- All CEO’s are going to take from this is they need to use popular IP’s to make their low effort trash. - I was going to say “Marvel License”. - If it were just 33 generic characters, or 33 comic book characters nobody ever heard of (Astro City anyone? Anyone?) it would have tanked just like Concord. - But, at the same time, it CAN’T JUST be the license. It’s also free to play. - Look at Marvel Midnight Suns, which wasn’t F2P, had the license, from what I’m TOLD was a decent game, but didn’t go anywhere: - A far better comparison is the Avengers game before that, which is a genre that the average person is more likely to play in the first place. Customers will avoid a game that they don’t want, even if hundreds of millions of dollars was spent on it. 
- from what I’m TOLD was a decent game, but didn’t go anywhere: - It’s an amazing game. - The cards were a great way to handle combat, it was just a lot of new ideas, and the story parts slowed it down. If running around the abbey was something that could be turned off as an option and everything handled on a menu splash screen it would have done even better. - A decent core game with huge amounts of annoying crap wrapped around it. 
- I really liked midnight suns. I enjoyed picking what cards to use. I enjoyed the gameplay where you can use your cards, environment, and movement to win effectively. I even liked the socializing parts. Yes, I want to play videogames with Spiderman and hang out with Captain marvel. 
- The cards were unique, but not at all what I wanted. Rivals abilities are what I was looking for in that game, but I know it’s just a different genre. 
- See, I’m just not a deckbuilder. The last time I tried was on an IP I had otherwise spent hundreds, if not thousands of hours on… and hated every minute of the card system. - https://en.m.wikipedia.org/wiki/Phantasy_Star_Online_Episode_III:_C.A.R.D._Revolution - If Midnight Suns had been in the style of the old Diablo-ish Marvel games, I would have been there day 1. - Not much to say about the wider conversation here, but I just want to chime in to support your position. I read that article you posted, and I was kinda chuckling to myself at the author, who seems to be at least a casual fan of deckbuilder type games, arguing that the devs are wrong, and that the cards were not a barrier to entry. Meanwhile, I’m sitting over here, looking at the copy I have in my steam library which has never been touched, specifically because I heard it was a deckbuilder and immediately lost all interest. This despite the otherwise fairly positive reception the game got, and the hundreds of hours I’ve spent in Firaxis style tactical strategy games. - Sometimes I wish I knew why I have such a mental block about deckbuilding. I think the layers of strategy become too abstract for me to visualize what I’m trying to pull off, and it feels artificial in a way that rubs me the wrong way. Even if a 3 turn cool down on an ability is no less artificial, it doesn’t irk me in the same way. - And for the record, I didn’t buy the game just to never play it, its a family library copy! I’m not that wasteful. - I saw the trailer and was interested and when I found out it was card based went “Nope!” - I just see all card games like this:  
 
- Eh, it’s not really a “deck builder” like people think. - Like, it sounds weird because there’s literally cards and you select a deck for each player… - But just move past the cards/deck and think of it as a loadout and selecting what abilities you want each character to have. And the upgrade system really lets you fine tune what abilities you can use. - It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability. - So, I don’t think the card mechanic was a problem other than turning people off before they tried it. I think it went free on PSN a while ago, and I was really hoping it would make it take off. - It’s a small piece of the gameplay, but the randomness it forces rather than just always using OP moves gives it a lot of replayability. - This was basically the reason for me to never play it again (with the dreadfully poorly made “socializing” part a close second). I absolutely hate when my strategy has to be based on randomness and I need to hope for a good card to do the thing I want. - It’s absolutely a deckbuilding game, just not a roguelite deckbuilder. - A lot of good games can be based on randomness. Being in control of the deck building means that your choices shape the odds. I used to have a similar viewpoint as you, but learned to really embrace randomness and the design challenges it presents. - I say this as a Magic player, where even the greatest players in the world can get screwed or flooded on mana. The possibility of screw/flood increases the importance of card draw/card selection, makes the playability of low-mana cards more important, and makes heavy color pip investment, multiple colors, and higher mana costs a very serious concern. - I agree that’s it’s a valid game mechanic. It’s just one I don’t like. 
 
 
 
 
 
- Nah, Midnight Suns was not good. They had some good ideas in the actual game play, but the other 80% of it dragged everything down. 
 
 
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It’s free 
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The gameplay is good. 
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The characters are designed well 
 - If Concord had done two of those things, it would have been fine instead they’d didn’t even do one of them… - “Free” wouldn’t have saved Concord. They had basically no interest in the game from the time it was revealed, and the open beta player numbers supported that. Putting a price tag on the game was an attempt to bleed out less profusely. - Yeah concord was"free" during open beta and lost users. It was just unappealing all around 
 
- I heard the gameplay wasn’t awful, it just wasn’t stellar either. - I got as far as seeing it on a store shelf, going “Huh, I didn’t hear about this one…” (Googles) “Live Service!” - “Right then, I’m out!” - I got as far as seeing it on a store shelf - It’s on shelves? - Most paid games don’t have a physical release because it adds costs these days, it’s surprising they have physical copies. - Is it just a free disc that tells the hardware to download it? Or some kind of collector’s edition with extra stuff? - But give it a try, quick play is quick play and you won’t get a good team comp, but I got to silver in ranked and people know what they’re doing most of the time. You won’t always get two tanks, but two heals and a tank is the worst I’ve seen. - It WAS! For like a week! LOL. - Edit for clarity Concord was in stores. 
 
 
 
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- I feel like this is all marketing BS, and just shitting on the garbage that was Concord to gain more eyeballs 
- I didn’t even hear of concord until it was dead, whereas marvel you can’t escape from hearing about. - We’ll see if Rivals survives. It’s completely unbalanced so far. - Stupid seasonal buff that make some healers heals 15% more, dps deal 20% more damage and tanks have 15% more HP. They need to remove this idea ASAP - It’s a really weird choice to not have the first season without these modifiers if they’re dead set on having them. 
- Oh wow I hadn’t heard about this. Please don’t. 
- I mean, it’s certainly one way to have “flavor of the month” characters without actually having to rebalance things monthly. 
 
- It’s really not, everyone is just really strong. It’s like Paladins where everyone is a monster if you learn to play them. - Some characters are weaker and others require more effort, but every character has a counter pick that wrecks them, so team comp is important for different roles at different times. Sometimes you need a backline assassin, sometimes it needs to be a dive character. I really like it since it forces less onetrick play and actual team coordination. 
 
- It failed because their business model was very stupid. Paying a hefty price for what should have been a F2P with paid cosmetics was it’s doom. - However, I bet it would have had a hard time anyways even if they did everything right. 







