Mar 21, 2006, 11:10 PM // 23:10
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#1
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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A Game within a Game by Zhou Feng
Well Guild Wars has always been fun for me... but there's one thing I'd sorely liked implemented: games.
Im not referring to the usual stuff: chess games, gambling games... Im referring to Guild Wars original games, by the way I'd love a Chess game in Guild Hall but made in a fashion that resembles this worlds view: example chess pieces that hover over a mystical looking board.
At any point Id love to see some very original addictive games for Guild Wars. Here is one game based on an actual novel I read a long time ago.
The game works in the following way:
You are handed out 8 cards. Each card represents a creature. However each card can be transmuted into a diffrent creature. Each creature has a set of attributes. These attributes cannot be "seen" a player must know how each beasts attributes rate. More on this later. It is important and part of the games challenge to readily know each beasts attribute ratings and what secondary creature form they transmute too. The secondary creature is non related to the primary creature as it is a wholly diffrent beast.
The playing board contains seven slots for each competitor and a wide blank field in between. Each slot represents one of the governing attributes: Mind, Heart, Temper, Skin, Strength, Speed and Special. You can only play one card on each slot. Once played a card cannot be removed, it can however be transmutred to its secondary beast but only if the final card has not been played.
Once the last card is played all cards are activated. It is here then that an attribute number is seen on each card briefly. So if you play a beast with a Strength 1 in the Strength slot you will see briefly a 1. Out of these cards a battle monster is created in the middle of the board or more accurately the "battle field"*. The form of the monster will wholly depend on the characteristic of the cards played, so for example playing a card that looks like an ape can give it an ape like appearance but having also played a lizard looking card can give it scales and a tail. The attributes of the battle monster are taken directly from each card and then both battle mosnters will fight a duel to the end. Players cannot interact in any way with their battle creatures once created. The beast that is victorious wins the game.
-This game can be played "friendly" or "professional" where gambling is required.
-This is mainly a PvE addition.
-The games strategy lies on knowing how to make use of the cards you are dealt, knowing attributes and transmutes. And tricking your opponent into thinking you are playing a card for one thing then transmuting it for another effect before the final card is played to make the better beast.
-A player cannot recieve more then one copy of the same creature (no two scalonian gargoyles for example)
*The "battle field" is chosen prior to staring the game be it Ascalon or Krytan jungles kind of like an arena. The "battle field" may include its own sets of hazards like lava streams, mud that slows down creatures, etc or their own set of physics rules (creatures have less health, are faster, are stronger, are weaker, health constantly degenerates/regenerates, etc.)
Example:
The beast names used are just generic examples
Ascalonian Gargoyle characteristic stone like appearance, wings, horns.
"Hidden" Mind 4, Heart 3, Temper 2, Skin 4, Strength 3, Speed 2 and Special 5
A player may choose to play this card on the following slots if he knows the cards hidden attributes well: Mind, Skin or Special.
Transmute: Ascalonian Charr characteristic beast like, fur, horns, big
"Hidden" Mind 2, Heart 5, Temper 4, Skin 3, Strength 4, Speed 3 and Special 2
A player may choose to play this card on the following slots if he knows the cards hidden attributes well: Heart, Temper or Strength.
Attributes:
Mind: Controls how smart a creature is. The smarter it is the more efficient it will be in battle. Also affects resistance versus mental attacks.
Heart: controls the creatures main emotions. A strong heart will mantian a beasts morale up even in face of harsh situations. A weak heart will make the creature more cowardly. Gauges courage.
Temper: controls the beasts temperament. The calmer a creature is the better control it will mantain in combat otherwise it can go berserk and lose rational combat logic. Sometimes a berserk creature can be a good thing as they tend to ignore wounds and such. Gauges self control.
Skin: controls how resilient the beast would be towards damage. The stronger the skin rating the more wounds it can shrug off. Gauges health. Some beast cards grant low health regeneration when played in skin. Others can grant armor.
Strength: controls strength and stamina. Governs how hard the creature can hit or attack. Also gauges endurance.
