Uninstalled SolForge today, which at some level is a shame because without the P2W aspects it was a fun, albeit low strategy CG, but it does highlight the difference between how gamers and F2P devs define what is a “good” game.
Unfortunately games that follow the Asian F2P whale model task the developers to build a “good” game from a gamer’s POV while simultaneously breaking balance inUninstalled SolForge today, which at some level is a shame because without the P2W aspects it was a fun, albeit low strategy CG, but it does highlight the difference between how gamers and F2P devs define what is a “good” game.
Unfortunately games that follow the Asian F2P whale model task the developers to build a “good” game from a gamer’s POV while simultaneously breaking balance in a way that can only be ameliorated with a credit card.
From this gamer’s perspective a “good” CG offers a level playing field emphasizing skill by increasing strategy (in deck construction to maximize card synergy and in variety of play style choices during a match), decreasing luck of the draw aspects (leaving just enough fate to keep it interesting, but not so much to make it feel random), and striving to have balance between card choices.
In contrast from an Asian model F2P dev’s perspective a “good” CG game is one that drives whales to obsessively use the cash shop to increase their chances of getting overpowered cards relative to those commonly available through in game currency transactions; it is a basic intermittent positive reinforcement operant conditioning design to foster compulsive spending.
In this model cash flow can be maximized by downplaying strategy to favor accessibility (also a problem in B2P these days), luck of the draw is increased so one can never feel quite secure enough with their decks, as well as allowing less skilled players to stand a better chance of also winning, and by purposely breaking balance so one is constantly striving to fill their decks with more OP cards than their competitors.
Specifically the SolForge monetization pit is built around the absurdly imbalanced legendary cards and the increasing of rank of cards.
While the gambling aspects of trying to acquire OP legendary cards in bulk booster pack purchases is obviously a cash grab, the leveling of cards is a more subtle monetization tactic.
At first I thought leveling was a cool idea as I always like playing games where I can nurture my units with experience to greater power, but here it is used to further exaggerate card imbalance. While on average a legendary level I card is somewhat more beneficial than non-legendary one, it usually isn’t in a game breaking way; it is at end game when level III is achieved that the P2W aspect manifests in full, and games come to an abrupt end, virtually always at the expense of the non-whale without red star cards.
So one can break open their wallets and start enriching their decks with reds (but don’t be surprised if you just end up losing in turn to a larger whale) or try to enjoy the game with the exclusion of legendaries, smartly avoiding the overt monetization mechanics by immediately dropping from matches when a legendary comes into play; if one is a small fish in a sea of whales you are going to have to accept that you'll be taking the whale bone frequently, and don't expect the devs to step in because they designed the F2P game to foster just that feeling of unjust frustration on the loser's part, and the thrill of crushing victory on the whale's side.
So since the whales are paying to keep the game afloat, the freebie players need to respect that and give them their due, but one should feel absolutely no responsibility to get ridden for longer than necessary. Just immediately concede and get on with a balanced match in spite of the SolForge dev's intentions. By analogy I wouldn’t find it entertaining to join in a seven card stud tournament, where I am restricted to five cards; could I win, perhaps, but obviously the cards would be stacked against me, so why bother?
I do like seeing the non-heroic/non-legendary player sponsored tournaments in the forums, but of course even their existence points to the ugly pink whale in the middle of the room.
This last day of playing, even among decks of comparable strength, I found the sheer luck factor was too much for me to ignore. We have all been there where in late game the opponent is playing out III’s and II’s and by the chance of the draw we get a hand of I’s which stinks to lose in such a way. Conversely I can’t help but to feel sympathetic when I just played out a couple of III’s and the opposing player blocks with two level I’s; you kind of want to send them a “sorry” emote.
Lastly I think such power disparity fosters a virulent community of frustrated players that in my experience won’t think twice about walking away from a match to slowly let the timer run down once the realize they lost, as if to say ♥♥♥♥ you.
Give me a B2P CG where everyone has access to all of the cards, and I’ll pull out my credit card happily, but there is no way I am going to constantly ride the red legendary dragon FTW! ;)… Expand