![]() If you’re not familiar with the CCG/TCG genre, the basic design has remained mostly the same since its inception with Magic: The Gathering: ![]() One that forces rethinking how TCGs play, while still keeping the same core idea of collectible cards with stats and abilities. A battle is a single transaction instead of real-time turns.A 1v1 PvP game where you use cards from your collection to battle.In Splinterlands case, the core design is restated from above as: All further solutions have to support this goal to have a coherent design. The core design goal of the game is really the first and biggest problem to solve. That makes it easier to identify potential problems and solutions. Thankfully in TCG game design, there are years of variations out there. The method is to find solutions and brainstorm possible problems. I like to apply this process as problem/solution designing. Each trade-off may require further problem solving to incorporate into a solid overall design. Experience has taught me that every solution has trade-offs. The constraints help decide which solutions are acceptable. It starts with a problem and some constraints. This article will very much get into some of the weeds of a specific genre’s design, but the high level problem/solution process of embracing constraints in design is universal.Īny form of design is a process of problem-solving. I think as a thought exercise it should be helpful though. Any kind of hindsight based “designing” makes everything seem super obvious, but I’m sure the design process went wildly different from what I’m going to suggest. I have no insider knowledge of the game or it’s design and I will be engaging in some imaginative mind reading. Note: Some elements have moved off chain for scaling reasons over timeįirst, a quick caveat. The game design shifted drastically from genre norms to make this work.Splinterlands adapted the matches to take place in a single transaction.TCGs are a PvP genre where a match takes place through back and forth turns.This is a key component of most TCG games. It’s a trading card game (TCG), a genre well suited to NFT based gaming because players buy a collectible to play, and can sell them on 3rd party marketplaces.It’s an “on-chain” game, meaning the battles are simulated and stored on the blockchain.Here’s a few reasons that make the design of Splinterlands relevant: What has worked/not worked in other TCGs.Six problems/solutions to the fit the core design goal. ![]() As a case study in adapting a genre to this constraint, I wanted to take a closer look at how Splinterlands embraced it to create a new design within the genre. Even with reduced or no gas fees, a given chain can only process so many transactions at speed. One big constraint is minimizing the transactions to a manageable level. However, there are details about blockchain gaming that can impact your game’s design, especially games that run primarily "on chain". Furthermore, the rarity of a card determines its worth, scarcity, and in-game strength.With a huge push to jump into blockchain gaming, it’s tempting to just port existing games and genres. Each monster has a unique mana cost that varies according to its strength. Each summoner is associated with one of the seven elements: fire, water, earth, life, death, dragon, and neutral. Then, players can select monsters from that summoner's deck. Players can pick one summoner when going into battle, which bonuses monsters. The Splinterlands cards are classified as summoners or monsters. Players can earn money by collecting, trading, buying, and selling these real-world cards. Players in Splinterlands use cards to battle, other players. splinterlands is a strategic NFT card game that runs on the Hive blockchain and has 260,000 daily users. Splinterlands (SPS) is a new cryptocurrency governance token that will be integrated into the Splinterlands game in order to provide increasing levels of decision-making ability and control over the product to the player base, asset owners, and other stakeholders. ![]()
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