As a seasoned game designer, I can confidently say that my journey with Disney Lorcana has been nothing short of magical! The opportunity to work on a game that not only brings joy to players but also allows us to relive our favorite Disney moments is truly a dream come true.
Disney Lorcana is a captivating trading card game, offering a simple learning curve but a strategic depth that’s hard to resist. It thrives greatly on the power of the Disney brand. Apart from the visually striking card art reminiscent of classic Disney aesthetics, the intriguing game mechanics and card interactions in Disney Lorcana are heavily influenced by Disney’s timeless universe and characters, making them all the more engaging.
Since its debut last year, I’ve found myself hooked on Disney Lorcana, a game that keeps growing in popularity with each passing day. The competitive season alone has seen nearly half a million games played by countless competitors! As a long-time card game enthusiast, I can’t help but be drawn to this fresh take on the TCG scene, especially given its clear Disney influence. Even if you’re not a die-hard Disney fan, there’s something for everyone in this captivating game.
Game Rant participated in the Disney Lorcana Trading Card Game Challenge held in Seattle, where they had a detailed conversation with Co-Designer and Game Design Manager Steve Warner. The discussion delved into the team’s initial design decisions and their strategies for consistently releasing significant new sets of Lorcana cards. Additionally, Warner shared his perspective on what he considers one of Disney Lorcana’s standout qualities. For the sake of conciseness and clarity, this interview has been condensed.
Designing Disney Lorcana’s First Cards
In terms of game design, how would you initiate the process when developing a card game like Disney Lorcana, which is quite intricate? Do you remember the initial card you ever conceptualized for this game?
Absolutely, we do that! To begin, let’s travel a bit back in time. We focused on establishing the rules for the game, as we were aware it was a Disney production. This means we aimed to keep it suitable for all ages, so families could enjoy it together. That’s why it’s designed for multiplayer. We didn’t want it to be about reducing each other’s health points or engaging in any competitive actions that might not be appropriate for family playtime.
Consequently, we put in place numerous safeguards, and began brainstorming diverse game concepts and mechanisms. Typically, we’d exchange thoughts like, “What if we try this instead?” or “Let’s consider that idea.” We’d also discuss aspects such as the resource system and what our approach would be for specific parts of the game.
After we established a few initial concepts, the first card I created for the existing system was named “Freeze“. This one stands out to me because of its versatility – it’s applicable in numerous types of games. The function of this ability can essentially be incorporated into anything, truly.
I recall vividly that Ariel – Sonic Warrior was likely the third or fourth design I made that eventually became a reality. You might remember she debuted in set four instead of the first. This was due to her not fitting well within set one. Set two focused on Floodborn, and Ariel didn’t quite align with the version we had then. Set three also presented some challenges because it centered around locations, which didn’t suit her either.
And then we got her into set four because of the Ursula challenge.
Do you often generate card concepts that may not suit the current game setup, but keep them on hand for potential use in future updates or modifications?
A: Absolutely! We came up with a fantastic concept. It was sparked by observations from Disney, and we were keen to create a similar type of card. However, we realized early on that incorporating it immediately might not be ideal to maintain the game’s engaging dynamics.
As a gamer, when I’m brainstorming a fresh deck of cards, I always start by considering the core essence of the game. For me, it’s not about building around character or action cards per se, but rather about identifying the fundamental elements that will drive the gameplay experience. Sometimes, an intriguing character concept might spark my creativity, other times, a unique action mechanic could be the starting point. The key is to find a balance between the two and ensure they complement each other effectively.
In the process of designing, we initially create what we refer to as a basic structure, or a foundation. We have specific cards intended to only contain a single keyword, which we label as plain vanilla. The number of these will be fixed, and then there are other cards labeled simply as vanilla, indicating they lack any special abilities.
After determining the plotline, marketing approach, and overall tale, we move on to designing the characters that will embody these elements. The journey of these characters within their story is what makes it intriguing, so we focus on ensuring their narrative shines through. Occasionally, actions play a part in this as well, but primarily, character development is key.
A: When selecting cards that feature Disney characters, do you usually pick a character first and then decide on its gameplay function, or do you start with a game mechanic and look for a suitable character to fit it?
A: We can call this approach a mix of both, indeed. I like to label it as top-down design. This term implies that I have a clear understanding of the character I’m working with, allowing me to develop the necessary abilities for them. For instance, Rapunzel was designed using this approach—for example, she possesses healing powers. We knew she should heal because it fits her character, but we wanted to make it an exciting feature. So, we created the ability where she can heal and draw cards as a result.
