Thursday, August 13, 2020

My Issues With Magic the Gathering: Arena


I’ve been playing a good bit of online CCGs in the recent months, for obvious reasons.  And in doing so, I’ve realized something that I’ve probably known for a long time now: the monetization model of Magic the Gathering is hot garbage.

Let me explain.

The CCG I’ve played the most of over the pandemic has undoubtably been Legends of Runeterra, which likely jumped after they dropped their mobile app.  The game is pretty fun, it’s got some interactivity, a bunch of compelling options, some great art, and it’s based on a franchise I’m pretty involved in, that being League of Legends.  I got into the closed beta, played a bunch then and thought it was good but was worried about the monetization.  Open beta comes around, again I play a bunch, still slightly worried about how they’re going to monetize this, but overall the game is fun.  Then the release happens, and I look into the monetization, and realize: I can buy into this game pretty cheaply.

So I spend $50 (less than many video games) and pick up a bunch of in game currency, and am immediately able to make the best deck.  Not a good deck, not a budget approximation of the best deck, the best deck.  Then they nerf it, and I’m able to get the next best deck.  And from there I play that deck for a few weeks, picking up new cards through their incredibly generous in game rewards, until the new expansion comes out and I have every card that I want and enough currency to get all the ones from the new expansion that look fun.

As of writing, I don’t have every card, though I could easily pick up the ones I’m missing, I just don’t really want them at the moment.  But if I want to build any deck in the game, I can do it in a heartbeat.  I indeed did that last week.  And beyond spending some of my Google Play credit on some cosmetics when they dropped the recent Spirit Guardian event, I haven’t put in any more besides the initial $50, and I really don’t think I’ll need to put any more money in as long as I keep playing.

Which brings us to Magic, specifically MtG Arena, their premier digital client (yes, I’ve played Magic Online before, no, it is not good).  MtGA gives you a completely accurate way to play Standard Magic, with all the cards programmed with essentially no bugs with decent visuals and pretty smooth animations.  There are some issues with it on the client side, it’ll lag out if you alt-tab, and there’s no mobile client, but overall the experience is good.  There’s just a small issue: the monetization is nowhere near as good as LoR.  I’ve put about the same amount of money into MtGA as LoR, and even playing it for double the time I’ve played LoR, I was able to make one of the best decks.  Which got a ton of its pieces banned.  And then again got more banned. 

Part of the issue is the bans, in LoR there’s only nerfs so you can play the same strategy just with lower power, which I’ve done, but the bigger issue is in how you get cards.  In LoR, you can buy individual cards with premium or in game currency.  In MtGA, you can’t buy cards at all, you have to buy packs (which aren’t even the full 15 cards they are in paper).  The odds you get the card you want for your deck is really low.  There are “wildcards”, that you can exchange for a copy of any card of the rarity of the given wildcard, but Magic’s cards are very top-heavy, with most power cards at the rare level, so you’ll quickly run out of these wildcards.  Compare that to LoR, where their commons and uncommons have incredible power levels, and while their Mythic quality cards, the champions, aren’t exactly easy to get, there are far fewer of them and you can only play 6 per deck, meaning the pressure to get them is far reduced.  Additionally, their rare equivalent, Epics, barely show up in most competitive decks.  I’ve run out of all wildcards besides Epic ones at different points in time.

One issue MtGA has is you can’t buy either individual cards or wildcards, so you’re incredibly reliant on the RNG of packs, the cards of which are very likely to be irrelevant to any competitive deck you want to build.  Another issue is there’s just more cards in Magic than LoR.  While this means that Magic has way more strategic depth, it also means that acquiring the cards for MtGA is much harder, which is amplified by the fact that you in general need 4 of a given card, as opposed to the maximum of 3 needed for LoR.  This wouldn’t be as big an issue if it weren’t for the fact that many MtG cards are actively bad and will never see play in any competitive constructed deck.  LoR, on the other hand, might have cards that won’t see much play, but they do try to balance the game and design cards so that every card has a niche somewhere, and a lot of cards can be played in multiple different decks and archetypes.

Part of the issue here is that Magic is quite clearly a game driven by “whales”, individuals who spend tons of money cracking packs to get the cards they want or who will pay retailers to crack the packs for them and then buy singles.  Trading and selling and buying individual cards are clearly major parts of paper Magic.  The issue arises when Magic has to be translated to a digital format without these levers for players to pull.  The only lever given to players is the one Wizards provides, pull it, buy some packs, and hope you get the card you want.  It’s not helped that the cost of this lever is pretty high compared to the rewards you get, either looked at on its own or compared to LoR.  The end result of all these issues is that innovation isn’t encouraged for a F2P or low income MtGA player.  When you need likely 20 rare cards just to build your manabase, not to mention the cards you actually are excited to play, you’re going to look for a cheap deck that you can play to build your collection to build the deck you actually want to play.  Which might rotate in a year.  Oh yeah, did I mention that? Magic’s standard format removes some cards from the format every year and there’s no recompense for that (though to be fair, LoR hasn’t been around for long enough to require a rotation, so its possible that might happen eventually too. But combined with the other issues that this rotation only compounds in MtGA, I felt it should be mentioned).

Magic is a great game.  I’ve probably put more time into it than almost any other game I can think of, with the possible exception of League of Legends, and when calculating for fun had Magic wins easily.  But when compared to other options in the digital market, Magic is way behind.  Pay to win is a phenomenon clearly begot by Magic as a game, and MtGA does nothing to alleviate these issues.  The game is stuck in a business model from the 1990s, and has refused to learn from either itself or from its competitors.  The real issue is, I don’t think they have any reason to change.  They’re making plenty of money to keep shareholders happy, and business is apparently booming.  But their decisions on economics, along with how they’ve approached card design which has led to the most cards ever banned in Standard has made me completely lose interest in the game.  I can’t play what I enjoy since I don’t have the cards for it, so I don’t enjoy playing.  I hope that something changes, but I’m not very hopeful.