Let's talk about collectible non-card games
I'd like to start a discussion around collecting-based games, with the following prompt question:
What non-card-based alternatives to TCG/CCGs exist which satisfy the same criteria?
This "criteria" is my understanding of what makes TCGs/CCGs appealing, and includes but is not limited to:
- collectible/tradable (not necessarily monetized),
- portable/relatively self-contained (this could include apps, handheld consoles),
- the constant drive to expand the collection (whether it's through the randomness of distribution not ensuring particular collectibles, or an appealing reward system like in the Pokemon games).
I wish to divorce these criteria from the card format. Of course, the list of criteria not extensive and I am actively seeking a deeper understanding of what makes these card-based games so appealing. Discussions on the nature of gambling-addiction and the impact of secondary market values also very welcome.
The best example I can think of is the Pokemon games for handheld consoles. These games pre-dated the Pokemon card game and are a great example of the appeal of card games existing and thriving in a non-card format (which ironically led to the card game adaptation).
Another is Warhammer and the tabletop wargaming family. This is interesting to me but really seems to be in a completely different ballpark because it lacks agility and thus is far less appealing to many players.
Note: my reference point to what makes games like these appealing" is very biased by card games, specifically the current "big three" of TCG/CCGs: Magic: the Gathering, Pokemon, and YuGiOh. I'd appreciate suggestions of other relatively successful or simply well-designed games which employ collectibility as a core mechanic. They don't even have to be portable, as long as you're clear about that.
tl;dr: let's talk about alternatives to card games which depend on collecting as a core mechanic
Edit: formatting.
I think you're also going to have to define what counts as a game for you. There's a massive spectrum of collectables (almost entirely aimed at kids) that could potentially fit your criteria.
Consider these three examples:
Beyblades (potentially collectable and tradeable, but heavily based around the game)
Pogs/Tazos (can be used to play the game, but in many cases were used more as colelctables)
Beanie Babies (collectable, no formal or informal game surrounding them, but could be played with if you are inventive enough).
And there are many more. If you're interested in going back further historically, then perhaps marbles and knucklebones might be worth looking into.
This is a good point. I'm more interested in defined rule sets over sandbox-style free-form play. But it's something I hadn't really considered, in how you mention beanie babies... the appeal here is similar to the sentimentality of Pokemon, where many players are not that interested in the mechanics of strategic gameplay as they are invested in an attachment to particular Pokemon.
Beyblades is a really cool example as well, glad this was mentioned as I hadn't considered it in this context. Pogs/Tazos were on the peripheral of before my time, so I don't have a strong understanding of their appeal. The closest I've come to that is the Pokemon/YuGiOh holographic discs that were purely collectible. Much of that was the momentum off of the back of the respective brands, though, so no wonder I was excited about them as a child. Appreciate the response!
HeroClix?
I've never heard of the Clix system but it's definitely relevant to what I'm looking at. Thanks for the suggestion...
You might want to look into one of the battle-arena tabletop games like Infinity or, if you like the Warhammer universe, GW's Kill Team.
These games only require about 10-30 models to play so they're significantly more "portable" than a full-scale war game (I think this is what you were getting at when you said Warhammer "lacks agility"?) but with all the different factions and various army builds/options available - there are an awful lot of models you can acquire for the hobby component.
My point about Warhammer lacking agility is that typically you'd need to be more considerate about logistics and do some planning if you want to bring the game elsewhere. You can't just grab the models and put them in your pocket, the best bet is that you've already packed everything carefully into a carry case - it's not the same as how easy and portable card games or even small handheld game consoles are.
I will look into Infinity and Kill Team, thanks for the tip.
In general response to some of the feedback received so far, I'd like to make it clear that the scope includes games from all eras, and don't have to be "mature" games for adults. Marbles and Knucklebones (Jacks) are good examples mentioned in the comments so far.
I'd add that conkers is an interesting bottom-up designed game. Not sure how popular that one is outside of the UK, but a big part of that was searching for and "collecting" the biggest, hardest conkers (horse chestnut) and stringing them up in preparation for playground competition.
It was common for children to hoarde conkers for years (they hardened as they dried out and so became more potent weapons) and even trade them. This was encouraged by the fact that conkers accumulated points of the conkers they destroyed with each victory (depending on your local ruleset, sometimes you'd get all the points of the destroyed conker, but sometimes victory would just count for one point).
Some children even used "cheats" like oven baking or using coats of resin or other hardening material; efforts were usually made to police these methods and if cheaters were found out their conkers would sometimes be destroyed by the angry child-mob.
Examples like these are very interesting and especially relevant - if you know of any games like this from your childhood or more colloquial examples that others might not have heard of, please do share.