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Hello fellow adventurers and welcome to the Nerdlab – Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss.
My name is Marvin and I am an ambitious game designer on my quest to develop a co-operative fantasy card game.
For this podcast, my vision is to take you with me on this exciting journey. Together we will explore the secrets of different game mechanics and reach the next level as a game designer.
Today’s show is about a “skeleton”. Before you panic and start looking for your weapons right now, be calm. We’re not talking about undead. We are talking about a design skeleton. Some form of blueprint for your game design.
If you are able to execute the process of creating a “design skeleton” from front to back, then you are well on the way to creating a good game. I first saw this process model in an article by Mark Rosewater, Lead Designer of Magic, and I have been using it for all my designs ever since. Today I will show you how to create a design skeleton for your game in 7 steps. As an example I will use the creation of a Magic the Gathering Set today.
Some form of undead version of your game?
Before we can actually create our “Design Skeleton”, we need to be clear about a few basic things:
This does not mean that all these questions have to be finally answered, but you have to have at least a rough idea of what they are. Otherwise, it probably makes no sense to create a “Design Skeleton”. In terms of timing, I would say you create a Design Skeleton after you have an idea of the scope of the game. That means after you have thought about the goal of the game, the required components, constraints and your gameplay loop. But before you start with the actual card design.
The second step when creating a design skeleton is to set up a spreadsheet and create one line per card slot.
But what is a card slot you may ask? That is actually something you need to create exactly now if you don’t have it already.
Unique Identifier per Card Slot
What also belongs to the second step is give each slot a unique identifier. Magic uses the term Card Code for that.
In Magic this code is alphanumeric:
First Letter determines rarity:
Second letter represents the card frame which is similar but not exactly the color of the card:
Two-Digit Numbers represent a consecutive number per slot type. If they have 20 green common slots those slots would get the codes C – for common – G for green – and then 01 to 20 for those 20 slots. Then the same happens for all the other colors and other rarities.
Magic R&D uses those Two-Digit Slot also for some other information. If they remove a card from the set but are not sure it might not get back in, it gets assigned the number 99. If they are working on a card but it is not yet assigned to a slot it gets assigned the number 88. There are more number codes they use to assign cards to team members working on them, to add notes and so on. But the main purpose really is to retain a list of slots and assign cards to that slots.
Once you have your rough slots, you need to go into a little more detail. First of all, think about which card types are most important for the robustness of your game. In the case of Magic, these are definitely creatures. In the case of my drafting game, these are the Heroes.
At that point of the skeleton, it can already make sense to create a super rough card design. By that I mean two things. Core Values (in Magic Power and Toughness) and Keywords. I am pretty sure that one blue Card Slot in Magic is always – Blue common creature 2/2 flying. The set specific twist comes later. For example by adding a set specific keyword or additional unique rules text. But at that point you don’t even need to be that specific. It could be enough to distinguish between small – medium – large creatures. Or by distinguishing between tank – damage – dealer – healer or whatever is appropriate for your game. The goal is to bring your color or faction identity to life. Step by Step. And you can do that best by getting more and more specific which each step.
Once you have a rough idea of your most important card type you can fill up the rest of the slots with the other card types. But think about your choices and create assumptions and rules again. Here are some example rules of Magic. Each color gets an aura, but global enchantments can typically not be found in the common slot. All colors gain instants but white and blue get more than the rest. All colors get sorceries but black and green tend to have more than the rest. Artifacts tend to be utility cards.
While you are filling the remaining card slots you will probably also make changes to the existing slots you already entered. Let’s say you realize you do not have enough slots for instants in a color, but you want to have that surprise moment you could add the keyword flash to one creature to make up for that.
“This demonstrates the point of the skeleton. The skeleton isn’t there to lock the designer in but to make the designer aware of what things they need to allocate. When something isn’t working, the designer then has to re-adjust the skeleton to get what they need.”
In this step you go a bit deeper on your factions and how you want them to play out. If we stick with Magic the gathering, this would be the step in which you add the typical effects colors are famous for. Green gets a +3+3 pump spell at instant speed, blue gets a counter spell, red gets some form of lightning bolt, black some form of destroy effect and so on. But this is not only one card, this is typically an entire set of abilities and card effects. White gets something with lifegain, enchantment removal, and creature removal (often as enchantment), a combat trick and a spell that pumps the entire team. Sounds familiar to any magic set. Yes because it is. It is a proven structure that is reused over and over again with little twists and new flavor. And there is nothing wrong with it. As long as it does not feel repetitive for the players. If we design a new game we, unfortunately, don’t have this recipe for success. Nevertheless, I think it is the best way to distinguish between the different playstyles in your game and consider them at this state of the skeleton.
Magic also adds their set-specific keywords and effects at that point of time.
Typically the most common design issue is having too much to fit in. Too many card types. Too many keywords, too many effects, etc. Think about adding some of your desired effects on other card types. If you don’t have space for another sorcery or instant effect, add it as an enter the battlefield effect or on death effect on one of your creatures.
When you work on your skeleton you will be forced to think about things like how often do I want to use this keyword. In which color do I use this keyword and what flavor and play type comes with it. This is the birds-eye view you can get from a good design skeleton. If you are working on individual cards, or spreadsheets with all the information we can sometimes lose the ability to see the big picture because we are too much in the details.
That’s why I often go back to my design skeleton and see how my set of cards is coming together and what is missing. Treat the design skeleton as a starting point but also as a living document that helps you to see the big picture.
