While we wait -- The biggest topic I hope is addressed in the Economy post

Discussion

It feels like there are many expectations for what is coming in the economy post (will it ever get here?) but there is one topic I am most interested in hearing about: WotC's vision for the launch economy.

We are looking at ~8 sets live when the game goes in to open beta and all us closed beta players get our accounts wiped. That is a LOT of cards to collect all at once and feels like it will present huge problems for a mass of incoming players that are going to want to try the game out for free. Even spenders run the risk of being overwhelmed. I am hoping they will at least start to message some approach to this, such as:

-A more robust starting collection (in the form of more fully realized starter decks and/or large portions of older sets already included a la what they are doing with the Kaladesh drop next week giving all a bunch of cards)

-High Value one-time purchase intro package, low costed in the ~$5 price point that will provide a lot of cards and make finishing the collection as a f2p player more achievable (or at least provide a decent path to forming more than one deck)

As a f2p game, retention is key, and I am worried that the huge number of cards to collect on day 1 is going to churn a lot of players away, even those who were planning to spend, simply because it feels like an insurmountable task.

Posted May 31, 2018, 7:19 PM UTC

2760
dakken21JacetheMindSculptor •

What they really need to do is add the challenger decks and let us start with one for free, and buy the rest for a reasonable sum of gold, which I've seen suggested by some players a few times. This would allow sizable boosts to collections AND give a clearer path to completing certain meta decks quickly which is the ideal for anyone playing this game even semi-non-casually.

24
eh007h•

The problem with this is then all the newbies will be playing the same couple of decks. I'm more in favor of letting them play whatever jank they want in the lower levels, which they can gradually refine into a tier deck as they gain experience and build their collections. So to that end I'd prefer a welcome bundle of packs and wildcards, maybe a draft token, assuming the bundle would be generous enough, of course. And beta testers should get it for free!

10
Photovoltaic•

With different quests, newbies will still have to branch into other decks. Additionally, the Challenger decks are so much better than our existing 2 color precons and, I think, give newbies a better idea of what a well constructed deck is trying to do. They're not PERFECT, but they clearly have a well built around theme.

I love the idea of starting with challengers then brewing other decks. It also lessens the feel bads of spending all your WCs on jank as a newbie and then being left with a 20% win rate as you try to grind out your gold. Challengers also lower the barrier to entry on QC, where I can go in confident that my deck is at least not goddawful.

Edit: Side note about Challengers, in addition to being FAIRLY well constructed (counter surge's weird black card choices not withstanding), they also let people figure out decks they like. My wife and I have all 4 challenger decks. She digs Hazoret Aggro and Counter Surge. Is OKAY with Vehicle Rush (not a big fan of crew) and HATES Second Sun Control. It was nice to figure out what about each of those decks she liked and disliked and informs future deck construction in that way too.

4
Dutchangle•

This is exactly why they can’t give us challenger decks. You can’t give new players strong decks without wrecking the meta. Challenger decks are made to be halfway competitive — give every new player one and the meta will be destroyed by a huuuuge wave of one specific color, strategy, and decklist. The current system is perfect — the decks are fun to play, introduce archetypes, but aren’t strong enough to take down higher tier decks. That’s exactly how the game has to work for a healthy metagame.

1
CharaNalaarTiana, Ship's Caretaker•

The whole purpose of Arena's meta-game is to encourage jank over competitive decks at lower levels of play...

1
Photovoltaic•

Not sure if that's really true, when jank costs as much as a t1 deck, and there's no guarantee you'll win much at all with your jank that you dumped WCs into.

1
dakken21JacetheMindSculptor •

That's potentially true unless they make some more challenger decks exclusive to Arena but I like your option as well. Especially the free for beta testers part. hehehe

2
zeilend•

This could be a solution if implemented correctly. Being forced to select out of a variety of decks can create a 'feel-bad' moment if done the wrong way. A well-considered new user experience could potentially provide players with a single deck (everyone would get the same), and quickly be able to unlock the rest through an onboarding quest-like progression track, with the requirements for unlocking each successive deck being a) very achievable in N games of play and b) clearly stated so that it is obvious to the player what they will receive. The downside to this is that the decks would need to continually change, not to mention that WotC will need to decide how to treat people who are learning the game for the first time.

2
dakken21JacetheMindSculptor •

They could also let you try out each of the decks for a few games in some kind of way, and then you get to pick which one you want at the end of it... I dunno there's a lot of different ways they could go about this though, hopefully they choose the right one...

