The TCGAP sounds like an excellent idea! I value all archival efforts, because I think it's important that anyone can access any information from any point in history, if at all possible.
In game design there is a principle called "fail faster, fail better". The first version of your game will inevitably be failed. So put It together in a playable way the fastest you can, so you can test It out and find out whats not working instead of going further and spending a lot of time and effort into something that will be changed.
Kohdok! I'd love to hear your thoughts on games that use "unfun" mechanics. Things like controlling you're opponents, making them discard, skipping their turns, blocking their plays or downright locking them out of the game. And how do some games do this, while being succsesful? Fun vs mean game design, how and why?
This is more a question of available counterplay. Yatagarasu was banned in Yugioh for so many years because its loop had basically no counterplay to stop it. Mean gameplay is really only "fun" if there is a reliable way to wriggle out of it for most players.
The amount of prototypes I've gone through is proof that what you're saying is correct. But for a more extreme example, look no further then vanguard. It's got its act together, but it took serious time, effeor and care to get it perfect.
This is such a cool video. It is encouraging. I recently saw the drink from another well video, which was awesome. I had my own spin on a TCG. The basic mechanics are radically different from the big three. Then I got into MTG an was compelled to do what that game did. This video encouraged me to go back to what I was doing, because it is unique and fresh. This video about tutorials follow-up provides even more encouragement. A really awesome and encouraging video on RUclips is the one on minimum viable product. It is made by the game design channel, called Extra Credits. I find that this video on tutorial follow-ups is similar. It is great. It is nice when it said that one game can be done in one or two days. Games can be really daunting and intimidating to design, because they have so much stuff. With a simple game, almost all of it is left out. I have an idea how this would work in a trading card game. First make all cards colorless. Do whatever the games version of normal or plain is. Card attributes are too fancy. Second make one or two kinds of creatures with basic features. Depending on the game, there are different ways. A creature can have a power and toughness number, like MTG and Yu-Gi-Oh. A creature can have hit points and a attack, like Pokemon. There should be no spell cards. There should also be no special abilities or effects for creatures. Anything more than straight up creature damage is too fancy. Having a couple creatures with different costs and strengths would be okay. That can test how resources progress. Any more variety is pushing it. There should also be some way to keep track of progress. There can be a hit point counter, prize system, shield system, life decking or anything else. There should also be some way to keep track of resources. If the game uses resource cards, use basic colorless ones. It is like waste cards in the MTG plane of Zendikar. Something like this setup is all that is needed. The amount of cards needed is 60. Deck can be half as large as normal and still work. So there are 30 cards. There can be four copies of each card. So that isn't much. The deck size can be adjusted to multiples of four. 40 cards has ten unique cards to design. 28 has six unique cards. Six to ten cards Just doodle a picture on an index card and write in the card text. Since the cards are colorless, there is no need to color the cards with colored pencil or other medium. That is definitely a kind of game that can be done quickly. My radical system involves faster game play. So maybe I can get away with not having a deck at all. I can do a few basic colorless creature cards with two kinds of counters, and call it a day. BTW don't even touch lore and world building with a ten foot pole. That is a whole new level of way too fancy. It may be fun to make a basic one and done game for a challenge or just the heck of it. However even in a serious long term project, it is still a good idea. The minimum viable product is a game stripped of content to make the game play as barebones as possible. This is the scenario of two colorless creatures butting heads and getting fuel by their colorless energy. A MTG example would be two colorless humans fighting. Granted colorless is the area with the robots, but I will make an exception here. A Pokemon version would be two colorless Rattatas fighting. Yeah Pokemon has its three iconic starters, especially the Kanto ones. There is four if one counts Pikachu. Yet even that would be two fancy. As an early route normal Kanto Pokemon, Rattatta is as plain and basic as a Pokemon can possibly get. Pidgey is another good candidate, but it's dual typing is a tad too fancy. Even Pidgey cards have different weaknesses and resistances on the bottom of the card. A basic game like this can be tested right away. Then content can be gradually added and tested later. Then the game can become as fancy as the designer wants. It is amusing for a card game to be this goofy. That does remind me. I recently discovered a local game store, and I got really excited. I was anticipating my start to play Dungeons and Dragons along with the paper version of MTG. I also found that this was a good place to meet guys. The geeks hung out to play