House of Card Games

How many of the following have you experienced?

  • I play or have played a TCG/Card Game (Magic: The Gathering, Yu-Gi-Oh!, Flesh and Blood, etc.)

  • I have experienced the lore of a TCG or otherwise consumed its story (ex. Yu-Gi-Oh! anime)

  • I play or have played a 2D Fighting game franchise (Guilty Gear, Street Fighter, Mortal Kombat)

  • I have experienced the lore of a 2D Fighting game franchise, or otherwise consumed its story.

  • None of the Above

  • I thought we were talking about playing cards


Results are only viewable after voting.

Thraben

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So. Let's have a nuanced(highly niche and boring) discussion of interesting(it was irrelevant years ago) genre takes, satirical, parodical, or otherwise. In particular, I want to bring up two things; Watchmen and The Boys.

Let's start with a poll to determine who I'm talking to here.

Both are genre takes specifically mirroring DC comics mainline superheroes in very different ways, but are both satirical or otherwise tonally shifted takes on the sub-genre of superhero literature that mainline DC comics and to a lesser extent Marvel comics reside in.

The specifics of either comic are wholly irrelevant to the discussion I'd like to start, but what is important is that they are responding to the same context in very different ways but are still recognizably responding to that specific context.

Recently I have become re-infatuated or at least interested in researching a number of things I remember from my childhood, as well as a number of things I was never exposed to back then but were of a similar popularity at the time, or things within the same genre space that have been released since. Namely for this discussion, Card game/TCG anime (Yu-gi-oh!, Future Card Buddyfight, Cardfight Vanguard, Bakugan and more), and 2D Fighting games (Guilty Gear, Street Fighter, Mortal Kombat, Blazblue, and so, so, so many more). (1 has the reasons why I specifically DON'T count Marvel Vs. Capcom, Super Smash Brothers, or MultiVersus, or any of the Dragon Ball fighting games as 2D fighting games for this purpose).

Long have at this point in time have I wondered what space is left to explore within these genres in terms of storytelling. See, Card game/TCG anime have a particular storytelling style meant to appeal to elementary school aged children(the reasons for this listed under 2) that unfortunately limits the potential of a real-life playable or otherwise Card Game as a storytelling device. Similarly with 2D fighting games, meant to appeal to a predominately male, late-teens to mid-twenties age group, tend not to focus on having a visible story at all, but all follow pretty standardized and (while generally insane to explain casually) aren't exploring their concepts in any narratively focused way. The focus is having the bare minimum to sell the fighting game, not to have a good story.

I want to have a discussion about writing fiction based around the concept of a card game being integrated into the story as a primary narrative focus. For example, what does it look like to have protagonists, side characters, and antagonist's positions in some sort of mature narrative conflict be resolvable only by a card game that must be comprehensible to a reader and sensible as a trading card game? What unique or rare challenges for the author arise? What unique or rare opportunities arise? What unexplored territory might exist solely because the only current majorly popular stories within the genre are Yu-Gi-Oh! and maybe Buddyfight? Is there anyone who wants to explore or see this territory explored, and why do you? What is 'The Boys' equivalent to Bakugan and is it worth writing?

I want to have a similar, practically identical even, discussion of the same concept but for the specific type of setup and setting of your standard 2D fighting game. What changes about the way we as authors interact with our own fictions within the restriction that it would all need to make sense as a fighting game launch title for a mid 2000s game console? Unique or rare challenges and opportunities? What is the Watchmen equivalent to Street Fighter or Guilty Gear and is it worth writing?

Traditional 2D Fighting games are all original IPs constructing their own worldbuilding and characters from scratch, usually having to do so in a way that makes some surface level sense while also not being important to the understanding of the game. 2D fighting games that use existing IPs (like Dragon Ball) are cheating. They don't have any story to tell, it's just a fighting game for an already popular franchise. Mashup fighting games (Marvel Vs. Capcom, SSM, MV) are cheating in a distinctly different way; they flatly defy the concept of having a story or lore entirely, and instead serve as advertising for the IPs contained within the mashup. As such, they are irrelevant to this discussion, shut up about Subspace Emissary.

TCG Anime like Yu-Gi-Oh! are designed specifically to appeal to young children aged around 10-11, because this age and the few years that follow it are the most likely time for a prospective new player of that TCG to have product bought for them, which is the most powerful gateway into becoming a longtime player of that TCG. Yu-Gi-Oh! Anime aims to appeal to Elementary and Middle-Schoolers so that Konami can get money from a single player and that player's parent; the child has product bought for them to get them into the game, and will later buy their own product with their own money once they've grown out of the age of having it bought for them, usually spending more on purchased for self product than purchased for others product. The issue with selling TCG product is that someone has to get into the TCG somehow, and middle schoolers and late elementary schoolers are the best age group for getting in.

This post is subject to edit and additions as I think of things to potentially add.
 

TheEldritchGod

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Long have at this point in time have I wondered what space is left to explore within these genres in terms of storytelling.
People have the attention spans of gold fish.
There is an infinite amount of space, because you can rehash the old forever.
 

NotaNuffian

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Personally, I pity those who had not experience card games and fighting games, especially with other people.

But hey, internet and grubby game companies exist, so spend some money (if you have it) and go play?
 

