harvest4god wrote:piratipper wrote:I'm sure you just pay to be number one or something.
To give Urban Rival's its credit, it's a great way to learn multiplication...
Must try Warstorm now out of curiosity...
Warstorm is just about luck, plain and simple, you only get to choose your deck and then it plays your cards automatically. So boring.
Well in theory the skill test takes place in building the deck, kind of the reverse of traditional card games where everyone plays with the same deck and the skill test is in how you use the cards you draw. Every card game that involves drawing shuffled cards inherently involves some amount of luck, and that covers darn near ever card game, the issue with warstorm's system (aside from the reason I don't like it, that the rare cards obselete the common ones) is that its so easy to net deck (copy an existing proven deck some one else has used and revealed online) in this day and age that its very easy to take all the skill out of deck building, there by taking all skill out of their game.
piratipper wrote:Dan the Timid:
You make some interesting points about the business model vs gameplay, but seriously I hate the gamplay of Urban Rivals with a passion.
You're right though, the business model is more sophisticated than Alteils.
I'm strongly in favour of a model based around regular micropayments rather than a model where a small percentage of bigger spenders mostly support the game. This would create a larger, more even and active playerbase in my opinion. And also in the long-term I reckon this would be a more stable way for Alteil to run as a business. Or maybe I'm wrong.
It would be a BIG change for Alteil to implement though.
Its funny, I used to ask a friend of mine all the time if he could explain to me why I was still playing urban rivals, I knew the game play was overly simplistic, but I guess I was just so hungry for any sort of ccg experience I was willing to settle. But again, the fact their gameplay (and art) is so lack luster yet they've been so successful just goes to show that with ccgs, the business model you use is THE single most important part of how successful you are. In Alteil's case their lack luster business model has seemingly managed to keep them behind Urban Rivals despite a vastly superior game (and art), and its a shame, but you've got to tip your hat to the Urban Rivals team, they could have priced things just like any other real life CCG like so many other online CCGs have, they took a big risk in making the game so cheap an accessible, but perhaps they knew they didn't have all that great of a game so they were willing to take big risks to make up the difference?