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LackeyCCG Forum => CCG Design Forum => Topic started by: yudencow on May 09, 2012, 03:29:12 PM

Title: How can we make card games more appealing to wider audiance?
Post by: yudencow on May 09, 2012, 03:29:12 PM
A new platfrom? Marketing? Merchandizing? Quicker gameplay? A new destribution system?

I don't know. I thought making it a video game with a campaign will make it more compatible to new gamers, but I don't know if they wil like it. Turn-based video games are on the down anyhow.
Title: Re: How can we make card games more appealing to wider audiance?
Post by: 3XXXDDD on May 09, 2012, 03:45:18 PM
1. Theme
2. Easy to Learn
3. Price

My thoughts.
Title: Re: How can we make card games more appealing to wider audiance?
Post by: the Voluminous Poo on May 10, 2012, 03:48:01 PM
Quote from: 3XXXDDD on May 09, 2012, 03:45:18 PM
1. Theme
2. Easy to Learn
3. Price

My thoughts.
I concur
Title: Re: How can we make card games more appealing to wider audiance?
Post by: MLaRF on May 10, 2012, 04:45:06 PM
Also, having a non-card game version of your product is a huge help, such as a TV series or video game. Extra Credits did a fine episode on exactly this, which they called "TransGaming" (s4e7). More ways to spread the game means more spread of the game. But the other suggestions are useful as well.
Title: Re: How can we make card games more appealing to wider audiance?
Post by: yudencow on May 10, 2012, 04:50:54 PM
Well comics is a pretty natural way, because you alresy have talented artists on small frames. I always wanted to take down marvel.
Title: Re: How can we make card games more appealing to wider audiance?
Post by: yudencow on May 10, 2012, 05:00:19 PM
Just saw hat episode. It went straight to my favorites. It is so right. I thought about making a real-time fighting game and SimCity and other stuff that my game has so much possibe in his backgrounds. Maybe the way to bring more players is more than high-quality, good learning curve, great hook and affordability. It is expanding to other interactive genres. I guess this is why the Warhammer and W40K are so popular all this time. It is because of the THQ games.
Title: Re: How can we make card games more appealing to wider audiance?
Post by: yudencow on May 11, 2012, 02:22:49 PM
no more suggestions?
Title: Re: How can we make card games more appealing to wider audiance?
Post by: Cyrus on May 11, 2012, 06:35:42 PM
1) Start the game as a fan game to an already-taken or otherwise obviously copyrighted property

2) Get fans based on property

3) Get hit with a cease and desist. You can no longer use that property without paying up

4) Change all the names and crap to no longer be associated with that property

5) ???

6) Profit
Title: Re: How can we make card games more appealing to wider audiance?
Post by: DavidChaos on May 15, 2012, 08:50:38 AM
I personally think that the mutli-level marketing is the way to go.  The fact is, most CCGs that are only CCGs are not successful.  Even looking at Magic, it began as something connected to Dugeons and Dragons, and even to this day it has video games, novels, and was going to have an anime that later became Duel Masters.  Many other successful card games are either based on a property or have a property based on them.  WOWTCG, Legend of the Five Rings, and even Yu-Gi-Oh are examples of the former, while Cardfight Vanguard is an example of the latter.

I was planning a few different options for the game I'm making, Hexdrake (thinking of changing the name, too, since it simply reflects the deities of the world that probably won't even have their own cards).  Due to the way the storyline works and the player-class possibilities, I have a unique standpoint for an MMO, which is interesting (the factions would be more like in GTA2, where you can choose what factions you're aligned with based on whose missions you take; this can have a partial effect on your abilities).