For this cast, I spoke to game designer John Treviranus who worked on the game Duelyst as one of the main designers. For this massive cast, we spoke about about a variety of topics related to game design, how Duelyst was made, and more. For our major subject, we focused on CCG design and balance. What makes CCGs different from other genres and the challenges of building them.
Hearthstone has been one of those mysteries for me over the last few years. On four separate occasions I’ve tried to play it, and each time I’ve walked away frustrated. Despite being one of the surprise hits from Blizzard, I just cannot play it. Trying other F2P CCGs, it occurred to me why I’m feeling like this, and the problems I have with Hearthstone’s game design and competitive model.
Recently I tried out Forced: Showdown which combined light ARPG play with CCG mechanics to great effect. The use of CCG mechanics is another option in the Game Designer’s toolbox to create great games from, but it’s important to understand the limitations and rewards for such a game design.
Forced by Betadwarf was an interesting attempt at co-op-based game design from the new studio. Following our interview last year, the team went to work on a completely different game design and the results are Forced: Showdown. Featuring a combination of ARPG and CCG design, this is an impressive idea from the studio.