Why I dropped the RPG mechanics from Street Sorcery

30 May
May 30, 2012

Time for another video. I know I said I’d try do these once a week, but something (*cough* Diablo 3 *cough*) distracted me for a week or two. 😉

Feel free to discuss your thoughts in the comments!

4 replies
  1. Scotticus says:

    This sounds sensible to me, although it has been done to a reasonable degree of success. Exhibit One: Spectromancer (http://en.wikipedia.org/wiki/Spectromancer)

    That game does a good job of merging some RPG aspects to a CCG. Not great, but good. Your reasoning is sound though, and I think omitting the RPG elements will present a broader “play space” to explorer and experiment in.

    Thanks for the insight into your development process. I really appreciate it.

  2. Woe says:

    This is a sensible decision.

    While my first impression was “OMGz hez ruined ma game!” your reasoning makes sense and the forums tell me your keeping a strong choice & consequence system for cards, which makes me feel better.

    I really hope your not going to compromise on the story. I’m hoping for something awesome enough to impregnate people from 200 hundred yards away.

  3. Kimari says:

    Mmmmhhh, yeah, RPG mechanics are based around the concept of specialization and that doesn’t mesh well with the CCG game you’re trying to make.

    However I can’t help but imagine a system where the player has experience points, levels, a skill tree and nothing else. The player would gain experience points for each “battle” and each time he levels up, a new skill may be chosen from the skill tree. Basic stuff.
    Skills should not be “do more fire damage” of course, but rather real skills: actions that can be used in the middle of the game to change things up (for example, changing the position of a card, making a card attack diagonally for a turn, summon an elemental creature with 2 hp, etc).
    Of course, such a system would ratchet up the difficulty of developing the AI and balancing things around, so tread carefully 🙂

  4. gareth says:

    Kimari, yeah. I played around with having a sort of special abilities tree for the RPG component, but it started to get a bit complicated for multiple reasons. I wanted to add *light* RPG elements, adding too much complexity would basically blow my time budget for this game.

    I decided to basically shelve these ideas for the next game and get the CCG done and dusted.

    Woe : Lol, I hope I can live up to your expectations, story and C&C wise. I’ll try my best! 😉

    Scotticus : I dig Spectromancer, it’s got a strong influence on Street Sorcery’s gameplay. In terms of that kind of RPG element, the campaign with card-unlock progression and choices of battles, SS will have that. It’s more the character progression via skills and stats that I decided wasn’t working so well.


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