games. It was a crowd that I could relate to. These people could be friends or even something more. The place was secluded and very hard to find. Yet there was a place where a certain kind of outcasts could hang out together. It reminds me of a gay bar. Also recently I discovered two famous people. There is Richard Garfield and Matthew Mercer. I knew there were cases of attractive nerds in real life, such as Bill Gates. Yet these two guys are the first time that I found attractive fantasy nerds. That is even more like me. I am not actually going to go after these guys. I just get a good idea of what is my type. I got a story idea. There is a romance that takes place in a game store. There is a female protagonist. She meets an attractive dude there. Both are geeks so they bond and it gets romantic. The characters play cards together. Later they get jobs working in the store. Then more things happen. Sometimes they hide in the store room to get some private smooching. Sometimes they close the store for the night. So they can be lovey dovey. I probably won't write this story. It is just a plot bunny I mused on for a day or two. One part of the story is that there would be some TCG that the love birds would be obsessed with. So I had the idea from the well video. So the game became a parody of MTG. It would be easy to put together some goofy rehash game in only a couple of days. Duelmasters is easy fodder too. Maybe it is not in the big three, but is deserving of honorable mention. I did think of a visual of the game. There are five colored circles. There is green, red, blue, yellow and purple. The little colored circles are arranged in a bigger circle. Then straight lines are among them forming a star. So this was a pentacle image. I even came up with a goofy name for the game. It is Witchcraft the Collecting. I just replace two words with other words so similar, that they are almost synonyms. The picture of colored circles refers to the color pie as well as the pentacle of Wicca. I considered naming the male character Richard, but that may be too on the nose. I don't think the real Richard Garfield would be amused. It is fun to come up with a card game as a joke. I am not taking this too seriously. On another note, one cool thing about the new game store, is that they don't do standard for MTG. It stopped due to online play and the pandemic. The store does older formats that use old cards. I was thrilled. I find the history of MTG sets fascinating. Standard rotation is the first of the seven deadly sins. I hate it for the same reason explained. I even wonder if the video on life decking can apply. People want to play their cards. Standard rotation is even worse than life decking, because the cards are not allowed to be played again. Being away from standerd feels like I am being free. My first purchase at the store mainly included big boxes of old cards with low rarity. I got a big thrill opening the boxes at home and seeing what was inside. My favorite part is getting a bunch of old Theros cards. I am a big fan of mythology, so the Greek inspired plane of Theros is one of my favorote planes. I would like to build ten Theros decks, one for each color pair. I also got a bunch of awesome Tarkir cards. However the deckbuilding would be advanced. So I am saving them for later, when I get more experienced. That is awesome that Kohdok is starting an archive project. I totally get why. Old stuff is very interesting, at least for the hard core people into it. I think preservation is important. This is a legal gray area. I think there is one thing done in the favor of preservation enthusiasts. If game companies don't like the preservation efforts, they should have thought about that before abandoning the old content in the first place. This could change due to pressure. The most successful thing I heard is World of Warcraft. Some fans play on private servers to get an early version of the game. Using private servers is definitly a no no. That has legal trouble. Blizzard shut down a major private server for the oldest version, which is called vanilla. Later it releases the vanilla version again. It is called World of Warcraft lassic. This is a great move. People can play the old verion in a legit way. There was a demand and an audience. So Blizzard decided to tap into it. This shows what preservation efforts by fans can do, even if it does start out being super sketchy. Hopefully more companies can turn around and aid in the preservation.
LOL Painters starting at one corner and painting perfectly as they move out. Who the heck does that? I am an artist. I done my own drawings and digital painting. I say that is not how art is done at all. It is good for a laugh though. Game design is the same way. That is a good advice. "Make a mess, and clean it up later." I am impressed that Kohdok knew so much about how art is made. That one video about card art and layout was cool. I think the best example is writing. This is something that everyone has to do. Everybody does this in English class at least. So they should be familiar with the basic wring process. Personally I do my own writing in addition to my art. So I know the process. Any substantial piece of writing would have the same basic process. It can be an essay, a report, a short story, a book, whatever. First the writer gets ideas and plans it in an outline. Then they make a mess by writing a rough draft. Then they clean it up by editing. This has fixes like revising and proofreading. The voila! The writing piece is ready to share with the readers.
