 25 Bibliography Internet Articles Buehler, R., 2003. Flight of Fancy, Wizards, [online]. Available at: http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/rb98 Dommermuth, B., 2002. Ask Wizards, Wizards, [online]. Available at: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/askwizards/0602 Dommermuth, B., 2003. The Story of the Story, Wizards, [online]. Available at: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/feature/156 Dommermuth, B., 2005. Ask Wizards, Wizards, [online]. Available at: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/askwizards/0705 Jarvis, J., 2007. Ask Wizards, Wizards, [online]. Available at: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/askwizards/0107 Long, N., 2007. Understanding Magic: The Gathering Part One – History, Associated Content, [online]. Available at: http://www.associatedcontent.com/article/225439/understanding_magic_the_gathering_p art.html?image=83096&cat=19 Websites Alden, S., Solko, D., 2000-2011: www.boardgamegeek.com Wizards of the Coast LLC, 1995-2011: www.wizards.com Games 24 Trading Card Game Conquest Tactics Battlestar Galactica Collectible Card Game EVE: The Second Genesis Collectible Card Game Legend of the Five Rings Magic: The Gathering OZ Collectible Card Game Phase Pokémon Trading Card Game Power Rangers Collectible Card Game Rangers Strike Ren Faire Star Trek Customizable Card Game Yu-Gi-Oh! Trading Card Game 26 Press, Inc., 2007 Zeitgeyser, 2011 WizKids, 2006 CCP, 2006 Alderac Entertainment Group, 1995 Wizards of the Coast, 1993 Orion‟s Bell, 2011 Alderac Entertainment Group, 2011 Wizards of the Coast, 1997 Bandai, 2008 Carddas, 2006 Atlas Games, 2009 Decipher, 1994 Bandai, 1998 List of images (images not listed were created by myself) 1 2 3 4 5 6 7 8 9 10 11 12 13 Magic: The Gathering Lord of Pit card Legend of the Five Rings Holy Home Village card Pokémon Trading Card Game Kabuto card Yu-Gi-Oh! Trading Card game Judgment of the Desert card Pokémon Trading Card Game Wartortle card Pokémon Trading Card Game Phione card Conquest Tactics Fire Shield card OZ Collectible Card Game Dorothy card Phase Knight of Duty card Battlestar Galactica Trading Card Game Raptor 301, Galactica, Boomer and Number Six cards Battlestar Galactica (2004 TV series) Promotional picture of cast Battlestar Galactica (1988 TV series) The Battlestar Galactica Battlestar Galactica Part of the boardgame Raptor‟s Revenge Screenshot Power Rangers Collectible Card Game Mega Dragonzord, Mighty Morphin Power Rangers and Sabre-toothed Tiger Dinozord cards Mighty Morphin Power Rangers (1993 TV series) Promotional picture of cast 14 Magic: The Gathering Whippoorwhill card 15 Ren Faire Full costume example cards 16 EVE: The Second Genesis Collectible Card Game Card packs and currency 17 24 Trading Card Game Individual player’s mat 27 www.wikimedia.org www.boardgamegeek.com www.boardgamegeek.com www.boardgamegeek.com www.webdck.com www.collectorscache.com www.boardgamegeek.com www.boardgamegeek.com www.boardgamegeek.com www.iconusa.com www.screenrant.com www.battlestarwiki.org www.periscopedepth.com www.kotaku.com www.bandaicg.com www.powerrangersunion. blogspot.com www.wizards.com www.boardgamegeek.com www.boardgamegeek.com www.boardgamegeek.com 18 Tournament players www.alleycatgames. wordpress.com 19 Anton Pieck Flappie illustration www.antonpieckmuseumhattem.nl www.pbase.com 20 Maori warrior 28 References Wikipedia, 2001. Collectible Card Game. [online] (Updated 29 Jun 2011) Available at: http://en.wikipedia.org/wiki/Collectible_card_game 1 Wikipedia, 2003. Trading Card. [online] (Updated 12 Aug 2011) Available at: http://en.wikipedia.org/wiki/Trading_card 2 Wikipedia, 2002. Battlestar Galactica. [online] (Updated 8 Aug 2011). Available at: http://en.wikipedia.org/wiki/Battlestar_Galactica 3 Wikipedia, 2006. Battlestar Galactica (2004 TV Series). [online] (Updated 10 Aug 2011) Available at: http://en.wikipedia.org/wiki/Battlestar_Galactica_(2004_TV_series) 4 Tcgplayer.com. (n.d.) Battlestar Galactica CCG cancelled. [online] Available at: http://www.tcgplayer.com/db/article.asp?id=1569 5 Wikipedia, 2003. Power Rangers. [online] (Updated 5 Aug 2011) Available at: http://en.wikipedia.org/wiki/Power_Rangers 6 7 Wikipedia, 2002. 24 (TV Series). [online] (Updated 12 Aug 2011) Available at: http://en.wikipedia.org/wiki/24_(TV_series) 29