Sunday, March 16, 2025

 

Play Your Last Card

 
Video games have long toyed with various forms of Card Games for traditional ones like poker to CCGs to card battlers like Slay The Spire. These are all unified by the need for some additional element if they want to communicate a story alongside their gameplay which is where visual novels come in. In many ways there is an inherent juxtaposition between the cold and calculated mentality encouraged within a Card Game and the deeply personal one offered through a visual novel. It is a dynamic which often leans in favour of the visual novel half and looks for it to act as the guide for the overall flow of the game. The pervasiveness of Card Games means they can rely on an established base of understanding in order to not get in the way of player’s forward momentum. At the same time they can also expand outwards to create complex and engaging battles if that is what is called for over the course of the title. Their basic presentation lends them to complimenting the cost effective nature of visual novels and a relatively reasonable addition to them. Let’s shuffle our decks and find out exactly how this all works in practice.
 

Easy To Understand

 
At their base level Card Games are easy to understand due to their mechanics being concentrated in basic object the player can interact with and this gives a pick and play quality. When placed alongside visual novel sections this quality can create a smoother transition between the two elements since the gameplay can be easily understood and focus can instead be given to what the mechanics are meant to represent. For games leaning into this simpler nature Card Games often stand in place of one on one confrontations, be that physical or a contest of wits. Take for example Princess Battles which uses a basic system of cards and modifiers as a point of interaction to enhance the feel of what it like to be in combat. It is designed to simulated the ups and downs of the battle without having the player spend too much time there and potential disturb the flow of the story, yet still offer just enough tension to require them to engage with the mechanics. Due to the game's relatively simple nature and limited pool of opportunities to provide tests of skill, a complex Card Game would have not had the space to organically grow and risks overwhelming the player with too much extra information when they should instead be immersed in the excitement of the clash. 
Hanafuda is easy to understand for its audience

Another approach the hybrid likes to use is to utilise existing real world Card Games as the foundation for their gameplay. This way they can rely on a large portion of their audience having some pre-existing understand of the rules and expectations of the games they are pulling from. Not having to extensively explain the fundamentals of the Card Game systems leaves it free to experiment while still being easy to digest and not impeding the visual novel half. Hana Awase draws heavily from Hanafuda for its mechanics which is a game its original audience would have at least a passing familiarity with and gives it a frame of reference to weave in real world elements into its systems and narrative. Drawing from what people know creates a tangible connection for the player to grasp onto from which they can build a link to the characters and become invested. This is important since overcoming that initial resistance to empathising with the cast can be difficult so any assistance in bridging the gap is valuable for the narrative.
 

Strategic Battles

 
Embracing the opposite extreme of Card Games and encouraging complex play patterns can help specific types of stories and structures shine. If the visual novel wants the player to go through the game multiple times in order to experience its various routes then a complex suite of cards and mechanics give the player something to chew on over the long term. This can be achieved through providing vastly different fights between routes which demand an engagement with their mechanics and specific kinds of cards or having cards unique to each routes which open new and exciting interaction with player’s existing card pool upon a new play through. Let’s look Soukoku no Arterial and see how the game leans into this complexity over its three core paths and myriad character endings. One way it uses its card mechanics to enhance its narrative is through giving the player cards unique to the path they are on, these being demon, angel and human. This not only dynamically expands the tools the player has to express themselves but it also thematically ties into the story and characters of each path through their specific cards being given to the player a key plot points. Another way it keeps the player interested is through making the battles vastly different from one another based on the path. It takes the factions identity as a base and creates encounters which feel like you are fighting a member of that group to sell them as distinct entities. For a visual novel this is important since it helps sell each route as something new to experience and reflects what has been established in the story. 
Fun interactions are what make Card Games interesting to play

When a game has a single play-through in mind for its design it can use the complexity as a way to communicate the growth of the protagonist’s abilities and the dangers they face. In Kamifuda the Card Game element is presented as how the characters utilise their magic and so the battles are direct rather than symbolic drawing a line between gameplay and character actions. As such when the difficulty rises it has a direct correlation with the abilities of the opponents being fought and it encourages the player to rise to the challenge in order to draw them into the same state of mind as the protagonist. It shows magic to be a fiddly and interactive power which can be mixed and match to create interesting new interaction through having it be a series of cards. This offers it an identity separate from those who wield it yet not entirely divorced from their personalities. There is also a tactile feel to the game’s stakes since the higher they rise the more resistance the player will have to overcome in order to progress and linking it so directly to the emotional beats in the story helps each sell a sense of coherency not possible without the complexities offered by the Card Game mechanics.
 

Cost Effective

 
Developing a game is a constant balancing act between the creative vision and the money and time available. Visual novels already lean towards the cost effective end of the spectrum with their limited graphics and lack of complex systems allowing money to be focused elsewhere. Yet not every developer has resources to flex and so the second type of gameplay needs to be kept simple to produce so it can be kept within budget. This is where Card Game mechanics can shine due to their potential for minimalist presentation. There is a lot of flexibility on how a set of cards can be shown to the player from basic movement to flashy effect and the two extremes are equally acceptable to an audience due to the abstract nature of card systems. As such many of the card mechanics in visual novels tend towards the minimalist end of the spectrum to match its presentational style and make the whole experience feel more cohesive. For example Princess Waltz has simple cards and UI for its Card Game sections in order to keep it consistent with the rest of the content. In the moment to moment gameplay it utilises similar VFX to those found in the action scenes to help build continuity while keeping costs down through repurposing assets. To reflect this simplicity the mechanics themselves are fairly basic with only a small pool of cards and modifiers which keeps their basic appearance feeling like it matches what the player is doing.
There isn't much going on here but it does its job perfectly

 

Conclusion

 
Cards are an open ending way of expressing ideas and mechanics in both physical and digital games so it should come as no surprise that they work well with visual novels. They are easy to understand which makes them flow better as a secondary element to the narrative and let the key moments they represent stand out. Development cost can be kept down due to their simple presentation and this is appealing to developers on a tight budget who want some other mechanic beyond the story sections. On the opposite extreme the game can embrace complexity in order to help support the multiple play-throughs demanded by the narrative or represent the intricate nature of the powers the characters are using. If you are looking for a gameplay system to use in your visual novel then considering a Card Game offers more freedom than you might expect.
 
 

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