Henry
Autoexreginated
In my eyes, good game design and license power MUST go hand in hand for a very successful game. A property can achieve modest success on license alone, or on game design alone. But Another factor must always be present.
Some would say that Magic: the Gathering is an example of great game design. I would say that it had several factors in its success, and two of them were TIMING, and POOR GAME DESIGN.
What were the #1 selling magic cards in the after-sales market for years?
The Mox Gems, Time walk, Ancestral recall, etc. - in other words, the "broken" game cards. Broken because the "world-size" (card-pool that was expected to be printerd) was vastly underestimated. As a result, when WotC ceased printing these cards, the after-market went through the roof.
The game has excellent mechanics - but the timing of its release on the gaming scene, when many gamers were looking for something new and different, made it the "D&D of the 90's." It enjoyed the same kind of groundswell that D&D did in the early 1980's.
Some would say that Magic: the Gathering is an example of great game design. I would say that it had several factors in its success, and two of them were TIMING, and POOR GAME DESIGN.
What were the #1 selling magic cards in the after-sales market for years?
The Mox Gems, Time walk, Ancestral recall, etc. - in other words, the "broken" game cards. Broken because the "world-size" (card-pool that was expected to be printerd) was vastly underestimated. As a result, when WotC ceased printing these cards, the after-market went through the roof.
The game has excellent mechanics - but the timing of its release on the gaming scene, when many gamers were looking for something new and different, made it the "D&D of the 90's." It enjoyed the same kind of groundswell that D&D did in the early 1980's.