[Monday Musings] Resource Systems
Welcome back to TwistedSpoon Studio! Every Monday we bring you Musings on game design, and this week, we're talking about resource systems. Every game has them, whether they appear to or not. Resource systems fall into two broad categories: Implicit and explicit. Consider Yu-Gi-Oh for a moment. Your goal is to reduce your opponent's life points to zero by summoning and attacking with Monsters. You summon Monsters by playing them from your hand onto the field once per turn. Now consider Magic: the gathering. Your goal is to reduce your opponent's life to zero by casting and attacking with creatures. You cast creature spells by tapping lands to produce mana, which you spend to pay their mana cost. That's the difference between implicit and explicit resource systems. In an implicit resource system, you have a hard limit to what you can do-- summon one Monster a turn, take four actions per turn, attach one Trainer item per turn,...