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Gabochido's avatar
Gabochido
Seasoned Veteran
7 years ago

Re: Pay to Win

Mr TAllen Sr, I respectfully disagree with your views.

I think the main issue I have with what you wrote is that calling PVZ:Heroes Pay to Win essentially makes the the term completely meaningless and thus, I don't understand why the desire to call it pay to win in the first place other than to voice your displeasure at losing to a powerful card played the way its meant to be.

Why is it meaningless? Because by the definition you are applying, every single game with any kind of rarity distribution and micro transactions is pay to win, and if that's the case, then any game where you have to pay to play it, for example call of duty, or the sport of golf, is pay to win. In golf, you need to buy golf clubs. The better they are, the better equipped you are to play. However, nobody calls golf, or any other sport for that matter, pay to win. In call of duty, you have to pay $60 for the game itself. If you don't you can't even play. Nobody calls that pay to win even though those who pay have a complete advantage over those who don't, given that those who don't can't even play.

With CCGs, you also often have to pay to play, depending on the economy of the game. For MTG, you will likely need to pay quite a bit if you want to play competitively. But really, what is the difference between paying to purchase the right cards to build a competitive deck and purchasing golf clubs of the quality necessary to play in a competitive tournament?

With a CCG that is advertised as free to play there is an important difference: it has an avenue of progression for people who don't wish to pay money to be competitive. What you are saying with this rant is that the free progression in this game is too slow for you because you don't already have absolutely all the cards and would like to without spending any more time or money. Even if you remove the p2w label, I disagree with the notion that the progression is too slow.

For starters, at least one public player has shown that they can create a new account and get to Ultimate league within a couple of months without spending any money. I personally did this too with my son's account and I've seen a few posts on reddit from players boasting that they got to Ultimate with budget decks or within a small amount of time. To me that shows that the game has a pool of cards that enables skilled players to created decks with minimal rarity count. In my experience this game has a progression much faster than most other f2p online CCGs and a design much more balanced towards budget decks, and to me these examples are proof of that.

That's not all. The ladder system, while not ideal, tries to ensure that most matches are fairly even. Thus, a player should be growing their collection along with their skill, that's what progression should work like. It sounds like to you a game can only be truly f2p if from the get go you have all the cards. I hope you realize how bad that would be for any game's reward system. In this game people complain that once you get to UL you don't get anything. Imagine if you started with all the cards and never ever got anything! nobody would be interested in playing.

In addition, this game actually has a very fair and generous rewards system. Veterans and people who paid or have played for long don't get much of an advantage in terms of rewards because the bulk of it comes from the ads and daily quests and the difference in gems of what a newbie can get to what a veteran can get is about 20 gems every day, on average, essentially 2 more quests. I say that these rewards are quite generous because within a year anyone playing this game will get over 72 legendaries without spending a dime. I challenge you to show me another online CCG with a more generous reward system.

To me, the pay to win term should be used for games were at least one of these things happen:

- Paying more GUARANTEES winning.

- Paying more is REQUIRED to win.

For example, a pay to win game is one where you can purchase additional life points. Such a scheme would allow you to guarantee a win since you can just buy as many life points as you can to win the game. There are plenty of games like that. Calling a well designed CCG pay to win just makes the term meaningless.

I'd like to also answer to a few of your points.

  • Games should not allow paying for individual cards if they are free to play. I disagree with this strongly. The quality of your collection of cards dictates what level you can compete at. Some people want to play at the highest level from the get go. Having the option to pay in order to quickly complete their collection allows them to do this and generates an effective business model for the game. People not wishing to immediately compete at the highest level can still have a great experience by following the natural progression of the game.
  • People playing with 3 or 4 of the same legendary in their decks MUST have payed! This is also not true. A person who is focused on being competitive has the option of sparking all their cards and using those sparks to build the few legendaries they need to build the most competitive deck. A person could have easily opened up a couple of the same legendary and crafted the other 2. It doesn't take long to generate enough sparks to craft 2 or 3 legendaries, without spending any money at all, if you are focusing fully on that.
  • Dragon fruit is pay to win! Not really, there are lower rarity solutions to this card, including a general aggro strategy and some removal.
  • Free to play means grinders can keep up with buyers. Not sure why you think this would be true. Free to play means that there is a way to enjoy the game for free. It also usually means there is a natural progression that lets you eventually reach competitive levels. It does NOT mean that you can immediately be on the same competitive level as someone who spends money to compete professionally immediatelly, otherwise there wouldn't be a point to the financial model.

16 Replies

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    7 years ago

    Yeah, saying this game is "pay to win" makes  the term meaningless because then all other games (including all real life sports) are also pay to win, given that this game has some of the most generous f2p rewards in any CCG out there.

  • TAllenSr's avatar
    TAllenSr
    7 years ago

    @Gabochido wrote:

    Yeah, saying this game is "pay to win" makes  the term meaningless because then all other games (including all real life sports) are also pay to win, given that this game has some of the most generous f2p rewards in any CCG out there.


