
Originally Posted by
98% Slut

Originally Posted by
Pacefalm

Originally Posted by
Lallante
The reason P2W CCGs are bad is that they use psychological tricks to make people spend far more than the benefit they are getting. Many of those tricks are also used by games paid for by "microtransactions".
Basically the human brain thinks of 10 payments of $1 very differently (more favourably) from how it thinks of one payment of $10, even if you receive exactly the same thing either way. Another trick involves ensuring that while you can play for free, to actual compete with others you must invest serious money. People start playing the game telling themselves it will be free and before they know it they are putting in small amounts of cash just to be able to actual play it properly. Over time this snowballs and they end up paying more than for a full price retail game. They also fuck over children who may not realise the $50 bauble they just purchased with one press actually costs real (parents) money.
CCGs and some Microtransaction games are therefore exploiting 'loopholes' in people's ability to rationally assess value in order to milk customers for more money. Its farmville on crack.
The game being "fun" doesn't somehow excuse this. If you need to spend $200 to be competative in game, and being competative is the main purpose of the game, how many people would buy the game if this $200 was the upfront cost? Far less than the number that will eventually spend $200 (often without realising it) through a series of $1-3 micropayments.
There's a reason the games industry has massively embraced microtransactions, and its not because they represent a good value proposition for consumers.
But you don't need $200 to be competitive. Regarding draft: you need to spend all of $1.99 and then you have the exact same chances as everyone else. Additionally, if you perform well (at least 7 wins / 3 losses) you make enough in-game credit to play again, without even having to make another $1.99 investment. Every single card in the game can be won via this draft system if you consistently win a lot of games. Playing for free also earns in-game credit that can be used for the drafts. In essence you are not "pay to win" but "pay to get the same cards more quickly", and this is only true for Constructed. In draft (arena) there is exactly zero pay to win.
You do realize that most people read, over 50% will not be consistently winning? Your argument is built upon, let me count them...2, "ifs," but then you end with the statement that there is, "exactly zero pay to win." Your entire argument supports his point. The makers of this game can't wait to get people like you to play it.
I think you should read my post again. I am saying that in draft mode (arena), there is zero pay to win. This is because everyone gets the exact same chances for the exact same price, by definition not pay to win.
Additionally, IF you are good and IF you win consistently, you do not even need to pay this price. As you point out, on average people cannot always do this. However, this does not make the game pay to win, it makes the game "pay to play, unless you are successful". In a way comparable to buying game time with ingame currency. And furthermore, you can play for free (constructed) to gain the same in-game credits, to obtain the same benefits.
So my argument is basically this: of the two game modes, only one benefits from additional cash investment. Those benefits are also obtainable if you play well in the other mode. This is pretty far from pay to win.
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