The design of CCGs

[This is part 4 of my Study of Digital Card Games series.]

Now that we have a good grasp of what the major games of the digital CCG genre are, it's time for me to do my best analyzing it. In this article I'm going to look at the common points, what defines CCGs nowadays, then the differences, where CCGs tried to innovate, and finally I'll give a shot at guessing where the next innovations can be.

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History of a genre, part 1: 2002 - 2016

[This is part 2 of my Study of Digital Card Games series.]

The first notable CCG that made it to the digital space was, guess who, Magic! There have been several software allowing to play the game on a computer, but the first to embrace online play was Magic: The Gathering Online, shortened as MTGO and released in 2002. The pitch is simple: it is exactly the same game, but playable on a computer with folks from all around the globe. It is still active today.

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It's a Kind of Magic

[This is part 1 of my Study of Digital Card Games series.]

In my intro to this series, I said I was going to focus on card games that were digital-first. Let's start with a mandatory exception to that rule: when Magic: The Gathering was released in 1993 by Wizards of the Coast, it was not (yet) a digital card game. It is, however, the Holy Father of CCGs. It is the starting point of the genre, and thus we need to start this journey with it.

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A Study of Digital Card Games

Collectible Card Games, shortened as CCGs, are a kind of card games that I have been playing for a pretty long time. I started with the Pokémon CCG when I was about 10, then got into Magic: The Gathering a few years later. I'm still playing Magic regularly today, about 20 years after I got into it. But as soon as I started playing them, I also started creating card games. I remember working on a card game on my family's computer back when I was, what, 11 years old? Since then, the idea of creating games, and creating a card game especially, never left me.

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State of the Adrian 2020

2020 a été une année charnière pour moi. J'ai quitté Mozilla et je me suis lancé à temps plein dans l'aventure dont je rêve depuis longtemps : créer des jeux professionnellement.

Inspiré par mon auteur favori, Brandon Sanderson, qui publie chaque année son « State of the Sanderson », j'ai décidé d'écrire moi aussi une évaluation de mon année 2020. Le but est double. Pour moi, il s'agit de prendre du recul sur ce que j'ai fait, de m'auto-tapoter sur l'épaule et d'aborder l'année suivante avec confiance, en sachant ce que je suis capable de faire. Pour vous, j'espère que ce sera une manière agréable de suivre mes différents projets, et d'en apprendre un peu plus sur les processus créatifs derrière mes productions. N'hésitez pas à me faire des retours sur cette formule en commentaire, sur ce qui vous plaît ou pas, ou sur ce que vous auriez aimé voir.

C'est parti pour l'évaluation de mon année 2020 !

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