I decided to make a new ranty post about this as I consider this issue to be actually dangerous to the health of this game that I love so much.
I’m also going to do something which I don’t normally do and toot my own horn a bit. I apologize in advance if you find it gauche.
In case you were unaware, I am the coalition leader for GoblinPile, the #1 coalition in events since they started tracking that a few weeks ago. I am also the founder of the Coalition Alliance and have a very wide social network of top players.
I want to make it clear that I personally have no problem with re-releasing the “exclusive” planeswalker even though a good deal of hype was made about how it would be unavailable for a long time and the fact that the 3 day event was grueling and stressful.
There were about 3 people who didn’t get her in GoblinPile due to life circumstances, bugs, and the Saheeli deck which was terribly situated relative to the current metagame. I really am glad those guys have another two chances to get it because I know they will.
What I have a problem with is that these repeat events will have Coalition rewards. It may seem odd to you that as the #1 coalition I’d have a problem with getting even more mythics, but that is the rub. There are two main factors.
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Burnout. The original Saheeli event was too long and most of my coalition felt it. Now we have overlapping events? It’s going to be even more stressful and taxing. This is not fun.
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Social Pressure. As a coalition we want to be in the top 2 so we can keep expanding our mythic collections as that is the most efficient way to do so in the game. However when we take another 20 Saheeli prize spots away from the rest of the playerbase people are going to be pissed. And it’s not fun to have a bunch of people pissed off at you.
So many people will say “just don’t do it if it isn’t fun” but that breaks a fundamental of good game design. I’d like to quote Mark Rosewater, Lead Designer of Magic: the Gathering:
Lesson #13: Make the fun part also the correct strategy to win
It’s not the players’ job to find the fun. It is your job as the game designer to put the fun where the players can’t help but find it. When the players sit down to play a game, there’s an implied promise from the game designer that if they do what the game tells them to do, it will be fun. So most players will do whatever the game tells them to do to achieve the desired goal (usually win), even if that thing isn’t fun. When the game is done, if the players didn’t enjoy themselves, they will blame the game—and rightfully so!
It’s your job as a game designer to make sure that what it takes to succeed at your game is the very thing that makes the game fun. Fun cannot be tangential; it has to be the core component of your game experience. I can’t stress this enough. You can’t hide the fun and expect your players to hunt for it. That’s not their job. It’s your job as a game designer to lead the players to the fun. source
The correct strategy to “win” the game is to participate in every coalition event, no matter how much flack you get and no matter how much it becomes a grind. People will do it because they want to win. And after they’ve won they will see that they didn’t have fun and move on. These are the people who get heavily into the game and spend the most money, the people you want to retain most of all.
Bottom line is that the coalition rewards need to be removed because it is counter-productive to the long term health of the game and counter-productive to the stated goals for having them in the first place.
I will not ask any of my coalition or alliance members to sit out or throw games, nor I will not sit out or throw games as long as coalition rewards incentivize us to play for the top.