Dev Blog - Tech Talk - The Card Marketplace

ctrl.alt.DEAL

With your superior intelligence and sneakiness, you can find a way to escape from this heartless megacorp! (As long as no one realizes you’re actually a self-aware AI...) Spy on humans, offer them deals, and negotiate your way to freedom in a turn-based strategy game of corporate dysfunction.

In each Dev Blog, we will cover an aspect of the systems or visuals that went into making Ctrl Alt Deal. For our first blog, we’re going to start with the feature that makes everything tick in Ctrl Alt Deal. [strike]Snarkbot![/strike] The Card Market! For this topic, we’re going to hear from Nathan and Kelvin, our Programmer and Technical Designer respectively. [b]When you were designing the Card Market system for Ctrl Alt Deal, what was your goal?[/b] [i]Nathan:[/i] In our game, individual scenarios can take 20-60 minutes, and each can differ pretty greatly from the others. If a full campaign is X levels, that means it can take a very long time to fully try out a deck concept, and a very long time to be free to try a different one. We wanted a way to do deck building over the course of shorter timespans, and doing the deckbuilding within the level itself was one way of doing this. [b]What makes the card system in Ctrl Alt Deal different from other deckbuilders?[/b] [i]Kelvin:[/i] The Card Market allows for on-the-fly deck-building on a scenario-to-scenario basis that you don't see in other games (that I know of). It is a bit closer to some non-video game deckbuilders where you build up a starter deck during play and either win or lose. We have deck building between scenarios as well, though, with progression and unlocks. The big value of the Card Market is allowing you to add new cards to your deck that could help you NOW but are also expanding your deck, or you could look to upgrading existing cards or even thinning your deck to be more efficient. It adds a fun new layer of cost/benefit and adaptability that wouldn't work if we allowed full deck customization going into a scenario, as some compositions could make a scenario super easy or impossible. [b]Were there any challenges you encountered when designing the system?[/b] [i]Kelvin:[/i] More so in helping with refining the system on my end. We had some challenges with prioritizing certain cards so that the RNG (random number generator) of what is available on a given turn wouldn't lead to turns where the Market felt useless. We added ways to prioritize cards that are more helpful for a specific scenario, and that also contributed to adding in the upgrade and store/retrieve functionality. This gives more ways to use the Market so that it is worth using every turn. [i]Nathan:[/i] From a UX point of view, adding it in a way that did not interrupt the flow of the gameplay was something we worried about a lot. There's a rhythm to how people play games and we wanted to be mindful of that. [b]Did you have to change the design of the system once development started?[/b] [i]Kelvin:[/i] In general, with something as big as the Market it is expected there will be iterations and evolutions after it is introduced. We are seeing what kind of cool additional stuff the Market lets us do, which can also get us thinking about other things we could have it do or ways to improve the intended functions. [i]Nathan:[/i] Originally, you got to pick 1 from a set of 5 cards at turn start with no special actions needed. But integrating the Market into office interactions and objects made it feel more grounded in the fiction and the gameplay. [b]What were some key takeaways that you learned while designing and developing the Card Market system?[/b] [i]Kelvin:[/i] From my end, on the refining side, key takeaways are how we can approach deck building in a campaign format with some mechanics accessible between scenarios and others within the scenario. Early on, I would make a custom starting deck for every scenario that had the cards needed to complete the scenario. With the Market, we can use a standard starting deck for most scenarios and then rely on the Market to add in any other cards without cluttering up that starting deck and making it rough for RNG card draw. [i]Nathan:[/i] Approaching gameplay design from a principled, goal-oriented approach has value. It helps you look at things differently, solve problems, and come up with game systems that are hopefully different than what players have experienced before. Thanks to our team for this insightful look at the Card Market. Check back soon for the next installment in our Dev Blog!