Why do players think it's acceptable to have an "economy" for trading virtual gamepieces? Why don't they walk away and play game/culture that charges a flat fee or a time/usage-based subscription?
What Broke the Magic Online Economy?
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Re: What Broke the Magic Online Economy?
#12Why do players think it's acceptable to have an "economy" for trading virtual gamepieces? Why don't they walk away and play game/culture that charges a flat fee or a time/usage-based subscription?
Those who don't want to pay, have always been able to play for free with GccG and others.
Re: What Broke the Magic Online Economy?
#13Why do players think it's acceptable to have an "economy" for trading virtual gamepieces? Why don't they walk away and play game/culture that charges a flat fee or a time/usage-based subscription?
In short, because Magic is one of the best games ever designed, and this is the only sanctioned way to play the full game online. Magic online was created a long, long time ago before more modern concepts of game monetization (freemium / mtx based) were developed. It's ended up as something more akin to an online poker room than a gaming server.
Re: What Broke the Magic Online Economy?
#14There's also some interesting anecdotes regarding the Hasbro buy out.
http://www.npr.org/sections/money/2015/03/11/392381112/episo...
Re: What Broke the Magic Online Economy?
#15Earlier quoted context omitted.
Yeah, if they just had a flat monthly fee for infinite phantom drafts, I would love that. Although having played on beta servers, infinite would probably be the wrong number as everyone just drops at the first sign of trouble.
Maybe infinite drafts + some ELO that people care about. Or Hearthstone style where you don't have to face the opponents you just drafted against.
Being aware of what's opened in a draft as well as what's being passed has an impact on how you pick (for example: tons of red cards keep going by - table isn't into red, so you can A) wheel red cards easier, and B) bank on not running into a hyper aggressive deck and build accordingly). If you were thrown into a match against someone who didn't draft at your table, they might have a deck that wasn't supported by the collective pool opened at your table and you'll be caught completely off guard.
Re: What Broke the Magic Online Economy?
#16Re: What Broke the Magic Online Economy?
#17Why do players think it's acceptable to have an "economy" for trading virtual gamepieces? Why don't they walk away and play game/culture that charges a flat fee or a time/usage-based subscription?
(There's not much guarantee about what sort of economy you'll get... it's easy to get one that pathological in some sense, either psychological or mathematical. But you'll get something.)
Re: What Broke the Magic Online Economy?
#18I've played online now and then for about 10 years. For me, the biggest difference was the addition of phantom events. Unlike normal online tournements, where you have to buy some packs to paticipate, with phantom events you just pay a price. In return you don't get to keep the cards you play with. For people just looking to play, not to compete or build a collection, phantom events make way more sense. I have to ima…
Yeah, if they just had a flat monthly fee for infinite phantom drafts, I would love that. Although having played on beta servers, infinite would probably be the wrong number as everyone just drops at the first sign of trouble.
Re: What Broke the Magic Online Economy?
#19The whole concept of collectable cards feels like a scam, right alongside the freemium pay-for-virtual-clothing hustle.
Re: What Broke the Magic Online Economy?
#20The whole concept of collectable cards feels like a scam, right alongside the freemium pay-for-virtual-clothing hustle.
When all my friends got into MtG back in high school I said, "I'll play but I'm going to make my own cards. I don't want to buy them from the store." But no one would go for it. I never understood. I used to say, "But there are no actual wizards at Wizards of the Coast."