Monday, June 3, 2013

The Problem with Trading Card Games

Scrolls, the upcoming collectible-card-based strategy game from Minecraft developer Mojang, enters its open beta phase today. Essentially, this means you can buy the not-quite-finished game for less than its full price and start playing early while they work out the bugs and make improvements. Some part of me wants to partake in this, because the game looks pretty interesting (and because we all know how playing Minecraft quickly became the most popular thing since breathing), but the rest of me doesn't want to touch this game with a thirty-nine-and-a-half-foot pole. It looks fun, but I'm conflicted.

Collectible card games are an interesting thing. I want to love them, because I think they're so cool in theory. I wanted to love Magic: The Gathering, the original trading card game published by Wizards of the Coast back in 1993. The concept of such a card game is ingenious, both for its unique gameplay and — let's be honest — for its potential to rake in huge wads of cash for the owners.

Over the past 20 years, new sets of Magic cards have been released on a regular basis, and the total number of different cards seems to have surpassed 13,000, yet the game still remains accessible to newcomers. New rules are introduced all the time, and the balance is tweaked with each new expansion, but the earliest cards can still be used (outside of certain tournaments) together with the ones printed today. The number of possible combinations in a 60-card deck isn't even worth counting.

The ability of each player to create his or her own customized deck of cards, drawing from a collection unlike that of any opponent, is what makes this type of game so fun to play. Unfortunately, this makes the gameplay inherently imbalanced, unless we consider the start of the collection process to be the true beginning of any given match (and that's a stretch). Even then, a game like Magic too often requires continual monetary investment if you want to remain competitive, and this feature (while I'd like to call it a flaw) is by design. I played Magic for a brief period of time, several years ago, and my cards might have been only half-decent back then, but they're total garbage now. More powerful cards and better gameplay mechanics are created with each expansion to keep players spending their money. Of course.

There's also a certain threshold of monetary investment required in order to become competitive in the first place, and that threshold is probably going to scale in proportion to the size of your opponent's paycheck. Things might be balanced within a group if everyone involved cares enough to go on eBay to buy selectively the individual cards they need for one of a few strategies deemed viable at the expert level, but this isn't always affordable. Meanwhile, for more casual play in which most cards are obtained from random packs, the guy who wins most often is going to be the guy who spent the most money on his collection. The three pillars of succeeding in Magic: The Gathering are building a good deck, making the right in-game decisions, and (perhaps most importantly) owning better cards than the other guy (which is where the "collectible" aspect comes in).

When a video game affords even the smallest advantage to a player who spends extra money (e.g., through micro-transactions), we call it "pay-to-win" (even if this isn't literally true) and we hate it because it feels so wrong. It is wrong, because the delicate balance of the game in question is either compromised or completely destroyed. Being at a disadvantage sucks, and if you give in and buy your way to the top then the challenge is gone and the game quickly becomes pointless. (In the most extreme cases, you've essentially just paid to see the words "you win" on your screen, so congratulations on doing that.)

A lesser form of pay-to-win merely allows players to spend some extra money to skip past a seemingly endless grind, as is the case in many so-called "free-to-play" games. This doesn't necessarily destroy the game's balance of power (because the advantages being bought can also be earned through dozens of hours of play), but it does highlight the major flaws already present in the game. If a person wants to pay more money simply to get less gameplay, the game probably sucks (and the person playing it probably hasn't realized there's nothing left to do if you're not grinding).

In the video game world, all of this is positively awful, but most collectible card games are pay-to-win by nature. Sure, they're fun to play if you're up against someone whose skill level and deck quality are in the same league as yours, but if you play against a guy whose collection of cards is twice as big (and twice as expensive) then it's completely unfair.

When I first heard of Magic: The Gathering Online prior to its release in 2002, I thought it might be a little more fair (and affordable) than its tabletop equivalent. I assumed (or at least hoped) that each player would be given access to the same pool of cards, or perhaps that better cards might be unlocked by winning matches, or something. At the very least, I naively believed that players wouldn't have to buy all of their virtual cards at the same price as physical ones because... well, you know, because they're not real cards. Unfortunately, Magic: The Gathering Online is identical to the original card game except that the cards aren't made of card stock and ink.

Duels of the Planeswalkers looks like a nice alternative, even with its relatively small number of cards, until you realize that you can't even build your own deck. This is no surprise, though, since Wizards of the Coast doesn't want this game to be a viable alternative. Duels of the Planeswalkers is meant to draw in new players and get them hooked, so they become frustrated by the lack of deck-building options and graduate to buying packs of cards, be they physical or digital. The virtual cards in Magic: The Gathering Online, despite being virtual, have monetary value because Wizards of the Coast doesn't let you do whatever you want with them. Artificial scarcity makes them seem as rare as the physical cards printed in limited runs on actual paper.

Digital game distributor Steam recently unveiled its own trading card meta-game, which is still in beta, and it's proving to be a nice example of how such artificial scarcity can make something desirable even if it has no real value, no purpose, and no practical function.