1
carpool•

The game is probably going to launch during the rotation, so it's less of a burden.

17
sloppystackOP•

Yeah that is a possibility, but I still wonder what the plan is for player who come in 3-6 months post launch when more sets are around. I don't know that there is one solution to this, it is kind of a moving target, but considering that this will be a huge factor in the initial success/failure of the game I am anxious to hear them start talking about it.

8
mrfatbush•

Hearthstone would be the same. It's really really hard for newbies to come along and play entirely F2P. They can provide some incentives like what the intro packs and things like that to help for sure. Things that won't cannibalize into their mature player base sales.

2
ythealien•

They want players down the line to pay to enter. This is also how Hearthstone works, as you point out. This is not a bug, it's a feature - the only reason WoTC wants totally free to play players early on is to populate queues and keep the game healthy early. The eventual goal is that the game will be big enough that low or no new free to play entries is acceptable.

1
Dutchangle•

How is this different than paper magic, other than costing more money IRL?

1
Willblinkformoney•

It's a digital game. As such it operates under different rules, with a different market and competition. Being the same is not good enough.

1
Wild_Scraggy•

They should just make the rotating sets free,We all know standard will always be the focus and people won't be interested in modern until newer sets like Dom rotate out. Sets people invested money in to I don't see anyone buying Kaladesh or Amon after the last wipe and open beta starts

0
Alphaetus_Prime•

What they really need to do is, fundamentally, let more of the cards players collect be ones they choose rather than random ones they have no control over.

7
Donald_Dennison•

Randomness is fundamental to how free-to-play really make money. Free-to-play isn’t really about letting people play for free as it is about getting people to believe they get to play for free.

4
Alphaetus_Prime•

That really just isn't true. There are plenty of F2P games supported on cosmetics alone, for example.

3
kalex716•

The ones that do are the exception not the norm.

2
Alphaetus_Prime•

So?

-1
Dutchangle•

From small companies without huge teams at work on games. Keep in mind MTGA revenue fuels wizards and magic, it’s not like money spent in MTGA goes to Trump.

1
Alphaetus_Prime•

Sorry, you wanna give that another shot? I have no idea what you're trying to say here.

1
[deleted]•

[removed]

1
sloppystackOP•

Right, a third solution is scrapping or modifying the wildcard system to make targeted collection for streamlined. There is still the issue of a huge number of cards in that first 6 months but it would go a long way to be able to trash unplayables

2
CharaNalaarTiana, Ship's Caretaker•

How would removing the only way to choose cards help?

1
4I3jeWO•

Yea, I agree. This is the primary issue, and I'd like to see what they're doing with KLD/AER to be a recurring thing that happens as we move forward.

4
9jdh2•

This is the correct approach. Free or cheap cards but only from the older sets that rotate within a year. When those sets rotate switch which sets are free or cheap.

This makes the initial start up way better without affecting the sales of the new sets. The dream for WotC is a large player base where a certain portion are willing to put $50 down to pre order each set.

2
Xalara•

The other big issue is the cost of events. Quick drafts are $5, which is way more than Arena in Hearthstone. Now they're adding "competitive" drafts and the like which will be more than $5. Like, $5 is already pushing it.

4
sloppystackOP•

In Hearthstone you don't get to keep the cards you draft, so it becomes hard to compare the value of the two events. Competitive drafts being more, personally, I am OK with it because drafting is such an integral part of playing Magic, and as long as the prizes scale well I think it is a good event for more hard-core players to have. All this is of course TBD seeing what the structure of the event actually is.

4
RiOrius•

I'd love to see reasonably-priced phantom drafts.

3
Wild_Scraggy•

You get to keep the cards and it's cheaper then RL drafts

2
Willblinkformoney•

You get cards equal in number to five packs just from drafting, rarity and lack of wild cards yes, but you do get to pick cards. Then you get 1.5 pack + gems in addition to that. Thats a lot more than arena gives.

1
badBear11Jaya Ballard•

Yes, I'm not sure I'll ever be ready to jump in Arena until they make drafts phantom. I am more of a limited player myself, and the idea of paying to play just feels too wrong to me. Or at least a must is to make rewards be in gold, so I can get 4000 from a decent draft, plus 1000 from dailies and go again.

In theory everywhere it is like this, but in practice I always go infinite in Hearthstone and Gwent, considering daily quests and win gold (which makes it much easier, of course). But I really can't see that happening in MTGA.

