Quote:
|
Originally Posted by Aeon221
Wait wait wait. MtG is balanced? In what alternate universe is that true? Can I move there? Does it have pudding? Perhaps cake?
You are referencing the MtG owned by WotC, right? The very card game that is infamously synonymous with mudflation? Yeah, I'd say Anet would have to literally let pvers decide what the skills would be in order for them to be worse than WotC at balancing.
|
there will always be people that claim that there isn't anything balanced. magic, gw, or that weight scale in your bathroom when you get on it to check your weight once a year.
But i think it's hard to ignore the long history, popularity and money that it makes compared to GW. How many national and international tournaments are there offering prizes totaling multiple million dollars worth every year. I remember my youger brother won at a national MotG tournament financial support that paid for a year of college at a public 4 year university. (he qualified for this national tournament via a region tournament and got an all expenses paid trip to DC) GW certainly can't afford it. Why do you think they don't fly people out for the championships like they did in Taipei anymore?
prize value and all expense paid trips aside, it's important to remember GW took many risks, some of them paid off well, some didn't. when people found out that you could only use 8 skills at a time, especially people from UO, EQ, WoW, FFXI they were outraged. but that restriction was what made GW:P such a successful game. Now, however, they've effectively negated/reduced that success by release more and more powerful skills each chapter.
like i said earlier in this thread the marketing strategy made the sales of GW:P such a successful release, but it turned out to be not so viable in the long run, because the energy barrier for new players to enter was too high, financially (real $s) as well as in game learning curve. I've many friends that i've tried to get to play GW (at the time they were FFXI fanatics). they said they saw excellent reviews for it, they heard ch2 was coming out and wanted to see how it would do. Then after finding out it would be difficult to be competitive without buying 2 games, they told me they'd need to save up a bit. But even then it's hard to justify spending 100$ on a game when you have rent and bills to pay. When NF came it, it was over, no question.
Magic in it's long life has had many people quit it, grow out of it, or otherwise retire from it. so what keeps it alive? it's friendly to new players. they don't force new players to go purchase the games (cards) from 1993 to be at a competitive level. This also allows MotG to try new things and keep the game fresh, for example removing counterspells from blue.
whether it's by retiring old skills or not, what GW needs is to lower the energy barrier for new players to get in and get past the learning curve to a reasonable level AND it needs some new innovation that keeps the game fresh. something more than slightly altering the VoD mechanics.
It was the innovation that made GW a successful game over 3 years ago. People tend to be resistant to change, especially the few that are at the comfortable top. But again, it was the change, freshness, and innovation that made GW successful. What it needs now especially to bring in new players to the community in large numbers is to start over, put in due diligence and conduct anthropological market research and customer research, and introduce a fresh element to the game. to go back to the game's roots and philosophy, which was innovation.