Players with access to the beta test can earn virtual trading cards for their Steam Community accounts by logging play time in certain Steam games. These currently include Borderlands 2, Counter-Strike: Global Offensive, Don't Starve, Half-Life 2, and Portal 2, as well as the free-to-play games Dota 2 and Team Fortress 2 (but only if you spend money on them). You can get up to four cards per game just by playing, while eight cards from a single game comprise a complete set. The fact that you can only earn half of any set on your own means that trading (or buying from other players) is a necessity.

Once you get a complete set, those eight cards can be turned into a badge and some other items. The badge is good for nothing at all, while the other goodies that come with it are mostly vanity items, like emoticons and points to "level up" your Steam Community account. (There's also a chance of getting a coupon, but my experience with Steam coupons is that the discounts they offer are less impressive than the ones you see during a typical sale.) The whole thing seems pretty dumb, but you can already see cards for sale on the Steam marketplace, and that doesn't usually happen unless people are buying. There's also a demand for those vanity items. Apparently, some users even made a profit by buying lots of cards and then selling the goodies that come with each badge.

In general, things that were specifically made to be collected usually don't have a lot of real value to collectors. However, if you turn that collection process into a game — even if it's a stupid one — people go nuts. If people are willing to spend real money on virtual trading cards just so they can earn virtual badges and virtual emoticons and level up their Steam accounts for virtual bragging rights, it should be no surprise if the same people are willing to spend money on virtual trading cards that give them an actual advantage in an online game. I can't really blame Wizards of the Coast for taking advantage of this kind of behavior. But when the game is a competitive one, I just don't like the idea of buying victories, even if it's done in an indirect and convoluted way.

A true trading card game, even if its entirely virtual, is going to have some level of imbalance. If each player draws cards from a unique collection, it's never going to be completely fair. All of this might be okay, however, if everything were unlockable through in-game actions and accomplishments. Naturally, I was hopeful when I first saw Scrolls; the official website tells us items at the in-game store can be bought with the gold earned by playing matches, and this presumably includes new cards (called "scrolls" because it sounds so much cooler). However, a "small selection" of items can also be bought with "shards" — a so-called "secondary currency" which you can buy with your real-life credit card.

So how significant is this "small selection" of in-game items? How much of an advantage can you gain by immediately purchasing everything that shards can buy? I can only assume the advantage is pretty significant; otherwise there would be no point. The real question is of whether a person who paid $10 more than you (and doesn't deserve the advantage) is distinguishable from someone who played 20 hours longer than you (and earned the advantage). As long as it's possible to unlock everything that matters through gameplay alone, and as long as doing so is feasible (i.e., not a 500-hour grind), there's some hope for this game.

Mojang has claimed that Scrolls won't become a pay-to-win game despite its purchasable items, but developers say a lot of things before their games are released. The only reason to believe them is that the game does in fact have an initial cost — in other words, it's not "free-to-play" so the developers don't need to rely on in-game purchases to turn a profit.

The cost of access to the open beta is $20, which isn't so bad when you consider the average cost of a modern video game, which tends to be around $50 or $60 regardless of quality. (While this high cost applies mostly to console games, high-profile PC releases tend to follow the same model with some notable exceptions. Runic Games, for example, earned some praise for selling Torchlight II at $20, which gave the action role-playing game a significant advantage over its controversial $60 competitor Diablo III.) Assuming that Scrolls turns out to be a decent game, this discounted price for early access is a pretty good deal.

Unfortunately for Mojang, I've been trained by Steam sales and Humble Bundle events to refrain from buying anything unless or until it's dirt cheap. With some patience and good timing, I could buy a handful of older games for the same $20 and I'd be sure to enjoy at least one of them. It doesn't take long for the price of a game to drop, and this is especially true of PC games now that developers are realizing they need to compete with piracy instead of trying in vain to stamp it out. As a result, people who play PC games — or the "PC gaming community" for those of you who can say such a thing with a straight face — have come to expect their games to be inexpensive. $20 is a good deal, but it's not great.

I certainly don't mean to imply, of course, that we should all wait a few years to pick up Mojang's new release. After all, we don't even know if it will ever be subjected to such brutal price-slashing. Furthermore, Scrolls is a multiplayer game which might only be fun for as long as the number of players remains high, so the time to buy is now, if you want it. The problem is that the game is a risky investment and my spending limit for such a risk is so low.

That limit — the point below which a risky investment becomes a risk worth taking and any potential buyer's remorse becomes bearable — is different for everyone. For me, it's about $5. That might seem like a ridiculously small figure, but it's what I paid for BioShock a few years ago. It's what I paid for S.T.A.L.K.E.R.: Shadow of Chernobyl. It's also what I paid for the first two Max Payne games combined. I almost bought Metro 2033 for $5, but I waited and got it for even less. I got Killing Floor for $5, a few years ago, and I've put more hours into that game than anything else I can remember. None of these games were new when I bought them, but I still enjoyed each of them at least as much as any $20 game I ever bought.

None of this is really a complaint about Scrolls or the open beta price tag in particular. But I might be more willing to spend four times what I paid for Killing Floor if I actually knew Scrolls would be a worthwhile purchase. Isn't there some way of trying out a game before its release without paying $20 for access to a beta version? Oh, yes, a free demo certainly would be nice. Maybe we'll get one of those later on... but we probably won't.