By Marvin Hegen5
1010 ratings
Connect with the Nerdlab Community:
Join the Nerdlab Community
Nerdlab Website
Nerdlab Facebook Page
Nerdlab on Twitter
Nerdlab on Instagram
Join the Nerdlab Discord
Hello fellow adventurers and welcome to the Nerdlab – Where we transform our gaming passion into incredible game designs and learn how to nerd like a boss.
My name is Marvin and I am an ambitious game designer on my quest to develop a co-operative fantasy card game.
For this podcast, my vision is to take you with me on this exciting journey. Together we will explore the secrets of different game mechanics and reach the next level as a game designer.
Today’s show is about a “skeleton”. Before you panic and start looking for your weapons right now, be calm. We’re not talking about undead. We are talking about a design skeleton. Some form of blueprint for your game design.
If you are able to execute the process of creating a “design skeleton” from front to back, then you are well on the way to creating a good game. I first saw this process model in an article by Mark Rosewater, Lead Designer of Magic, and I have been using it for all my designs ever since. Today I will show you how to create a design skeleton for your game in 7 steps. As an example I will use the creation of a Magic the Gathering Set today.
Some form of undead version of your game?
Before we can actually create our “Design Skeleton”, we need to be clear about a few basic things:
This does not mean that all these questions have to be finally answered, but you have to have at least a rough idea of what they are. Otherwise, it probably makes no sense to create a “Design Skeleton”. In terms of timing, I would say you create a Design Skeleton after you have an idea of the scope of the game. That means after you have thought about the goal of the game, the required components, constraints and your gameplay loop. But before you start with the actual card design.
The second step when creating a design skeleton is to set up a spreadsheet and create one line per card slot.
But what is a card slot you may ask? That is actually something you need to create exactly now if you don’t have it already.
Unique Identifier per Card Slot
What also belongs to the second step is give each slot a unique identifier. Magic uses the term Card Code for that.
In Magic this code is alphanumeric:
First Letter determines rarity:
Second letter represents the card frame which is similar but not exactly the color of the card:
Two-Digit Numbers represent a consecutive number per slot type. If they have 20 green common slots those slots would get the codes C – for common – G for green – and then 01 to 20 for those 20 slots. Then the same happens for all the other colors and other rarities.
Magic R&D uses those Two-Digit Slot also for some other information. If they remove a card from the set but are not sure it might not get back in, it gets assigned the number 99. If they are working on a card but it is not yet assigned to a slot it gets assigned the number 88. There are more number codes they use to assign cards to team members working on them, to add notes and so on. But the main purpose really is to retain a list of slots and assign cards to that slots.
Once you have your rough slots, you need to go into a little more detail. First of all, think about which card types are most important for the robustness of your game. In the case of Magic, these are definitely creatures. In the case of my drafting game, these are the Heroes.
At that point of the skeleton, it can already make sense to create a super rough card design. By that I mean two things. Core Values (in Magic Power and Toughness) and Keywords. I am pretty sure that one blue Card Slot in Magic is always – Blue common creature 2/2 flying. The set specific twist comes later. For example by adding a set specific keyword or additional unique rules text. But at that point you don’t even need to be that specific. It could be enough to distinguish between small – medium – large creatures. Or by distinguishing between tank – damage – dealer – healer or whatever is appropriate for your game. The goal is to bring your color or faction identity to life. Step by Step. And you can do that best by getting more and more specific which each step.
Once you have a rough idea of your most important card type you can fill up the rest of the slots with the other card types. But think about your choices and create assumptions and rules again. Here are some example rules of Magic. Each color gets an aura, but global enchantments can typically not be found in the common slot. All colors gain instants but white and blue get more than the rest. All colors get sorceries but black and green tend to have more than the rest. Artifacts tend to be utility cards.
While you are filling the remaining card slots you will probably also make changes to the existing slots you already entered. Let’s say you realize you do not have enough slots for instants in a color, but you want to have that surprise moment you could add the keyword flash to one creature to make up for that.
“This demonstrates the point of the skeleton. The skeleton isn’t there to lock the designer in but to make the designer aware of what things they need to allocate. When something isn’t working, the designer then has to re-adjust the skeleton to get what they need.”
In this step you go a bit deeper on your factions and how you want them to play out. If we stick with Magic the gathering, this would be the step in which you add the typical effects colors are famous for. Green gets a +3+3 pump spell at instant speed, blue gets a counter spell, red gets some form of lightning bolt, black some form of destroy effect and so on. But this is not only one card, this is typically an entire set of abilities and card effects. White gets something with lifegain, enchantment removal, and creature removal (often as enchantment), a combat trick and a spell that pumps the entire team. Sounds familiar to any magic set. Yes because it is. It is a proven structure that is reused over and over again with little twists and new flavor. And there is nothing wrong with it. As long as it does not feel repetitive for the players. If we design a new game we, unfortunately, don’t have this recipe for success. Nevertheless, I think it is the best way to distinguish between the different playstyles in your game and consider them at this state of the skeleton.
Magic also adds their set-specific keywords and effects at that point of time.
Typically the most common design issue is having too much to fit in. Too many card types. Too many keywords, too many effects, etc. Think about adding some of your desired effects on other card types. If you don’t have space for another sorcery or instant effect, add it as an enter the battlefield effect or on death effect on one of your creatures.
When you work on your skeleton you will be forced to think about things like how often do I want to use this keyword. In which color do I use this keyword and what flavor and play type comes with it. This is the birds-eye view you can get from a good design skeleton. If you are working on individual cards, or spreadsheets with all the information we can sometimes lose the ability to see the big picture because we are too much in the details.
That’s why I often go back to my design skeleton and see how my set of cards is coming together and what is missing. Treat the design skeleton as a starting point but also as a living document that helps you to see the big picture.