>>48957288>>48957151>>48957099>>48956971>i'm making a sequel to pokemon tcgs because youtube and collectorfags said it was popular>hey guys does anyone actually know how to play the game anymore LMAOSeriously, pay attention to the replies that say to focus on one generation/block of cards you immense faggot. DPP is consistently brought up as the most balanced and skillful format, and has become popular among players as a result; it's probably worth looking into to start with.
I understand that you've never played a TCG in your teenage or adult life but designers bake power creep into each set, and print new effects/gimmicks thinking in an insular fashion based on blocks of sets, which means that old cards have different interactions with the game that don't always mesh up with new ones and can totally fuck the game up from a logistical standpoint.
For players there is basic logic, but trying to define each interaction is laborious even within a single block (TCGOne struggled with this for a long time and probably still does) and having a game not know how to handle one unforeseen interaction and imploding is not fun for players or presumably the dev.
This is without bringing up the tedium of re-categorizing old trainers vs new trainers (which are divided into categories now), poke-powers vs poke-bodies vs abilities, how you handle resistances (which hint: is by generational block in most cases), and for fucking playing and collecting all of the in-game cards as a player considering the metric shitton of the game's total card base. (over 14,000 cards)
If you want to make something worth your time and effort, save yourself the trouble of never finishing the project trying to make all generations playable together in a game and just focus on making one individual block available, as a proof of concept if nothing else. Hell, if you want to make the experience unique you can cherrypick cards with certain themes, but at that point why not just steal a cube?