The player going first doesn't get to do much on the first turn? That sound like a fun game. Meanwhile in yugioh : Gimme 10 minut, I m making sure you won't ever be able to play the game. Good? Good! Actually you know what? lets just go to game 2 since you already lost. *The life of a darkworld player when they don't brick.*
Or when they are not in a mirror match. Nothing like resolving Dark World Dealings only to have your opponent discard a Dark World card as well. That's when you start hearing boss music.
I still think you should make a basic playable version of Guard Caime. Seems like a waste to have a functional set of rules and not at least explore their potential. Tragic really... ;-(
I'd love a playing around with series. A good subject can be yugioh's and mtg instant wins. Most people agree it's a good thing that there was only 1 op instant win in yugioh history (that being last turn which got banned). But compared to mtg, a lot of yugioh instant wins are kinda boring or unfun. Most require a not very interesting set of conditions to pull off that aren't very flexible as a win condition. The only good instant wins from a fun prospective in yugioh imo is exodia because it's simple while not being overpowered. And even then it's simplicity can make it boring after a while and it's not really fun for the opponent. And also flying elephant because it's so hard to pull off it's pretty rewarding from what i hear. Final countdown is based around stalling the opponent which yugioh is not very good at naking stalling as a win condition fun. Most other instant wins are too slow to see play and are boring flavor wise except for the one that is thematically a person play a ougi board and the ghost spelling out death. Meanwhile magic the gathering's instant wins are very fun and thematic from what I've seen in the card database. Whether it's endurance something something being thematically being outlasting your opponent or happy ending being what the name implies to even revel in riches being about the goal of every pirate. There's more but while I'm a yugioh player i can't deny that when magic wants to they are very good a flavour. Anyways it'd be nice to see your take on it.
13:12 ouch somehow that remind me of one mobile TCG who of bandai make only fail in 2 - 3 years comparer to other digital TCG like heartstone and duelmaster. Even the anime can't safe the card game. cough* cough^ cough* zenonzard cough* cough* cough*
I'm working on a deck building game and I'm just gonna use note cards as my ruff draft. I also wanted to make a card game channel which you are an inspiration for that.
I'm kinda concerned about the TCGAP, even though I think it's a good idea. Have you talked to anyone doing video game preservation? I ask this because, as an outsider, it seems like game preservation is inherently ilegal (there is a reason most media preservation projects involfe "piracy"), and that you may get in trouble even with just what you have right now. If I were you, I would either go all out or keep it private.
Game preservation is a gray area. The big thing is that a lot of these games at risk of being lost aren't making the people who developed them any money and actual physical copies are scarce and possibly decaying. The Video Game Preservation community is primarily focused on these scenarios, fighting against companies who simply sit on a title without making it available for more people to play. I dunno about you, but I don't want the recording of history to be decided be copyright holders. There actually are laws on the books that allow someone to create an archival copy of something they own, but it's just that, an ARCHIVAL copy, not for redistribution.
still trying to find anyone that knows what this game is that I remember seeing played - you had robots that you built and cards that you spun to see what effect you could do, walk, move arms, attack - your robot would battle other robots and if they damaged them, they would lose a part, you kept going until there was no more robot I think.
@@Kohdok that is pretty cool looking, but the cards had a small bump on the back of them, and you spun the card. The robot things were plastic. Oh my that game you mentioned it expencive as bleep :D thanks for help :)
Love the TCG archive. I like the old Digimon card game commercial with the kids overreacting to playing the game. I'm champion I'm ultimate I'm mega. No way!
