When someone gets beat down by monored they understand what happened. Weird corner cases isn't the same as not knowing how to get out of a combo and losing nonstop to people who have even a slight level of understanding of the game. Magic has like 28 years of rules behind it that all compound on each other for weird interactions. But fighting games that allow for deep customization are few, it plainly isn't the draw of the genre. No two players will make the same decisions even with the same deck. You know that people have their own style in fighting games right?Īnd people have their own playstyle on the same deck in MTG. Just like they do in MTG just replace character with 'cards'. No need to excuse that, even if you're not sympathetic. It is much easier to do that for a card game.Īll in all, just not a very good comparison at all. Not to mention that card games and fighting games face different challenges when it comes to creating an environment for casuals. Rivals of Aether has a workshop and people will get annoyed if you play the overpowered characters against someone's fun balanced homebrew.Īlso, fighting games are off-putting to newcomers and many are actively finding ways to court casuals because fighting games have a high barrier to entry due to how hard you lose when you're new. It would be like if you built your own character and made your own gameplan, only to run into the same stock characters. If you play a bad character, maybe you want buffs, but you accept going in that the character is bad and you will lose sometimes because of it.īut card games are about putting together your unique creation. People are far more likely to complain about cheap tactics or unfair-feeling characters, not their opponents being skilled and playing good characters. And you know whether you want the character or not because you know everything the character does, it's not a collectible in the same way a Magic card is.įrom everything I've heard, people don't complain about tryhards in fighting games, because the culture is different. Fighting games don't have a f2p economy (that I know of) and they don't have collectible pieces outside of characters. I don't think Street Fighter is an apt comparison. The current system makes quantity of games is ultimately what matters for basic progression here, so there's often little incentive to play games out and instead scoop at the first sign of trouble if you want to do dailies as fast as possible. There's not much you can do about the zombie players thing, even then, they don't do that much damage, or every game out there would have strict progression requirements.Īnyone who's playing for playing for dailies and logging off when they are done is honestly not much different from zombie mode in terms of engagement already you're just being made to jump through more hoops here in Arena.Įven I've had days where I basically "zone out" as I play, especially pronounced if I open a good hand that plays itself or I go "flow-chart control". That stuff's unavoidable regardless of how you design the system, grinders will grind, not to mention a lot PVP video games won't deny progression if you lose, as a player retention thing, because there are players who will just stop playing if they realize they are stuck in a state of punching a wall and getting nowhere. Without rewarding "zombie" players who just grind games without actually playing
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |