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<blockquote data-quote="shadzar" data-source="post: 5425593" data-attributes="member: 6667746"><p>All the rest is really made moot, especially when you build your own deck, there is no suspense, so I figure you are talking about a booster rather than a deck, and here you are still bound by the "expansion itself", rarity distribution, and the fact you only have a 1 in 8 chance of drawing ANY of the cards as you that is the best you could get, and likely cards will not be duplicated within a booster. Much less for rares if the same distribution model for WotCs other CCGs are used.</p><p></p><p>You may get the high from getting a rare, you might can make some money later; but being a rare doesnt make it better.</p><p></p><p>I doubt anyone on the WotC design team has degrees in game design or game theory because a) they were hired as writers or graphic artists, IT personnel, etc and b) the older ones have been doing it since before such degrees exist; so they likely have not touched a Psychology in Game Design course.</p><p></p><p>That being said, any psychology built into the business model came from marketing. Marketing should not be designing the game material.</p><p></p><p>While the "Christmas morning" sensation may be there, it still doesnt make the design and goal of the product any better for the game, only for marketing the product.</p><p></p><p>Actually based on watching people play D&D at LGS's and opening a pack of MtG while waiting for their turn or what have you, that "surprise!" factor could be a game disruption when they find the pack to contain nothing they could use and become upset, or that one card needed to complete the set and have to stop playing long enough to put it in a binder, find a empty deck protector for it, or something else.</p></blockquote><p></p>
[QUOTE="shadzar, post: 5425593, member: 6667746"] All the rest is really made moot, especially when you build your own deck, there is no suspense, so I figure you are talking about a booster rather than a deck, and here you are still bound by the "expansion itself", rarity distribution, and the fact you only have a 1 in 8 chance of drawing ANY of the cards as you that is the best you could get, and likely cards will not be duplicated within a booster. Much less for rares if the same distribution model for WotCs other CCGs are used. You may get the high from getting a rare, you might can make some money later; but being a rare doesnt make it better. I doubt anyone on the WotC design team has degrees in game design or game theory because a) they were hired as writers or graphic artists, IT personnel, etc and b) the older ones have been doing it since before such degrees exist; so they likely have not touched a Psychology in Game Design course. That being said, any psychology built into the business model came from marketing. Marketing should not be designing the game material. While the "Christmas morning" sensation may be there, it still doesnt make the design and goal of the product any better for the game, only for marketing the product. Actually based on watching people play D&D at LGS's and opening a pack of MtG while waiting for their turn or what have you, that "surprise!" factor could be a game disruption when they find the pack to contain nothing they could use and become upset, or that one card needed to complete the set and have to stop playing long enough to put it in a binder, find a empty deck protector for it, or something else. [/QUOTE]
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