FaB suffers from the rulebook problem horrendously. Its such a collosal hill yo climb as a new player. The proper rule book literally just a text document.
you mean guard caime is a duel masters parody... go on man make the duel masters parody game like yugioh card game was a mtg parody in a one off chapter in the manga
9:44 ...Why even say it like that? People who are good at speaking like yourself and have a non-bigoted point can usually explain that point well and make it clear their point isn't actually bigoted. But people who complain they'd get into hot water are usually people who know exactly why they'd get into hot water if they say the actual point they have, because they full-well know it's slightly bigoted and there's no way to explain it any differently to not be bigoted about it. Do better.
WTF would you make a tutorial video for a card game based on One Piece - one of the most visually distinct manga of the 00s - and use the most generic Western comics looking characters imaginable?
Kohdok was able to build this card game in a CAVE! WITH A BOX OF RECYCLED MECHANICS!
I am sorry, i'm not kohdok
The Vanguard players thought I was making them a new Archetype, boy were they in for a surprise.
Man, I love that movie.
Make a mess then clean it up is an important lesson for creative people to learn.
I would certainly watch a "Playing Around With" series, it's a fascinating prospect.
The TCGAP sounds like an excellent idea! I value all archival efforts, because I think it's important that anyone can access any information from any point in history, if at all possible.
inb4 guard caime ends up becoming a real game somehow
Truly a gem of a video series. You can't get a second opinion about card design like this anywhere else on the internet. Keep up the good work Kohdok
In game design there is a principle called "fail faster, fail better".
The first version of your game will inevitably be failed. So put It together in a playable way the fastest you can, so you can test It out and find out whats not working instead of going further and spending a lot of time and effort into something that will be changed.
Kohdok! I'd love to hear your thoughts on games that use "unfun" mechanics. Things like controlling you're opponents, making them discard, skipping their turns, blocking their plays or downright locking them out of the game. And how do some games do this, while being succsesful? Fun vs mean game design, how and why?
Unfun/ Fun is subjective
This is more a question of available counterplay. Yatagarasu was banned in Yugioh for so many years because its loop had basically no counterplay to stop it. Mean gameplay is really only "fun" if there is a reliable way to wriggle out of it for most players.
@@Kohdok”was” yep
My guess is they're thinking all the Graveyard plays will offset it
@@Kohdok agreed. Yata has been powercreeped so much lol.
On game jams, there is the Zero Hour Game Jam. That's done in the Fall-Back hour
The amount of prototypes I've gone through is proof that what you're saying is correct. But for a more extreme example, look no further then vanguard.
It's got its act together, but it took serious time, effeor and care to get it perfect.
I liked the one piece tutorial. It told it how it is and didn’t think their player was dumb
I'd love to hear some playing around, it's my favourite aspect of card games that they allow for such a range of different mechanical interactions!
This is such a cool video. It is encouraging. I recently saw the drink from another well video, which was awesome. I had my own spin on a TCG. The basic mechanics are radically different from the big three. Then I got into MTG an was compelled to do what that game did. This video encouraged me to go back to what I was doing, because it is unique and fresh. This video about tutorials follow-up provides even more encouragement. A really awesome and encouraging video on RUclips is the one on minimum viable product. It is made by the game design channel, called Extra Credits. I find that this video on tutorial follow-ups is similar. It is great. It is nice when it said that one game can be done in one or two days. Games can be really daunting and intimidating to design, because they have so much stuff. With a simple game, almost all of it is left out. I have an idea how this would work in a trading card game. First make all cards colorless. Do whatever the games version of normal or plain is. Card attributes are too fancy. Second make one or two kinds of creatures with basic features. Depending on the game, there are different ways. A creature can have a power and toughness number, like MTG and Yu-Gi-Oh. A creature can have hit points and a attack, like Pokemon. There should be no spell cards. There should also be no special abilities or effects for creatures. Anything more than straight up creature damage is too fancy. Having a couple creatures with different costs and strengths would be okay. That can test how resources progress. Any more variety is pushing it. There should also be some way to keep track of progress. There can be a hit point counter, prize system, shield system, life decking or anything else. There should also be some way to keep track of resources. If the game uses resource cards, use basic colorless ones. It is like waste cards in the MTG plane of Zendikar. Something like this setup is all that is needed. The amount of cards needed is 60. Deck can be half as large as normal and still work. So there are 30 cards. There can be four copies of each card. So that isn't much. The deck size can be adjusted to multiples of four. 40 cards has ten unique cards to design. 