Background:
The game has undergone a host of changes in 2017 which have presumably been aimed at increasing the retention rate of players and ultimately leading to additional revenue to the firm. D3 likely expected that many of these changes would be unpopular to many of the veteran players but felt they were necessary changes for the longevity of the game. These changes include:
-
Nerfing individual prizes, especially for top performances
-
Nerfing coalition prizes, especially for top 10 coalitions
-
Removing quick battle from the game
-
Introduction of mana jewels
-
Introduction of standard format
-
Reducing the bracket size of contests
-
4-hour recharge timers on weekend PvE contest
-
Many others like power creep of commons and uncommons, AI nerfing (maybe), more casual content like weekday PvE events, etc
Most of these changes resulted in extreme negative sentiment from the veteran community including a name change protest and the Not.Another.Dime. movement. Despite the resistance, D3 continued down the path that they thought was appropriate for the long-term health and profitability of the game. However, evidence has mounted that these changes are not having the desired outcome. Evidence includes the shrinking number of brackets opened in each event, survey results about willingness to recommend the game, witnessing and hearing reports of high attrition rates from coalitions and third-party data showing popularity and profitability have declined
https://searchman.com/android/app/us/com.d3p.olympic/en/d3-go/magic-puzzle-quest/?d=android
(The line is clearly downward sloping even though they always get a bounce post patch.)
Synopsis:
First, I just want to say, I want D3 to succeed with this game. I have spent countless hours and a substantial amount of my hard-earned money on the game. I have a great network of friends in the MTGPQ community.
My belief is that the game’s target audience is primarily those who are familiar with and appreciate Magic the Gathering. I would absolutely recommend the game to my brother, who still plays MTG, but never to my wife, who doesn’t. MTGPQ is a complex match 3 game and it really helps break the learning curve if you understand some of the mechanics in MTG. It’s also cool to see the translation of cards, to follow the story through the beautiful artwork etc.
Now a key component of MTG is that you collect cards and then combine them into synergistic decks to take down opponents. Opening new and powerful cards is awesome. But it goes beyond that. It gets into collectability for a huge percentage of MTG players. Not only can you get whichever cards you want if the price is right, but many MTG players highly value having complete sets of these cards. Fortunately, a constant stream of new content allows the game to stay fresh with players having new cards to chase, new blocks to build from and new formats to engage in.
Let’s compare this to Marvel Puzzle Quest. They have a broader audience and likely a somewhat less nuanced audience. If I thought it was a cool game I wouldn’t hesitate to recommend it to my wife or a friend who wasn’t into more complicated games. Not only that, but it doesn’t translate directly from a card game which has a constant stream of content and there isn’t a direct translation between collectability of marvel characters in and out of game.
Now this is where I feel that D3’s primary blunder originates. They wanted to make each players collection different and purposefully prevent players from acquiring the entire set of cards. They have created the first game licensed by Wizards MTG (that I am aware of) which purposefully restricts the collectability of the available cards to the player (Duels restricts the card pool and number of cards, but players can collect all of those available in the game). This goes in the face of what has made MTG such a successful and lasting game.
I believe the outcome of this is poor retention of new players. A paper MTG player downloads the game. After getting acquainted with the mechanics and playing through the first handful of battles they start realizing the card pool and the necessity of deck building and card collecting. Then after grinding through each chapter of story mode 5 times for a 10 crystal progression on each one, they finally get a premium pack and it gives them a total of 1 rare, probably not even a very usable one. They try a few PvE and PvP battles and realize this game is an absolute grind fest and that it’s very hard to acquire a decent set of cards. Or maybe they run into some extremely strong player decks and realize they have no capacity to compete. Most of them then decide it is just not worth their time and either uninstall or just stop logging in every 2 hours for their 1 card booster.
On the other side of the player spectrum are the veteran players who have been dedicated to the game since the start. The attrition rate is huge with these players who feel that D3 has sabotaged the end game and removed anything worth playing for. Pair that with bugs, awful communication with the community, boring and redundant content (and the list goes on, and on, and on…..) and players have been quitting in droves.
Solution:
First and foremost, D3 needs to recognize what they have. They have a tinykitty license from Wizards of the Coast! They have an endless stream of new content that comes out roughly every 3 months and contains fresh and exciting cards that players WANT to play with and collect. They do NOT need to make the cards exclusive or impossible to collect. If someone gets the entire set of KLD/AER then AKH and HOU are right around the corner. I can’t even begin to speculate how much more money I would have spent if I was chasing those last 2-3 cards from a set with the knowledge that eventually I would get them. I can guarantee you it would have been at least 5-10 times more than I have spent. And with never-ending new content what is the downside for D3?
Currently, when a new set comes out I glance at the mythics but don’t even bother looking at the masterpieces. I am so unlikely to get them that I won’t even salivate if they are bombs. They mythics I fleetingly hope for but have virtually no real hope of attaining. This is not the desired reaction to a new set release, and is certainly not the reaction to new sets from the MTG paper crowd.
If you are worried about players getting bored once the collection is complete then give them other things to chase and spend money on. Custom skins, sound effects, backgrounds, etc. Also, make sure there is plenty of new engaging content to play. Add other types of overlays besides enraged and supercharged. The community has already recommended dozens of fresh and fun game modes that would keep players engaged. Include a ranking system, where players could battle it out for top spots each release which would incentivize them to spend cash early rather than earning cards through F2P means. In fact, use this to determine brackets and who you play against to make the learning curve that much easier on newer players, rather than the silly system of color mastery. Do the same thing with coalitions and give seasonal rewards that can be as simple as “trophies” but will still create a competitive environment. Of course you can retain card collecting as a core aspect, but not as the only thing that engages players.(Hint: it already isn’t the primary aspect).
On the subject of newer players, if they are able to get ahold of some strong cards early and know that they will eventually have a strong collection without waiting and grinding for years they will see what the game really has to offer. It’s a great game at its core, but it is not fun to have to use awful cards or shell our loads of cash to get started. Give them a chance to compete by actually allowing them to build a strong collection of their own.
Conclusion:
Basically, it comes down to the philosophy that you should give MTGPQ players what attracts them to MTG in the first place. The ability to actually use the cards that Wizards releases. You can do this through increased drop rates, better prizes for contest, and a crafting system that allows players to target cards they want and avoid additional duplicates. If you continue to approach the problem of sub-optimal retention rates by harming the end game experience to veteran players you will fail to meet the desired objective for newer players and continue having a high attrition rate for veterans. I genuinely believe that the plan I have outlined will lead to a better game, a more active game, a more profitable game and a game with more longevity than its current form.
TLDR: The target audience of MTGPQ is people familiar with MTG which is a collectible card game. Making it impossible to collect all of the cards leads to attrition and is an unnecessary and negative crossover from Marvel Puzzle Quest. Allow MTGPQ to be what it could be by allowing players to actually build sets to completion.
- Yes
- No
- No Opinion