Linked from the article are the pre release testing cards.. According to Garfield - it all went wrong after this! Magic with it's twice a year new sets and pay-to-win is not what he had envisioned. https://www.magiclibrarities.net/955-rarities-alpha-beta-gam...
The creator of 'Magic: The Gathering' knows where it all went wrong
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Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#12Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#13Dominion is also an excellent game as the progenitor of the deck-building game genre, where you build a deck from scratch inside each game (and Inscryption/Slay the Spire descend from), rather than outside the game as in Magic the Gathering. Dominion randomly sets 10 cards to be accessible to players, out of ~500 for an extremely huge number of combinations, such that each 10-set is always new. Dominion shines as card value, and the value of card interactions (e.g., in a combo or engine), can vary significantly by the random 10-set context. In a sense this gives a tremendous sense of novelty, significantly more than playing Magic the Gathering.
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#14Linked from the article are the pre release testing cards.. According to Garfield - it all went wrong after this! Magic with it's twice a year new sets and pay-to-win is not what he had envisioned. https://www.magiclibrarities.net/955-rarities-alpha-beta-gam...
Everything always goes wrong when it leaves it's small niche and starts being monetised. The thing that mattered no longer matters, only money.
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#15Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#16Earlier quoted context omitted.
Everything always goes wrong when it leaves it's small niche and starts being monetised. The thing that mattered no longer matters, only money.
Magic was monetized from the beginning. It was the precursor to loot boxes in modern computer gaming and used the same hooks that get people addicted to gambling to encourage sales of booster packs.
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#17Part of the original magic that Garfield talks about, the player experience of discovering a world of cards you've never seen before, is captured by recent video games like Inscryption (especially) and Slay the Spire. Dominion is also an excellent game as the progenitor of the deck-building game genre, where you build a deck from scratch inside each game (and Inscryption/Slay the Spire descend from), rather than outs…
The cards that you play are ordinary playing cards, but the way you modify how they score and what cards you have in your deck is a cool discovery process.
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#18Earlier quoted context omitted.
I'm not sure why this is surprising. Prison labor in the US is an extensively documented horror.
You didn't read the part about it being in Belgium?
[0] https://www.brusselstimes.com/998003/indefinite-prison-strik...
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#19The guy who invented the power 9 complaining about these new designers making rares that are too good… right. Also the hate on Arena is bizarre - it’s not perfect but it is polished and works well on (at least) iPhone PC and Mac.
As for rares I don't think Richard Garfield ever intended to make it an expensive game. Magic is one of if not the first trading card game they didn't really know what they were getting into. They thought people might buy a handful of random cards (not 4x best card) and everyone might use different cards (whatever they had lying around). Closer to traditional kitchen magic. He never intended the game to be so expensive. And mythic rares weren't a thing for the first decade and a half.
Re: The creator of 'Magic: The Gathering' knows where it all went wrong
#20Linked from the article are the pre release testing cards.. According to Garfield - it all went wrong after this! Magic with it's twice a year new sets and pay-to-win is not what he had envisioned. https://www.magiclibrarities.net/955-rarities-alpha-beta-gam...
You definitely don't have to pay to win. I play entirely on MTG: Arena, and you can pay $0 and still build a competitive deck. For paper magic, just find people who don't have sticks in their posteriors and use homemade or printed versions of the cards you want.
And in that environment, it's not pay to win exactly, it's pay for a shot at winning.