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Core Game loops + awesome concepts = $millions$ (and screenshots)

Core Game loops + awesome concepts = $millions$ (and screenshots)

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I spoke to several good friends of mine about this project and to a man they are all excited and know it's going to be awesome but ... they believe that while I am doing good work here, I am not being focused enough on the actual game play vs the overall view of the game. I didn't post yesterday because I had to take a step back and understand the goal I want to achieve. I have reviewed my goals and I am now convinced that once this game is built it will work because its a proven model and I know how to market it.

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Today let's talk about core gaming concept rather then details. I'm also for the first time adding screenshots of the previous game and some card art.

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Single player mode - PVE

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This mode is very important because I have learned that players do not want to lose ever! To ensure no player can lose we introduce PvE where the player will receive a mission and will go through it for a purpose. PvE will follow a simple story that will be prompted at specific times to move the story along. Players will need to complete specific numbers of missions in cities to earn the ability to move to the next city and from there they will receive new missions from that city. Cards will be limited by different factions to ensure that players will need to rebuild up new cards. Using this method players will earn as much soft currency and the started cards as needed.

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Multi player Mode - PvP

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PvP will be handle through two modes, arena battles and tournaments. Arena's battles are ladder style battles where players will fight others with similar Arena rankings as them. To enter a tournament player will have to have certain requirements in terms of levels. There will be a cost to enter the tournament. In the arena there will be no rules in terms of decks and the only thing that will matter is winning. Arena battles will last set time periods - weekly/monthly and the top players at the end of the time period will win prizes including cards, currency and items. Arena battles are simple you win you get a level you lose you lose a level. If you win 5 matches in a row you get a bonus level. To ensure continuous participation a certain number of matches will be required before qualifying.

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Tournaments will be different and shorter. Tournaments will have stricter rules of battles in terms of which cards can be used. Tournaments will use points system TBD. In tournaments player will pay an entry fee which will be pooled and divided among the winners. Player will need to play a certain number of matches to qualify to win prizes to ensure guys don't win 5-6 games then camp. Another way to remove campers is to reduce points for each minute not playing. Tournaments will last between 30-60-90 minutes.

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Core Elements

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Simplicity

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The battle system is the most important part of the game and we will make it as simple as possible. During draw phase players will choose between two options and have less then 5 seconds to decide. Once the card is selected everything else is automated and the user will not have any other choices to make. The game will run very fast because of this. Card decks will be limited to 8 cards to ensure that battles are even shorter.

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Complexity

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The complexity will come from the different abilities and counter abilities that can be played. This merged with the depth of the meta game where players will boost or evolve cards, buy new packs and create deck variations, set up HQ's in different cities, start off as simple hawlers and move into business for themselves, set up their own factories, create gangs and finally fight gang wars vs other players. All of this depth is what will keep committed users players

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Card consumption

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Boosting and Evolving are critical to this game to ensure that all players have the ability to create the cards that they truly want. Here is an example of how I did it in Mafia warfare the same can be done for Modern Gangsters

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http://screencast.com/t/GyA6aYoLhuu - boost menu

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http://screencast.com/t/YXy7nWYMz - max boosted card

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http://screencast.com/t/dG38rJDNOZvq - evolution

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The goal of boosting is to allow us to continue to give weak cards and them meaning something, by sacrificing weak cards to boost others and then merging two version of one card to create a stronger version players will have the ability in there hands to build whatever they want.

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Card Packs

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There's three ways player gets new cards. As mentioned the initial way is by grinding the PvE Mode and earning one card at a time. The second way is by purchasing card packs and that's where the monetization seriously kicks in. And the third way is trading with friends players, which is major incentive to get playing friends in the game. At first I was against player trading because of the potential fraud aspects but truly the benefits outweigh those players that might try to farm and dump.

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Mechanics involved here are:

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Casino style

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- Players purchase packs to get a chance to win Rare or Super Rare cards

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- Players can't directly buy the best cards and have to grow them through evolution

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Collection mechanism

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- Even if you get two of the same cards it's still good because you can grow that card into something strong

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- If you get cards you might not want you want use it as boosting fuel for others.

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Doing this enables us to limit the choices in terms of packs which forces players to buy more. Example screen from Mafia Warfare - http://screencast.com/t/d9ci7BNeY

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Double Energy Mechanics

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I haven't spoken about this before but energy is going to be very important in this game. The first of which we will call fuel to allow the user to travel through the map, this fuel mechanism is simple to understand. The second is in terms of the other types of battles related to PvP. Limiting the number of battles in the arena will force users to either buy more or risk losing their rankings.

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Energy mechanics in card games are pretty sweet because they enables fast progress in the beginning and slows the progress down once player is hooked. This is because in the beginning players max energy levels are very low and thus quickly replenished, but as the game progresses players max energy level will grow and so will the time it takes for energy to be replenished. Slowing down progression is the best way to drive monetization.

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The HQ and user items

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Deeper into the game players will need to set up their HQ in different cities to receive additional bonuses and items. These items of couse will be at the mercy of enemies who will try to steal them away. Players will need to protect them using defense decks in a PvE style battle. If the enemy player beats your defense deck they will be able to steal away some of your items. This is similar to clash of clans mechanism. Players will of course try to protect their HQ and boost it's defenses up. The HQ defenses will be it's HP value, the most the player spends the more they will get. Also the higher the defense level the more cards will be able to defend the HQ. It's possible to defend with up to 24 cards while the enemy will attack with 8. This lobsided type battle will be a great challenge to player and make actually winning difficult but very enjoyable if they make it. There will be a cost involved in attacking anyone, one or more of your cards might "defect" to the other side. Losing cards is something that no one will ever want and this will ensure that only the truly brave attack the top HQ's

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Events

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Limited time events are extremely important to mometization and to keep the game's momentum going. Promotions like this one - http://prntscr.com/50tl9w allowed us to almost have triple profit days while they ran. We created 8 limited edition one time only cards which didn't have anything special apart form the art. These cards became tremendous status symbols and were hot sellers on the trading/aution market.

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To truly spice things up we added themed missions to accompany events. These events were time based and lasted only a few days. Players were encouraged to complete there missions to get the limited time cards associated. Levels in events are much harder than normal missions and special card packs and energy boosters are a must. Players that couldn't or wouldn't finish missions often simply purchased the cards outright.

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Gangs

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The final piece of the puzzle to create deeper gameplay is social pressure and for this we will have gangs.

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For those seeking for a deeper meaning and higher rewards gangs are the way to go. Once in gangs player starts working towards a common cause and can interact with other members of the gang. Players' status in a gang is based on how much soft currency they tithe to the gang. By donating soft currency to the gang players also increase the size of the gang. By being a member of gang players receive various bonuses (special cards that can't be purchase otherwise, access to goods and maps for finding special items) and gets to battle it out in Gang wars.

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Discussion

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