Sleepy Posted September 13, 2016 Report Share Posted September 13, 2016 Despite my mediocre level of activity and my average-at-best skill level in play, one of my hobbies is actually collecting samples of whatever card games I can find out about and try to learn the different rules and mindsets from game to game. During my time doing so, I've realized even other things are different; such is the case of card rarity ratios in games. Is it possible to make something long-lasting without implementing it? Probably not. Some games maximize it more than others, and some minimize it greatly. In an old article I once read by MTG, a staff member said they need rarities to afford to keep the game, but they also tried to justify the existence of blatant intentional pack filler in there so there's that (no I don't have sources to link... it's been like 6 years since I read that and was mostly linked to it). What do you think are the best ways to go about having rarities in a game? How much is too much? How much it starts being too little? What are the ways it can go wrong in your opinion? Among the games I try to follow, there's one I'm not sure many have heard of, called Force of Will. This YouTube video is what gave me the idea to make this thread (in case anyone cares to know). It isn't necessary for the sake of this thread.... just thought about saying this. Link to comment Share on other sites More sharing options...
(GigaDrillBreaker) Posted September 13, 2016 Report Share Posted September 13, 2016 In MtG, rarity is extremely important because it plays a balancing role in limited formats (which is where much of said pack filler also comes into play) Link to comment Share on other sites More sharing options...
Zauls Posted September 14, 2016 Report Share Posted September 14, 2016 Personally I don't see the current way Konami go about card rarity as a success. All it does is increase the barrier to entry for newcomers and the price is off-putting to a lot of people. Having to drop £400+ every three months just to compete is silly and it surely isn't the only way Konami can keep YGO afloat. Personally, I'd make all popular and competitively used cards easy to get in some way, so people can get into the game. Then I'd offer rarer versions of those cards, but make them rarer than Secrets currently are. Some cards I'd make exclusively rare, but they'd be more for collectors than competitive players. I'd probably use anime cards for that to cater to the weebs. This would make the game more accessible, which can't be a bad thing for business at all, but without getting rid of rarer more valuable cards altogether. Also I never understood the need for pack filler. It increases waste and makes packs less worth buying. Link to comment Share on other sites More sharing options...
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