Bottom-up design refers to a creative process where a key feature or mechanic is identified first, but the overall style or theme it fits into isn’t decided until later. For instance, in our game, when we wanted an action that dealt massive damage and eliminated numerous characters, we named it “Grab Your Sword“. At that point, we knew what its function was, but hadn’t yet determined the specific card this action would be associated with.
A: Have there been instances when, while creating a card or mechanic, you found that it was significantly overpowered and needed adjustments?
A: Frequently, we find ourselves in situations where we propose an idea, only to discover that it’s not feasible. Complexity and power level are significant factors contributing to this. We’ve encountered these issues on numerous occasions.
Discussing power levels, could you explain how you compare the strength of individual cards when considering four costs? How do you ensure that the cards’ power levels are balanced with their costs in relation to other cards as well?
Initially, we utilized a basic statistical curve as our foundation. In simpler terms, if a card costs four units, for instance, it will possess specific attributes, and we determine the price this character pays for activating an ability in terms of reduced statistics or abilities.
Later on, we frequently shuffle and replay this card multiple times across various decks. We tweak its power level up or down as needed to ensure it remains engaging and enjoyable without becoming too dominant.
A: As I’m designing new cards, I often find myself studying an existing one and brainstorming how I could create an engaging interaction between the two.
At times, we indeed follow that pattern. Quite frequently, we have pre-existing plans in place. Consequently, with the character Sorcerer Mickey and the Magic Broom, we essentially anticipated executing the Magic Broom concept over numerous cards.
Perdita, unlike others, had a unique origin story. Initially, she possessed a distinct skillset, but as our team envisioned numerous Dalmatian puppy decks, we recognized that it would be advantageous for her to work seamlessly in this context. Therefore, we devised an ability that can be utilized independently, yet offers an enjoyable experience if used without the puppies.
Previously, we discussed constructing a deck made entirely of Dalmatians. Can you think of any other unique deck themes that catch your eye, although they might not be extremely competitive in tournaments?
It’s clear that the Dalmatian version might not be very competitive, but it sure is enjoyable. There’s also an upcoming one, featuring Microbots and Yokais, which I believe could be just as much fun.
We’ve included some pieces that may not be used for professional tournaments, yet anyone constructing it can enjoy the process immensely.
A: In Disney Lorcana, players select from a set of two inks, each having distinct gameplay styles. How did we ensure that every color combination remains enjoyable and usable? Was the process simply a matter of pairing one color with another to observe the outcome? Instead, we used a more strategic and systematic approach to balance and design the interactions between colors.
At the onset, we carefully examined every color combination and pondered, “If you’re playing these two colors together, what path leads to victory?” For instance, the creation of Grand Pabbie was specifically driven by my desire to highlight Amber-Sapphire’s healing capabilities throughout the game and give them a chance to emerge victorious with this unique attribute.
This approach allowed us to generate numerous unique designs for each color combo: “What’s the purpose of this deck? How does it secure victory? What’s its battle cry for these colors?” This exploration resulted in many exciting design possibilities.
A: In our discussions, we’ve established that you can select just two colors at once in Lorcana. Can you tell me why this limitation was imposed? How do you think this affects the gameplay experience?
“I believe that the variety among the decks is enhanced when each one has a unique set of colors. If we were to use every color instead, then all the decks would end up looking very similar.
As a dedicated fan, I’ve come to appreciate the intricate design choices made to cater to our playstyle. Knowing our limitations, certain card combinations were strategically designed to only work with specific colors. This meant that we couldn’t just grab any card we wanted, like the fantastic “A Whole New World,” which performs exceptionally well in Steel. However, to leverage this card, we need to run Steel, which adds an extra layer of diversity and strategic depth when crafting our deck.
Q: Is there an ink combination that stands out to you in particular?
Amber-Sapphire has long been among my favorite figures. I’m particularly fond of acquiring large characters first because Sapphire allows me to collect additional ink, and Stitch – Carefree Surfer is an early design that holds a special place in my heart.
How Disney Lorcana’s Rules and Mechanics Took Shape
A: How do you determine which cards are given to a particular ink, especially when some inks have cards with similar effects?
In many instances, we observe films prior to designing, often selecting particular scenes. The colors in these scenes are frequently associated with specific emotions, talents, and traits.