Speed: controls speed and agility. Governs how fast a creature moves as well as how agile it is to attack. Also gauges evasion and initiative of attacking.
Special: grants a special attribute. Some cards are better of played here to grant a special abiltiy to the battle monster be it enhanced strength, or armored carapace, flight. The card played here also affects the creatures repertoire of skill attacks.
Last edited by Zhou Feng; Mar 21, 2006 at 11:21 PM // 23:21..
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Mar 22, 2006, 12:21 AM // 00:21
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#2
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Wilds Pathfinder
Join Date: Jun 2005
Location: USA
Guild: Xen of Onslaught
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Mar 22, 2006, 12:36 AM // 00:36
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#3
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I think its a tad more complex. Its not Yugioh...
I think adding an additional "in-game" to the game would be fun, and give player lot more stuff to do and more stuff to get, but don't need to make it too complex.
In brainstorming... I am thinking maybe where you have a "Card" base from your skill and/or monster and npc graphic. There will be several type of cards on what they do, such as: Attack, Block/Defend, Steal HP, Counter, Heal, etc. So what you will do is you have 8 cards (randomly pick from you deck?) and each round, you just use one card. You and your oppent each have the same HP points, and at the end of 8 rounds, will see who have the most left is the winner.
So would be something like:
Your HP: 20
Jimmy HP: 20
Round 1:
you> Attack 8
Jummy> Block 6, self heal 4
Your HP: 20
Jimmy HP: 22
Round 2
you> Attack 5
Jummy> attack 6
Your HP: 14
Jimmy HP: 17
Round 3
You> counter 5
Jummy> Heal 6
Your HP: 14
Jimmy HP: 23
and so on.. so on...
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Mar 22, 2006, 02:46 AM // 02:46
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#4
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Forge Runner
Join Date: Jun 2005
Location: Seattle
Guild: SPQR
Profession: N/R
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Rock, Paper and Scissors?
jk, a good idea you have. But caters to a smaller crowd than the target audience of Guild Wars.
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Mar 23, 2006, 05:44 PM // 17:44
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#5
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Oh actually I was using that as an example of original games. That game is a creation of a novel I wouldnt recommend using that. Although it be interesting seeing battle monsters fight each other. I like lately the huge dungeon amusement park action jack came up with.
Im also sure that an original game with addictive elements can/will be succesful. That idea up there if it where implemented trust me it would work. People are just like that heh. I know I would try out the game just for fun.
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Mar 24, 2006, 01:11 AM // 01:11
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#6
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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The seventh tower. I loved those books man. I think there should just be a video game of those books.
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Mar 24, 2006, 01:34 AM // 01:34
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#7
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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If we want a card game within Guild Wars, I would suggest using the professions and skills as cards.
Perhaps the creative minds of this community can come up with an original collectible card game for Guild Wars.
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Mar 24, 2006, 07:04 PM // 19:04
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#8
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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See "Snowball Fight Arena"
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Mar 25, 2006, 03:29 AM // 03:29
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#9
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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I know that final fantasy 11 had an ingame card game, but I didn't waste the extra dollar to be able to play it.
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Mar 25, 2006, 05:12 AM // 05:12
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#10
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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It would be nice to have more destractions than just having to fight all the time. Everygame has something fun to do on the side; excluding Guild Wars, of course Unless you count making joke builds.
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Mar 25, 2006, 06:32 AM // 06:32
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#11
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I think such thing is needed, in the late later expansions.
It is needed to make GW more than just a slash-hack game, but also as a place for socializing and casual "none-fighting" friendly game.
I think I got basic of that rock-paper-scissor-ish card game idea thought out pretty well. I will see if I can put it on paper.. and maybe even "lure" a programer to make a basic version of it to see....
Also I got some other mini game ideas in that other thread....
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Mar 25, 2006, 06:40 AM // 06:40
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#12
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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Quote:
Originally Posted by actionjack
I think its a tad more complex. Its not Yugioh...
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It's Pokemon
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