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teach myself Processing.
Happy Holidays to all, and Happy New Years, as well. I’m off to Italy tomorrow for vacation; see you all in 2008.
by Scott Jon Siegel
Happy Holidays to all, and Happy New Years, as well. I’m off to Italy tomorrow for vacation; see you all in 2008.
I’ve been working on a game that uses a deck of playing cards, and have been keeping track of a number of simple stats and factoids about the cards during the design process. I thought I’d be nice and share.

There are 52 cards in a deck (not counting Jokers):
That means there are 26 black cards and 26 red cards.
Of the 13 cards in each suit:
In total, a deck of cards contains 12 face cards and 40 number cards.
Counting by color, there are:
We can add the values of number cards together to come up with total sums:
Lastly, here’s a good rule to keep in mind:
I must have six or seven decks back in Pennsylvania. Now I have to go out and buy a French set. Just remember:
Pokémon Diamond and Pearl take everything I adored about the original Game Boy games… and keep it exactly the same. Same simple visual aesthetic; same synthesized battle cries; same basic battle system; same super-cute creatures and the motivation to “catch them all.”

Nothing’s changed in the latest franchise titles. Instead, more has been added on top of the already-perfect formula. Your pokemans can do more than just battle; they breed, dance, and compete in beauty competitions. The trading is made easier by local wireless connection, and the super-amazing Craigslist-esque Global Trading Station. You’re still out to catch all of them, but now there are more to catch. What’s most amazing, is that all these additions to the formula actually work. I love these games.
The logical next step for the series seems to be a massively multiplayer experience. A lot of people agree on this point. But how would a PokéMMO work? Here’s what I’m seeing:
Like the Pokémon games, the PokeMMO should practice a clear-cut delineation between the simple world of the characters, and the fantastic battles of the Pokémon. This has always been a conscious separation in the design of the Pokémon games. The simple, squat sprites give way to more stylized representations of both pocket monsters and trainers when a battle commences. This same division should be practiced in the MMO. It encourages players to use their imaginations, and Pokémon has always been about imagination.
The final element of a successful PokéMMO should be an open-endedness in the world and narrative design. “Make your own Pokémon adventure!” the box would say. Allow players to tell their own stories, develop their own teams of devoted Pokémon, and take on the world at their own pace.
Well, it’s a start, anyway. Any other ideas? Am I wrong about this being the first turn-based MMO? The first with random encounters? Am I wrong about everything?