28 has six unique cards. Six to ten cards Just doodle a picture on an index card and write in the card text. Since the cards are colorless, there is no need to color the cards with colored pencil or other medium. That is definitely a kind of game that can be done quickly. My radical system involves faster game play. So maybe I can get away with not having a deck at all. I can do a few basic colorless creature cards with two kinds of counters, and call it a day. BTW don't even touch lore and world building with a ten foot pole. That is a whole new level of way too fancy. It may be fun to make a basic one and done game for a challenge or just the heck of it. However even in a serious long term project, it is still a good idea. The minimum viable product is a game stripped of content to make the game play as barebones as possible. This is the scenario of two colorless creatures butting heads and getting fuel by their colorless energy. A MTG example would be two colorless humans fighting. Granted colorless is the area with the robots, but I will make an exception here. A Pokemon version would be two colorless Rattatas fighting. Yeah Pokemon has its three iconic starters, especially the Kanto ones. There is four if one counts Pikachu. Yet even that would be two fancy. As an early route normal Kanto Pokemon, Rattatta is as plain and basic as a Pokemon can possibly get. Pidgey is another good candidate, but it's dual typing is a tad too fancy. Even Pidgey cards have different weaknesses and resistances on the bottom of the card. A basic game like this can be tested right away. Then content can be gradually added and tested later. Then the game can become as fancy as the designer wants.
It is amusing for a card game to be this goofy. That does remind me. I recently discovered a local game store, and I got really excited. I was anticipating my start to play Dungeons and Dragons along with the paper version of MTG. I also found that this was a good place to meet guys. The geeks hung out to play games. It was a crowd that I could relate to. These people could be friends or even something more. The place was secluded and very hard to find. Yet there was a place where a certain kind of outcasts could hang out together. It reminds me of a gay bar. Also recently I discovered two famous people. There is Richard Garfield and Matthew Mercer. I knew there were cases of attractive nerds in real life, such as Bill Gates. Yet these two guys are the first time that I found attractive fantasy nerds. That is even more like me. I am not actually going to go after these guys. I just get a good idea of what is my type. I got a story idea. There is a romance that takes place in a game store. There is a female protagonist. She meets an attractive dude there. Both are geeks so they bond and it gets romantic. The characters play cards together. Later they get jobs working in the store. Then more things happen. Sometimes they hide in the store room to get some private smooching. Sometimes they close the store for the night. So they can be lovey dovey. I probably won't write this story. It is just a plot bunny I mused on for a day or two. One part of the story is that there would be some TCG that the love birds would be obsessed with. So I had the idea from the well video. So the game became a parody of MTG. It would be easy to put together some goofy rehash game in only a couple of days. Duelmasters is easy fodder too. Maybe it is not in the big three, but is deserving of honorable mention. I did think of a visual of the game. There are five colored circles. There is green, red, blue, yellow and purple. The little colored circles are arranged in a bigger circle. Then straight lines are among them forming a star. So this was a pentacle image. I even came up with a goofy name for the game. It is Witchcraft the Collecting. I just replace two words with other words so similar, that they are almost synonyms. The picture of colored circles refers to the color pie as well as the pentacle of Wicca. I considered naming the male character Richard, but that may be too on the nose. I don't think the real Richard Garfield would be amused. It is fun to come up with a card game as a joke. I am not taking this too seriously.