Thraben

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I'm adding something to this; If anyone knows of any fanfics made in the space of some TCG lore or 2D fighting game lore, please link me so I can see what people have done with it

I'm not talking about the Kaiba smut fics. I know. I know about Kaiba's blue-eye'd white dragon. I know.
 

Cipiteca396

Monarch of Despair 🐉🌺🪽🌊🪶🌑🐦‍🔥🌈
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The examples you gave, Watchmen and The Boys, though in the superhero genre, are not about Superheroes.
Watchmen is about the people superheroes are and the people they're supposed to protect.
The Boys is about all the shitty stuff that happens as a result of Capitalism.

As such, if you want to write satire about TCG or Fighting games, you just have to make them about something else.
If you directly want to copy the Boys, then your Yu-Gi-Oh ripoff story is about slimy companies trying to sell magical cards for immense profit, while not caring about the destruction those cards cause. Or just Fight-Club or Rocky, I guess, for the 2D fighter. Tournaments where people beat each other to death for money or honor, with side bets and throwing and politics thrown in.
If you want to copy Watchmen, then you end up with a story that shows the fallout of petty people using magical cards to compete with each other for their own selfish desires and for more power, with innocent people caught in the crossfire. For the 2D fighter, it's the same- maybe it's not a clean tournament like Rocky, but gangs dueling each other in the streets Romeo and Juliet style.

Obviously it would be more creative to come up with your own themes and narrative than to just copy the themes of other stories. It's not exactly difficult most of the time. It just takes a slight change in perspective.
 
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Thraben

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The examples you gave, Watchmen and The Boys, though in the superhero genre, are not about Superheroes.
Watchmen is about the people superheroes are and the people they're supposed to protect.
The Boys is about all the shitty stuff that happens as a result of Capitalism.

As such, if you want to write satire about TCG or Fighting games, you just have to make them about something else.
If you directly want to copy the Boys, then your Yu-Gi-Oh ripoff story is about slimy companies trying to sell magical cards for immense profit, while not caring about the destruction those cards cause. Or just Fight-Club or Rocky, I guess, for the 2D fighter. Tournaments where people beat each other to death for money or honor, with side bets and throwing and politics thrown in.
If you want to copy Watchmen, then you end up with a story that shows the fallout of petty people using magical cards to compete with each other for their own selfish desires and for more power, with innocent people caught in the crossfire. For the 2D fighter, it's the same- maybe it's not a clean tournament like Rocky, but gangs dueling each other in the streets Romeo and Juliet style.

Obviously it would be more creative to come up with your own themes and narrative than to just copy the themes of other stories. It's not exactly difficult most of the time. It just takes a slight change in perspective.
I agree with everything you've said, which is why I want this discussion.

The Boys and Watchmen are responses to the state of DC's universe at the time either comic was conceived, which is why I feel like this discussion is necessarily happening too late in this process for your aforementioned perspective change to be enough to convince people that these types of stories are worth exploring more into.

Watchmen is a response to the idea that Superheroes were too clean, not enough consequences or well-thought out lasting impacts from their mere existence.

The Boys is a response to the idea that Superheroes would result in anything other than rampant abuse at the hands of systems we already have that are made worse by Superheroes, not solved by them.

I want this discussion to convince people that something in that space, that response factor to a different work, is worth considering.

What does the stock 'fighting game with a wish on the line at the end of the bloodsport' plotline have in terms of responsive space?
Has anyone written a fic about the countless nameless nobodies that would sign up and die to all the monstrous killers that fill up the fighting game roster, and the havoc the tournament itself would bring to whatever location it is held at? Has anyone ever even fully thought out the consequences to a world wherein wars are fought with Magic: The Gathering matches instead of guns or bombs? I've seen 0 response works to the space of TCG literature and fighting game Lit, and a billion response works to superheroes, so my question isn't "How?", it's "Why not?"
 

RainyLiquid

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I have played with cards. I'm pretty good at uno if I do say so.
 

Thraben

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Cuz designing card games is hard.
GOD DAMNIT IMMA GONNA MAKE ONE TONIGHT

I firmly believe it isn't designing card games that is hard, it's finding tools TO design card games.

On that note, Magic Set Editor is great, it can be modified with custom templates, includes a robust keywording and shortcutting system ready to use out of the box, includes a pack simulation straight out of the box, and a bunch of other stuff.
 

Zinless

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Personally, I pity those who had not experience card games and fighting games, especially with other people.

But hey, internet and grubby game companies exist, so spend some money (if you have it) and go play?
Whatever you do, don't start with Yu-Gi-Oh Master Duels if it's your first time playing the TCG, it's filled with sweaty smurfs you won't have a chance to play unless you watch and read several online book guides on how to get the best starter deck.

GOD DAMNIT IMMA GONNA MAKE ONE TONIGHT

I firmly believe it isn't designing card games that is hard, it's finding tools TO design card games.

On that note, Magic Set Editor is great, it can be modified with custom templates, includes a robust keywording and shortcutting system ready to use out of the box, includes a pack simulation straight out of the box, and a bunch of other stuff.
Good luck!
 

RepresentingWrath

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I have experienced the lore of a 2D Fighting game franchise, or otherwise consumed its story.
 
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