The concept is simple; the execution may be a little more tricky. Below is the concept, and I hope that you're the execution.
Nearly every card game around has a properly defined set of game mechanics, and templates for how to work card effects. Yu-Gi-Oh!, however, doesn't (you may have noticed). It certainly doesn't have a rigorous templating system, at least - the texts are much too chatty, and often multiple effects have to be forced into the same paragraph. There's no way to distinguish between cost and effect unless you're really really clever and are told which is which anyway. Polymerization doesn't say it Fusion Summons anything, even though it's the quintessential Fusion card. And there's many more problems like that.
So. You may already suspect what this is about.
I propose that the City of Gamers creates and develops a rigorous and defined way of writing card effects. Included in this is a rewriting of the game's rules and mechanisms (only where appropriate - the best example is to start referring to damage substeps for various effects, and properly defining what they are) and trying to turn this game into one that can be understood by many more people.
Let's do away with the "block o' text" paragraph style we see on cards at the moment, and invent proper and rigid ways of writing effects. Let's use an arrow (->) to separate cost and effect. Let's categorise effects by how they work (continuous, multi-trigger, etc.). Let's make it obvious how many effects each card has, and what they do. And so forth.
The reason for this is to provide an easily-readable card text that says exactly what it does, so that people having some difficulties with a card can use it as a reference to better understand how it works. The main goal of this project is to make things as simple as possible without changing what the effect actually does.
So how about it? Who's with me?
Before you say yes, please bear in mind that this is likely to be a difficult task, possibly requiring extensive brainstorming sessions and discussions. It certainly requires at least a good working knowledge of how the game works. The first part (getting the templates together) will be the hardest, since those templates can be used to quickly and easily rewrite all the card effects (of which there are about 2500 different cards). You don't have to dedicate yourself to the entirety of the project, but any comments you can make would certainly help.
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The first point of business, as I see it, is to decide on all the possible categories of effects. There are continuous effects, trigger, multi-trigger, ignition, lingering, summoning condition, activation condition, Flip, optional/compulsory, Normal Spell/Trap effects (the ones linked to the activation and resolution of the card, as opposed to a Continuous card or a Monster Card effect), and so forth. There's also the oddball effects that don't really fall into an existing category, and some that probably don't need a category in the first place (as odd as it sounds).
We may even need to create some new categories. For example, there's a difference between a lingering effect that is continuous (Soul Exchange), and a lingering effect that triggers some time later (Last Will). Perhaps we can come up with names to suit these differences?
Getting this sorted would probably require a good knowledge of many of the cards around, so that if you think of a card's effect that doesn't fit into something previously mentioned, it will help to generalise the templates even further.
I suppose the best way of going about a project like this is to lead by example. So here's a couple I've thought about. They're not representative of every kind of card effect around, and I'm sure the wording, the terminology and the style can be improved upon, but for now this is what I've got:
Elemental Hero Air Neos
Ultimate Offering
Soul Exchange
Destiny Hero - Dreadmaster
Nearly every card game around has a properly defined set of game mechanics, and templates for how to work card effects. Yu-Gi-Oh!, however, doesn't (you may have noticed). It certainly doesn't have a rigorous templating system, at least - the texts are much too chatty, and often multiple effects have to be forced into the same paragraph. There's no way to distinguish between cost and effect unless you're really really clever and are told which is which anyway. Polymerization doesn't say it Fusion Summons anything, even though it's the quintessential Fusion card. And there's many more problems like that.
So. You may already suspect what this is about.
I propose that the City of Gamers creates and develops a rigorous and defined way of writing card effects. Included in this is a rewriting of the game's rules and mechanisms (only where appropriate - the best example is to start referring to damage substeps for various effects, and properly defining what they are) and trying to turn this game into one that can be understood by many more people.
Let's do away with the "block o' text" paragraph style we see on cards at the moment, and invent proper and rigid ways of writing effects. Let's use an arrow (->) to separate cost and effect. Let's categorise effects by how they work (continuous, multi-trigger, etc.). Let's make it obvious how many effects each card has, and what they do. And so forth.
The reason for this is to provide an easily-readable card text that says exactly what it does, so that people having some difficulties with a card can use it as a reference to better understand how it works. The main goal of this project is to make things as simple as possible without changing what the effect actually does.
So how about it? Who's with me?
Before you say yes, please bear in mind that this is likely to be a difficult task, possibly requiring extensive brainstorming sessions and discussions. It certainly requires at least a good working knowledge of how the game works. The first part (getting the templates together) will be the hardest, since those templates can be used to quickly and easily rewrite all the card effects (of which there are about 2500 different cards). You don't have to dedicate yourself to the entirety of the project, but any comments you can make would certainly help.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The first point of business, as I see it, is to decide on all the possible categories of effects. There are continuous effects, trigger, multi-trigger, ignition, lingering, summoning condition, activation condition, Flip, optional/compulsory, Normal Spell/Trap effects (the ones linked to the activation and resolution of the card, as opposed to a Continuous card or a Monster Card effect), and so forth. There's also the oddball effects that don't really fall into an existing category, and some that probably don't need a category in the first place (as odd as it sounds).
We may even need to create some new categories. For example, there's a difference between a lingering effect that is continuous (Soul Exchange), and a lingering effect that triggers some time later (Last Will). Perhaps we can come up with names to suit these differences?
Getting this sorted would probably require a good knowledge of many of the cards around, so that if you think of a card's effect that doesn't fit into something previously mentioned, it will help to generalise the templates even further.
I suppose the best way of going about a project like this is to lead by example. So here's a couple I've thought about. They're not representative of every kind of card effect around, and I'm sure the wording, the terminology and the style can be improved upon, but for now this is what I've got:
Elemental Hero Air Neos
- Fusion Material Monsters: "Elemental Hero Neos" + "Neo-Spacian Air Hummingbird"
- Summoning Condition: This card can only be Special Summoned from the Fusion Deck by returning the listed Fusion Material Monsters you control to the Deck.
- Continuous: While your Life Points are lower than your opponent's, this card gains ATK equal to the difference.
- Trigger: During the End Phase -> Return this card to the Fusion Deck.
Ultimate Offering
- Multi-Trigger: Activate during your Main Phase or your opponent's Battle Phase (except the Damage Step). Pay 500 Life Points -> Normal Summon or Set 1 monster from your hand. (This Normal Summon or Set does not count towards your Normal Summon/Set limit.)
Soul Exchange
- Activate during your Main Phase 1. Target 1 monster your opponent controls -> Skip your Battle Phase this turn, and create Condition for this turn only:
- You can Tribute the targeted monster as if it was a monster you control.
Destiny Hero - Dreadmaster
- Trigger/Compulsory: Upon this card's Summon by "Clock Tower Prison" -> Destroy all monsters you control (except "Destiny Hero" monsters). You can Special Summon up to 2 "Destiny Hero" monsters from your Graveyard.
- Continuous: During the turn this card is Special Summoned, "Destiny Hero" monsters you control are not destroyed by battle, and you take 0 Battle Damage from battles involving your "Destiny Hero" monsters.
- Continuous: The ATK and DEF of this card equal the total original ATK of all "Destiny Hero" monsters you control.