On another note, one cool thing about the new game store, is that they don't do standard for MTG. It stopped due to online play and the pandemic. The store does older formats that use old cards. I was thrilled. I find the history of MTG sets fascinating. Standard rotation is the first of the seven deadly sins. I hate it for the same reason explained. I even wonder if the video on life decking can apply. People want to play their cards. Standard rotation is even worse than life decking, because the cards are not allowed to be played again. Being away from standerd feels like I am being free. My first purchase at the store mainly included big boxes of old cards with low rarity. I got a big thrill opening the boxes at home and seeing what was inside. My favorite part is getting a bunch of old Theros cards. I am a big fan of mythology, so the Greek inspired plane of Theros is one of my favorote planes. I would like to build ten Theros decks, one for each color pair. I also got a bunch of awesome Tarkir cards. However the deckbuilding would be advanced. So I am saving them for later, when I get more experienced. That is awesome that Kohdok is starting an archive project. I totally get why. Old stuff is very interesting, at least for the hard core people into it. I think preservation is important. This is a legal gray area. I think there is one thing done in the favor of preservation enthusiasts. If game companies don't like the preservation efforts, they should have thought about that before abandoning the old content in the first place. This could change due to pressure. The most successful thing I heard is World of Warcraft. Some fans play on private servers to get an early version of the game. Using private servers is definitly a no no. That has legal trouble. Blizzard shut down a major private server for the oldest version, which is called vanilla. Later it releases the vanilla version again. It is called World of Warcraft lassic. This is a great move. People can play the old verion in a legit way. There was a demand and an audience. So Blizzard decided to tap into it. This shows what preservation efforts by fans can do, even if it does start out being super sketchy. Hopefully more companies can turn around and aid in the preservation.
LOL Painters starting at one corner and painting perfectly as they move out. Who the heck does that? I am an artist. I done my own drawings and digital painting. I say that is not how art is done at all. It is good for a laugh though. Game design is the same way. That is a good advice. "Make a mess, and clean it up later." I am impressed that Kohdok knew so much about how art is made. That one video about card art and layout was cool. I think the best example is writing. This is something that everyone has to do. Everybody does this in English class at least. So they should be familiar with the basic wring process. Personally I do my own writing in addition to my art. So I know the process. Any substantial piece of writing would have the same basic process. It can be an essay, a report, a short story, a book, whatever. First the writer gets ideas and plans it in an outline. Then they make a mess by writing a rough draft. Then they clean it up by editing. This has fixes like revising and proofreading. The voila! The writing piece is ready to share with the readers.
The TCG Archive Project sounds awesome!!!
The player going first doesn't get to do much on the first turn?
That sound like a fun game.
Meanwhile in yugioh : Gimme 10 minut, I m making sure you won't ever be able to play the game. Good? Good! Actually you know what? lets just go to game 2 since you already lost.
*The life of a darkworld player when they don't brick.*
Or when they are not in a mirror match. Nothing like resolving Dark World Dealings only to have your opponent discard a Dark World card as well. That's when you start hearing boss music.
@@luchotenks2310 who the hell play darkworld dealing in darkworld.
The deck's new stuff literally came during tearlament format.
I still think you should make a basic playable version of Guard Caime. Seems like a waste to have a functional set of rules and not at least explore their potential. Tragic really... ;-(
For anyone who doesn't know, the Forklift Certified bit is a SilentManJoe animation for a Lythero video. Lovely surprise to see that here
Archive would be a great idea. I've got a few rule books from old dead games (Overpower, Wildstorms, Quest For The Grail, Guardians)
HE FINALLY ACKNOWLEDGED GATE RULER HOLY SHIT (didn't talk about it BUT IT WAS IN FRAME!!!)
I'd love a playing around with series. A good subject can be yugioh's and mtg instant wins. Most people agree it's a good thing that there was only 1 op instant win in yugioh history (that being last turn which got banned). But compared to mtg, a lot of yugioh instant wins are kinda boring or unfun. Most require a not very interesting set of conditions to pull off that aren't very flexible as a win condition. The only good instant wins from a fun prospective in yugioh imo is exodia because it's simple while not being overpowered. And even then it's simplicity can make it boring after a while and it's not really fun for the opponent. And also flying elephant because it's so hard to pull off it's pretty rewarding from what i hear.
Final countdown is based around stalling the opponent which yugioh is not very good at naking stalling as a win condition fun. Most other instant wins are too slow to see play and are boring flavor wise except for the one that is thematically a person play a ougi board and the ghost spelling out death.