1
trinquinSimic•

No you dont... The very very best HS Arena players average between 7.6 and 8.1 win. Talking about the top .0001%ers.

2

Between dailies and arena rewards it is not hard to be able to sustain 1 draft per day.

1
trinquinSimic•

Thats pretty irrelelevant. We are talking about going infinite.

2
badBear11Jaya Ballard•

That is just wrong. 7 wins guarantees you 150 gold, so that is enough to go infinite only Arena. But I explicitly said "considering daily quests and win gold", which means I can play it every day (for the time I have available that is going infinite for me) earning ~80-90 gold in Arena, and even going 0-3 I could play almost every day.

Compare this to MTGA, where you can play like twice a week at most.

1
trinquinSimic•

In MTGA you get to keep the cards and it requires fewer total wins to go infinite. And Yes the best only average 7 6-8.1. Thats pulled of the wiki.

2
Willblinkformoney•

The similar infinite mode in arena is currently QC.

1
damendred•

It's weird you said your a limited player and the idea of paying seems wrong to you in the same sentence.

Playing limited for mtg has always been expensive.

I used MTGO solely for practicing draft when I had events where I'd be playing it (Pro tour/ Nationals etc) so I'm used to normally spending $10-15 a draft.

I spent $10 last weekend and drafted all weekend, and still had gems left over. (6-7 drafts? Strung together a good run of 7 wins definitely helped.)

2
TinyTemper13Jaya Immolating Inferno•

wiat didn't they already say they are addressing this in the video? I thought we are getting 2 of every common and uncommon in the kaledesh block. also they are implementing the welcome bundle correct?

1
sloppystackOP•

Right, but I don't know (and hope they formally start talking about this in the economy post) what the plan is for when the game "launches" and everyone is reset to 0.

5
juniperleafes•

Probably because they don't know yet

2
TinyTemper13Jaya Immolating Inferno•

Yeah but I think the general consensus is that kaledesh and amonkhet block will be rotated out when the game launches. I think its going to happen with the next core set comes out. But even then it will be a lot of cards to acquire.

1
jceddyGruul•

Rotation happens in October, which means if they are going to spend any significant amount of time in Open Beta, the "full release" will probably be after the rotation. The last wipe will happen when Open Beta comes, though, which could realistically be as early as July(?), which would mean a few months before rotation.
Either way, new players are going to eventually be coming in when there are 8 sets in Standard, so it's still a valid concern (unless you honestly believe the game won't last until next Fall...).

4
sloppystackOP•

A lot of cards and a growing card pool as we approach the next rotation, creating an even larger barrier of entry.

1
Idealemailer•

i saw a suggestion somewhere that they should give away cards for achieving certain thresholds (eg: 3 rares when you get level 1), which I thought was actually quite a smart move to help people build collection while continuing to play the game.

i think a more refined version would be to give jank rares gated behind silly quests (have more than 10 legendary creatures die during a game: receive a playset of primevals' glorious rebirth). this would help to get jank rares into brewers' hands so that more interesting brews can get out there, and rewards people who play diverse decks at the same time. It would hopefully also let them avoid giving rewards to people who don't want them (eg: a "competitive" grinder with red-deck wins won't bother with the quest because he's not interested in those cards). I'm not sure if this can be refined (i guess some kind of system where the "rewarded" cards don't count towards collection, so that the "i'm opening packs to build towards WCs" crowd don't have the excuse that the awarded jank rares give a tiny advantage towards set completion)

1
Suecra•

I see a lot of peopel referencing a wipe. Is there seriously going to be a wipe considered people have already put money into the game? I've grinded to get even one decent deck and to think I'd have to start over is annoying as hell. I think the economy is good (despite people whining over it) but if I had to start over again it wouldn't be very welcoming. I understand wipes can be necessary, but I hope there are some benefits for beta players.

1
fundosh•

This is obviously not a problem for players that will stick with the game for 6+ months as they will acquire a lot of cards during that timeframe. The problem is how to persuade new players to stick that long with practically no collection, bcs people nowadays want everything right here/now.

-2
sloppystackOP•

It's a problem for WotC since this is a free to play game, the model is not built around Week 1 sales like console, and for the platform to thrive they are going to need a strong flow of new players coming in to account for the churn. In a free to play game, retention after one month is typically under 10%, so having answers to this issue on a continuous basis is going to be necessary.

3