5 ms·
it does not have to be expensive. it can be that the entire year of play cost you $10 USD to purchase all your cards, or it could be that you acquired your game
by web4 4y ago
it does not have to be expensive. it can be that the entire year of play cost you $10 USD to purchase all your cards, or it could be that you acquired your game loot just through playing for days on end in RPG-like boss drops and not spending anything.
scarcity is part of these games. when you open a pack of MtG cards and one item is rare, player will tend to get pretty excited. same with a rare loot dropped in WoW. without this imposed scarcity all assets would have equally unlimited supply and the game would probably be pretty bland, and there would be not as much reason to trade cards and build a hand.
- piaste 4y ago> without this imposed scarcity all assets would have equally unlimited supply and the game would probably be pretty bland, and there would be not as much reason to trade cards and build a hand. Completely false. The strategy game and the collection/trading 'game' are completely different activities, and it is extremely common to enjoy one but have no interest in the other. I played MTG very competitively in my youth, and I sidestepped the scarcity issues entirely by either playing sealed/draft[0] in official tournaments, or by playing in unofficial online tournaments where cards were unlimited (I enjoyed the so-called Eternal formats where many cards had been long out of print and cost hundreds of euros at the time). Pro players also tended to favour drafting - it had a reputation as the most strategic and interesting way to play - and while of course they also played in official tournaments with custom-built decks, quite a few of them were known for having no interest in collecting cards and simply borrowing whole decks from their friends who did have the hobby of trading and collecting (whether or not those friends played the game). [0] A game mode where everybody starts with a small set of random cards, instead of bringing their collection.
- web4 4y agomaybe this depends on the game and players. I have seen a lot of MtG folks take pleasure in having a carefully curated deck with some cards that are more rare and coveted than others, and even hold onto these cards years later when they aren't playing any more because they have some sentimental value to them. if supply were unlimited then every player would just have every card in the game. it is like WoW loot where some items are rare and others are not. if all items in the game were of equal supply and scarcity, there would be no rare or coveted items. you could trade a bronze dagger for a legendary mythril great sword or whatever. after 100 loot drops from grinding you'd have 100 different items of equal rarity rather than say 95 worthless items and 5 rare items. i guess that is a valid type of game but it seems different than most trading card games and loot based games.
- piaste 4y agoTrue collectors do exist who collect something purely because it's rare. In MtG the most obvious example are 'misprint' fans who enjoy collecting cards that got accidentally printed off-center, or upside-down, or in the wrong colour. The rarity is literally the only thing those cards have going for themselves, as they're usually mediocre or unplayable in the game itself. True collectors do exists, but they are outnumbered 1:1000 by ordinary players who sigh and say "oh man, I'd love to play $card, it's perfect for my deck, but I don't have the money for it, this shit sucks". Modern video games have found a satisfactory compromise by allowing everybody to enjoy the game on a level playing fields without restrictions, and then using cosmetics to bait the collectors into getting addicted, with all the dark patterns we know and loathe - artificial scarcity, FOMO, etc. If MtG took the same lesson to heart and released every year a 'play set' where you can pay like $50-$100 to get all the new cards needed in regular form, and then had separate randomized products for collectors with a chance at shiny or alternate art versions, I'd get back into the game on the spot.
- web4 4y agoif scarcity is not needed or desirable for MtG players why would they not just release all cards individually for the same price? why should any card be harder than another to acquire? if MtG uses this model for deck building it sounds like pay-to-win. a blockchain game can just be pay-to-own and play-to-own like most games on the App Store, except the assets assigned to the user is not attached to a single App Store account and do not involve a 30% take fee. imagine these game assets could still be held even if you switch from Apple to Google phone, because the assets are detached from your phone company’s accounts.
- piaste 4y ago> if scarcity is not needed or desirable for MtG players why would they not just release all cards individually for the same price? why should any card be harder than another to acquire? Because it's desirable for the publisher? Since, you know, they make way more money that way. > if MtG uses this model for deck building it sounds like pay-to-win. It is pay-to-win, up to a point. There is an upper ceiling on how much a top-tier deck can cost to acquire (usually a few hundred dollars, in the most popular formats), and after that point money no longer confers an advantage. That's how it can be a competitive game at all, even when you bring your own deck. > a blockchain game can just be pay-to-own and play-to-own like most games on the App Store, except the assets assigned to the user is not attached to a single App Store account and do not involve a 30% take fee. imagine these game assets could still be held even if you switch from Apple to Google phone, because the assets are detached from your phone company’s accounts. Very nice - for the player. Why would the game publisher, Google, or Apple want to make an effort to recognize assets from a blockchain they do not control and do not profit from?