Meanwhile magic the gathering's instant wins are very fun and thematic from what I've seen in the card database. Whether it's endurance something something being thematically being outlasting your opponent or happy ending being what the name implies to even revel in riches being about the goal of every pirate. There's more but while I'm a yugioh player i can't deny that when magic wants to they are very good a flavour.
Anyways it'd be nice to see your take on it.
I've done print and play leagues for some older games like the original VS System. I think an archive with card databases would be amazing!
oh damn that sucks to hear that the yokai watch tutorial is lost media, i remember watching it back in the day :(
13:12 ouch somehow that remind me of one mobile TCG who of bandai make only fail in 2 - 3 years comparer to other digital TCG like heartstone and duelmaster. Even the anime can't safe the card game.
cough* cough^ cough* zenonzard cough* cough* cough*
Could always just release a print-n-play version of Guard Caime
If I saw this at my lgs, I'd probably buy it.
Great video kohdok
I can't believe the Guard Came
I'm working on a deck building game and I'm just gonna use note cards as my ruff draft. I also wanted to make a card game channel which you are an inspiration for that.
Archive is cool idea!
Have any of your consultations ended up in print? on Kickstarter? Very interested to know!
I'm kinda concerned about the TCGAP, even though I think it's a good idea. Have you talked to anyone doing video game preservation? I ask this because, as an outsider, it seems like game preservation is inherently ilegal (there is a reason most media preservation projects involfe "piracy"), and that you may get in trouble even with just what you have right now. If I were you, I would either go all out or keep it private.
Game preservation is a gray area. The big thing is that a lot of these games at risk of being lost aren't making the people who developed them any money and actual physical copies are scarce and possibly decaying. The Video Game Preservation community is primarily focused on these scenarios, fighting against companies who simply sit on a title without making it available for more people to play. I dunno about you, but I don't want the recording of history to be decided be copyright holders.
There actually are laws on the books that allow someone to create an archival copy of something they own, but it's just that, an ARCHIVAL copy, not for redistribution.
Game makers should just watch the first episode of any cardfight vanguard series. That's the way to learn a game.
still trying to find anyone that knows what this game is that I remember seeing played - you had robots that you built and cards that you spun to see what effect you could do, walk, move arms, attack - your robot would battle other robots and if they damaged them, they would lose a part, you kept going until there was no more robot I think.
That sounds like Xevos, but those involve building a barrel dice and I don't recall any movement.
@@Kohdok that is pretty cool looking, but the cards had a small bump on the back of them, and you spun the card. The robot things were plastic. Oh my that game you mentioned it expencive as bleep :D thanks for help :)
The player going first can’t do a lot < The player going second gets to do more
Hey, do you have a link to get this product at all? Even if its a google doc? Id love to play it
Glad to see you are taking my point of view.
Kohdok do you have a top 10 deep cut cards games?
Love the TCG archive. I like the old Digimon card game commercial with the kids overreacting to playing the game.
I'm champion I'm ultimate I'm mega. No way!
FaB suffers from the rulebook problem horrendously. Its such a collosal hill yo climb as a new player. The proper rule book literally just a text document.
It took me months to make a rule book. I'm doing my best here. :(
What is the "Huntik Maga?"
Check the video description.
@@Kohdok Thanks
Getting forklift certified means 2 hours of learning how to drive one, and 6 hours of the most boring safety videos ever followed by a test.
But imagine if they made those videos fun.
you mean guard caime is a duel masters parody... go on man make the duel masters parody game like yugioh card game was a mtg parody in a one off chapter in the manga
What do you think make art for card from ai art generator ?
Don't.
No! I hate AI art. Either learn to art or pay money to a human artist. That is the more ethical way to get art assets.
9:44 ...Why even say it like that? People who are good at speaking like yourself and have a non-bigoted point can usually explain that point well and make it clear their point isn't actually bigoted. But people who complain they'd get into hot water are usually people who know exactly why they'd get into hot water if they say the actual point they have, because they full-well know it's slightly bigoted and there's no way to explain it any differently to not be bigoted about it. Do better.
WTF would you make a tutorial video for a card game based on One Piece - one of the most visually distinct manga of the 00s - and use the most generic Western comics looking characters imaginable?
First