Thinking About Cost/Power Curves in Collectible Object Games


When making Trading Card/Collectible Object games you need to balance the cost to play vs the power of those objects, aka your “power curve”. But how that curve looks is very different based on your game. The Pokemon Company’s Dylan Mayo will set some base truths and contrast the curves of some of the biggest games in the space: Magic, Pokemon, Hearthstone and Clash Royale. He’ll discuss the concept of “proportional distance off the curve” and applying those findings to your own games.