CIVIL pieces - Concept, Idea, Vision, Intrigue, Levity
So I'm Two; and I spend a lot of time reading. Thinking. Absorbing. In this article, I will discuss a very vital and generalized topic, but specifically hone on it through the lens of Magic: The Gathering. I would like to write this less Magic-centric, but I'd struggle to elaborate should I do so. Five principles that should guide your design for game components are: -Concept. What is it embodying or doing? This can be lore-based or play-based or both. -Idea. How does it represent or accomplish that? -Vision. When in use, what purpose is this piece supposed to serve? -Intrigue. While in play, do its effects do something that creates interest? -Levity. While in play, are one or more players unable to have fun; does the piece generate fun? Yes I did spend a lot of work finding synonyms to make it make an acronym shut up. Before I begin my long form explanations, I feel it necessary to clarify that these five elements are far from the only things to consider - just what I...