When I first saw Magic: the Gathering at the game store, I thought it was silly, desperate, and pre-failed for your convenience.
“So it’s a card game. But you don’t get all the cards? And you have to buy packs of cards, hoping to get the ones you want, to make your own deck to play with?”
I couldn’t imagine gamers who would jump through so many hoops before they could even play the game.
Six month later, I knew better. Some folks like that sort of thing.
The Pre-Game Game
Trading card games, with their emphasis on deck-building, tapped into something that miniatures gamers had known for years: It can be fun to fiddle with your play set before the game begins.
Whether it’s choosing what cards to put in your deck or picking which troops to put in your army, this “solo game” can keep you pleasantly occupied for hours. It takes creativity and strategy. You’re solving problems and puzzles and discovering new ways to use your playing pieces. (“This unit gets a bonus when attacking with a Flaming Lemur, but I don’t have any Lemurs, only Tofu Monkeys. But if I add a wizard, it can transform Monkeys to Lemurs — and then set them on fire with its Lava Fondle spell.”)
If you like that sort of thing.
For every gamer who loves to sit with his collection spread before him, painstakingly handpicking each piece like a TV chef choosing produce at the farmers’ market, there’s another gamer who just doesn’t care.
Let’s call him Carl.
“I want to play,” says Carl. “Deck-building is boring busywork. Army-building is a painful exercise in sourcebooks and spreadsheets. I don’t want to do those things. I just want to play the game.”
Carl’s not wrong. He’s just the wrong audience.
It’s your audience. Know it.
Think twice about adding these pre-game “fiddling” bits to your game design. Then think a third time, with your audience firmly in mind.
“It’s a trading card game!” I may snort defensively. “Of course it’s got deck-building!”
Of course. But if the trading card game has an audience of 7 year-olds, let’s make that deck-building as easy as possible. Or if the audience is a harried 43 year-old mother of two (Farmville TCG anyone? Add loot cards, we all get rich!), deck-building could be purely optional.
On the other hand, if you’re making a hardcore game aimed straight for the geek demographic… You could inject a liquid ton of strategy by adding some fiddly elements. Maybe you build your own tech tree before the board game begins? Craft your own talent tree in an MMO? Build a “deck” of units for that RTS? My inner fiddler is drooling at all the possibilities.
Insert Fiddle Pun Here
This all might seem like a no-brainer, but it’s something that needs to be considered with each game design. Even if it’s just a quick, “We aiming for minis players? Okay, then, normal point-based army-building rules!”
If you don’t ask the question, you can never be surprised by the answer.



Hmmm, there’s a new version of WordPress out, I thought. And my comments don’t seem to be working. I should upgrade, see what’s new, and see if that fixes the comments issue.
Innovation in game design is good. Too much innovation, however, can leave your audience scratching its collective head, shrugging its collective shoulders, and wandering away to find something less confusing to do.


