playingcards.io & Hero design & more literature research
Finally, we got our game on playingcards.io!

Come and play with your friend! Link:https://playingcards.io/fvjzgn
This week I want to address our hero design. Like Hearthstone and other Collectible Card Games (CCGs), our game had a figure, a background story and an ability. And we will discuss with two parts: hero background and ability balancing
In my primitive thinking of these three heroes, I thought about the Romance of the Three Kingdoms, a famous novel in China. There are three leaders and can each representing a power. Their story is well-known across asia.

Another possible solution is cute animals fight. A cat will fight with a doggy and cute bear. I thought of this is because our course mates are really like cute pets and I love them too.

But our skill cards are mostly about sword and magic. So eventually, we choose Nordic mythology. Thor is the god of thunder, which suit perfectly with our cards. Another reason is that my partner Yanci really enjoys Nordic myth, and can create great artworks with this theme. If Thor is our chosen one, then Odin and Loki become great matches.

In order of conbining Nordic myths with our hero’s ability, our plan iterates several times. The first Three Kingdom version is like below.
Sun Quan: Discard one card, restore 2 shields.
Liu Bei: Discard one card, restore 1 health.
Cao Cao: Discard one card, each control card will deal 1 damage.
Let alone the background story, the first two heroes’ abilities are much alike. Also after playtesting, “Discard a card” to use this ability is not acceptable for players. In some games, both players refuse to use their ability throughout the game. And in solving all that, there’s the second version.
Odin: Restore 1 health. If health is full, restore 1 shield instead.
Loki: Discard 1 card on board, cast any card’s function once.
Thor: Caster’s Thunder & Mist card deal 1 damage.
This one is way better and well combined with the hero’s background (Loki is the God of Mischief).
Then we playtested our game in Playingcards.io. It had a pace problem that would make this game boring once you master it.
So I went search for papers, the funny fact is that I find something useful out of a paper around basketball games. In this research, the authors examined the relationship between game duration, game pace and decision making. A reduced duration slowed game pace and increased offensive efficiency, possibly due to greater maintenance of defensive pressure slowing opposition transitions and promoting controlled offensive structures.[1]

Magically, in our game, it happened exactly as this conclusion. When we change the round amount from 5 to 4. Both players play their hand more aggressively and think more about combos. 6 cards in 4 rounds require at least 2 combos and each one have a counter hand you don’t want to meet. It requires more thinking during the game, which makes it strategic and fun after the first few games.
After more playtesting, we decided to decrease 5 rounds into 4. That’s almost our final rules.
[1]Scanlan, T. A., Teramoto, M., Delforce, M., & Dalbo, J. V. (2016). Do better things come in smaller packages? Reducing game duration slows game pace and alters statistics associated with winning in basketball. International Journal of Performance Analysis in Sport, 16(1), 157-170.