“In one scenario, Stitch could act more aggressively and enthusiastic, which makes him suitable for the role.” This fits with Ruby’s character. On the other hand, when he’s thinking carefully and making plans, such as drawing a map, that would align with Sapphire’s personality.
So, a lot of it is just about what the emotion of the card is at the time.
A: In the development process of Disney Lorcana, was there ever thought given to using deck sizes other than the standard 60 cards?
In our experimentation, we found ourselves returning consistently to using 60 cards in sets of four. We felt this configuration worked best as it made organizing sets effortlessly. While we did explore various deck sizes, 60 cards seemed optimal for us. Four appeared to be the ideal maximum card count, although we did consider numerous alternatives, and ultimately found that the combination of 60 cards and sets of four was most suitable for our construction process.
We even had the same discussion for lore—how much was the correct number of lore—and that changed wildly throughout our playtests. You know, that’s why we settled on the number we did.
As a seasoned gamer, I’ve come to realize that while math can guide you towards the broader destination, emotions steer you towards your personal preferences. To break it down, math helps me calculate the stats for a card we were discussing earlier. However, once I add an ability to it and start playing, I find myself relying on my intuition to determine where it fits best in the game.
A: When considering the Tabletop Card Game (TCG) genre as a whole, were there elements from other games that made you think about what you wanted to steer clear of?
In our approach, we pay close attention to other games and their strategies, given the abundance of them available. However, our primary focus remains on what suits our game best. We’ve compiled a list of areas where we explicitly choose not to tread because such spaces don’t align with Disney’s values, and consequently, they wouldn’t suit us either. We aim to maintain this stance.
A: When it comes to designing for Disney Lorcana, what key principles do I follow? And how do I determine if a concept fits well? I base my decisions on… (1) maintaining the authentic Disney magic and storytelling, (2) creating immersive, engaging experiences, (3) ensuring seamless integration with existing Disney franchises, and (4) staying true to the vision of Lorcana’s unique world.
Are we talking about the sense of satisfaction when something functions correctly, where you can inspect it, manipulate it, and trust that everything is working smoothly?
I will say that complexity is something we’re always trying to keep a grasp on. It’s very easy for complexity to become really challenging, and new players can come in at any point. We want to make sure there’s a ramp for them to feel comfortable learning the game, and then immerse themselves more in the strategic value if they want to, or, you know, build other decks that are just fun for them.
So, as long as we have all of those avenues figured out, then I think we’re okay.
Hey there! Recently, I found myself immersed in an intriguing adventure known as Illumineer’s Quest, going head-to-head against Ursula. It got me thinking about your creative process behind this one-of-a-kind experience – a PVE cooperative card game. I’m curious to know how the development for a cooperative setting like this differs from competitive gameplay you typically work on. Looking forward to hearing your insights!
In simpler terms, when we play one-on-one games with our decks, it’s essential for us to balance them out so that the game remains enjoyable. If, for instance, I bring a highly optimized deck and you bring a less powerful one, the game might not be fun because the outcome would likely be predictable. To maintain fairness and enjoyment, I would probably adjust the deck I’m playing with.
With the Ursula deck, such an action isn’t possible. However, the opponents playing against her have the liberty to alter their decks. Yet, if they consistently defeat Ursula, it loses its charm. Consequently, maintaining a balance – where I can use any deck I prefer, but may not necessarily win – is crucial for those single-player gameplay aspects.
There’s a complexity to those co-op games that is challenging at times.
Are you taking part in a competitive event too? While observing, have you picked up any strategies or moves that might influence your future development plans? I was wondering if there were any intriguing tactics you’ve noticed here that could inspire us as well.
As a dedicated fan, I regret not having the opportunity to watch many games while they’re actually being played as I tend to be engrossed in other activities. Fortunately, I now have a team that diligently monitors those matches for me. It’s crucial to stay informed about gameplay strategies, innovative ideas, and preferred card selections, after all.
On numerous occasions, I’ve observed a game and pondered over my own strategy using their available information to gauge the outcome. This exercise helps us keep abreast of various strategies being employed, user interactions with the game, and to validate if our perspectives resonate with those of other players.
Question: Can you remember instances when feedback from players significantly influenced the game’s development process as we reviewed the community once more?
This seems like a question about “Bucky”, but you’re not off-base regarding “Bucky”. The player feedback, indeed, played a significant role in our game development process. We don’t believe the power level of “Bucky” was excessively high for an event such as this one. Our competitive players are well-versed in playing against him and are adept at understanding how to circumvent his abilities and what strategies they need to employ.
The issue lies in the fact that most players aren’t finding enjoyment from his presence. Given our large player base, not only those attending the event but many more, they were clearly not amused. This isn’t what we aim for in our game; we want excitement and joy when players engage. Therefore, upon learning it wasn’t enjoyable for them, we recognized immediate action was necessary.
A: In contrast to other games that can introduce entirely fresh characters, how does Disney Lorcana handle the challenge of only using Disney characters? Does Dreamborn play a role here?
Absolutely, you’ve hit the nail on the head! The concept of Dreamborn opens up an endless array of possibilities. Even within the vast Disney universe, each character has numerous instances across their films, shorts, series, and more that depict different emotions, showcase unique actions, or illustrate growth and improvement.
Each instance serves as a unique moment that we can isolate and transform into a card, which is something I find quite enjoyable. Among other things, we have a series of ‘Hei Hei’ instances, which provide us with endless laughter. Yet, we also have an array of different ‘Mickeys’, capturing various scenes. For instance, in the movie ‘Robin Hood’, we’ve created several cards highlighting diverse moments showcasing Robin Hood’s different actions, resulting in distinct abilities and elements. Therefore, I believe there are no bounds for us regarding characters.
Q: What do you feel is most challenging to work on with Lorcana on the gameplay side?
A: That I always have to work and can’t be out playing the game all the time!
Indeed, it’s quite demanding. To clarify, it involves effort and consumes a considerable amount of our time. Our team is expansive, and we handle numerous tasks, yet our passion for this game remains undiminished. We enjoy playing it, engaging with it, and discussing its intricacies.
Generally, it’s not so much like work since we mainly engage in enjoyable discussions, such as debating over details like “Is Elsa at the right power level?” or “Should Gaston have an extra strength point because he is Gaston?”, and these kinds of interactions are quite entertaining for us.
Question: What specific aspects of Lorcana stand out to you as particularly characteristic or distinctive? Perhaps we previously talked about the way the game ends, specifically the winning condition.
Ryan clearly makes a compelling argument: The lore being a competition isn’t merely about testing you and reducing your health; it’s about achieving something else to emerge victorious, and it has a distinct Disney-like quality to it.
For me, though, a lot of the themes and abilities of the characters allow us to tell stories that make people go, “Oh, I remember this moment in the movies.” Or we have a character that they don’t recognize—Sergeant Tibbs is one of our favorite examples. People see that character and say, “I don’t remember that character,” so they go back and rewatch the movies. It’s about getting to relive those memories, which I think is really big for Lorcana.
A: In the story of Lorcana, we recently overcame Ursula. The following cards seemed joyful and triumphant. Does the evolving narrative in Lorcana spark fresh thoughts on card concepts and functionalities for you?
Building something without restrictions is quite difficult due to the numerous options available. It’s similar to having over 2000 cards in front of you and trying to create a deck; it can be overwhelming since you need to start somewhere and gradually choose your pieces.
A simpler approach, especially when you’re dealing with only two options, can indeed be tough. However, it sets the stage for making decisions more straightforward. The storyline serves as a guide in this process, allowing us to choose characters and anticipate gameplay mechanics better. Knowing what lies ahead and getting ready for it—perhaps even including a few secret clues or Easter eggs—makes the experience all the more thrilling.
Q: With so many to choose from, can you still manage to think of a favorite card of yours?
At present, I have three cards that hold a special place in my collection. The Stitch – Carefree Surfer is particularly dear to me due to the narrative it conveys. He’s out surfing with Nani and Lilo, which makes his ability more effective when two other characters are also in play.
Among my favorites is “Ariel – Sonic Warrior”, as it was one of the initial cards I created for the game. Conversely, “Mufasa – Ruler of Pride Rock” has become my ultimate favorite due to its stunning artwork. The artist, Shane and his team, have truly outdone themselves with this piece. To put it simply, Set five is nothing short of enchanting.
Q: Any closing thoughts before we head out?
For me, a significant aspect of this endeavor revolves around fostering a sense of community. One of our designers, Sean Fletcher, initiated the practice of having people sign a “Look at This Family” playmat at Fort Worth, and it has since grown into a major aspect for us.
This community feels like an extended family to us, welcoming all sorts of individuals. They’re incredibly friendly and open-minded, always eager to discuss the game and share their knowledge with others. I haven’t encountered a community quite like this one for any other game, and I’m truly thankful for it.
[END]
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2024-11-20 23:16