    That was a really great, detailed description of the different games. However, I think you missed a few of my points:

    1. You almost lost me when you called my post a "rant". I was in no way ranting. Never have done so. Simply posting my opinion and disappointment.
    2. I made it very clear in my OP and several comments that I was mainly disappointed because paid reviewers called it "Free to Play Done Perfectly". To me, if there is anyway to buy an advantage, that is not "perfect". I was not nor ever have compared it to any other games.
    3. Paying should be to SAVE TIME. Period. At least that is how I feel. If you are willing to "grind away" mindlessly or watch the max ads, you should be able to have the same CHANCES as someone who is paying. When you can buy a specific card, you are totally negating the "drop rates" or the rarity of the cards. Yes, I understand through the sparks you can basically do the same thing. But then the payers should at LEAST have to buy jewels, buy packs, destroy the extras for sparks, and THEN build the card you want.
    4. The "Finish this Deck" is a back-door to buying exactly the card(s) you want for jewels...sometimes at pretty reduced rates.
    5. I was not just saying "Four of a Legendary is Pay to Win". I specifically said that within 2 weeks of game LAUNCH there were people playing decks with four of MULTIPLE legendary cards. No way they ground those out that quick.
    6. Never said Dragonfruit was Pay to Win ... not sure where you got that idea. I do think it is ridiculously OP, but that is well covered ground. :-)
    7. I have NO IDEA how you are trying to tie this to IRL sports...totally meaningless to this discussion.

    THANKS FOR POSTING THOUGH! Really enjoyed reading it and learning more about the other games.

  • TAllenSr's avatar
    TAllenSr
    7 years ago

    @Gabochido wrote:

    Mr TAllen Sr, I respectfully disagree with your views.



    How the HECK did this get "Accepted Solution" status? I did not click on that button.

    Oh ... I see ... the community manager did it. So they see a long post that defends them and they say that is the "solution"? Got it. Thought this was a place to discuss openly. LOL

  • 1. It got the answer because it perfectly explained why it if free to play dome right, especially for this genre.

    2.  This is only pay to speed things up, exactly how you said it should be.  There is NOTHING in this game that can only be accessed by a pay wall.

    3.  Your problem was being able to buy specific cards, which you absolutely could not do two weeks after launch as you keep stating.  Premade decks were not a part of the game until series two was almost upon us.

    4.  I don't work for EA.  My knowledge of the game mechanics and such have put me in a position where I can mark answers.

    You aren't going to sway me because you aren't hearing what you want to.  Go play any other free to play game.  ANY other.  Not even this genre and then tell me this game isn't more fair.  Just because it isn't the answer you want to hear, doesn't mean it isn't the right answer.


  • @daalnnii wrote:

    1. It got the answer because it perfectly explained why it if free to play dome right, especially for this genre.

    2.  This is only pay to speed things up, exactly how you said it should be.  There is NOTHING in this game that can only be accessed by a pay wall.

    3.  Your problem was being able to buy specific cards, which you absolutely could not do two weeks after launch as you keep stating.  Premade decks were not a part of the game until series two was almost upon us.

    4.  I don't work for EA.  My knowledge of the game mechanics and such have put me in a position where I can mark answers.

    You aren't going to sway me because you aren't hearing what you want to.  Go play any other free to play game.  ANY other.  Not even this genre and then tell me this game isn't more fair.  Just because it isn't the answer you want to hear, doesn't mean it isn't the right answer.


    It does not say you marked it as accepted ... it shows another user with an EA avatar. Not trying to sway anyone ... I did not think it was the "right answer" because as I pointed out, it misstated several things about "what I said". I really don't care...I was just surprised to see that answer promoted to "accepted" status.

    If premade decks were not available as you say, than there are some real idiots out there that dropped some SERIOUS real-world dollars on this game early on. That is just sad. :-)

  • Can we agree on at LEAST one thing? If you can buy a particular card, regardless of HOW you do it, that bypasses the drop rates, and in turn negates the rarity of the Legendary cards? I think that is my main point that is getting lost in all of this.

  • No, because free players can do the exact same thing (free gems everywhere), but again, you're only paying to do it faster, which you said yourself is what paying in a free to play game is for.

  • By faster I meant save maybe a day or two. In that scenario, it is saving WEEKS. Daily video gems max out at about 100, Challenges max out at about 60 (6 x 10 each ... every once in awhile there will be a "100 for 100" challenge, but those are rare). During tourney, until you get to 50, let's say on average you can earn 50 gems by advancing two levels. So that is 210ish -- let's be super-generous and bump that to 300 per day to take in account 100 point tier leveling etc.

    Depending on how full the premade deck is already, the average "Complete this Deck" looks to be 4000-5000 gems minimum. So if we take the low end, we are talking 12+ days of serious grinding and watching videos just to do it once. So I still say that purchasing has too much of an advantage over grinding. But hey ... it is their money to waste I guess.

    And again, to be CLEAR: At this point it does not really matter. I have most cards, make level 50 every tourney quickly, and the game appears to have been abandoned by the devs. I just think it was very unbalanced in the early days (Payers vs Grinders) and did not deserve the "Free to Play Done Perfect" award it got.

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    7 years ago

    I'll discuss the point that I think are worth discussing:

    I will agree that Free To play Done Perfectly is more marketing speech than a hard statement of fact, but it is based on the fact that this game has a far more generous reward system than most other games. Having said that, according to your stance, no game with gameplay based microtransactions can ever be perfect free to play, so essentially to you F2P doesn't really refer to the financially viable business model, it just means that a game is free. Oncea again, you are making a term with a significant meaning, become meaningless by applying your own idea of what it should be when a term for that already exists (free).

    "Paying should be to save time. Period. At least that's how I feel." Let me fix that for you by incorporating some of your other comments regarding this feeling.

    "I feel that paying should be to save time, however, it can't save time by allowing people to bypass the natural progression system and thus letting them purchase individual cards and it can't ever allow people to save more than a day or two of the natural progression".

    Just how do you think a financially viable business model that did this would work? First of all, you would have to put a hard limit on how much people can spend in the game. A day or two is about 200-400 gems so basically no one can spend more than $5 total on the game. I'm sure any CCG will thrive with this, given that its such a small percentage of people who actually pay any money at all. Next, you basically need to remove the ability to spark cards, since that is the most effective way to obtain a specific legendary.

    At that point, the game basically has no significant microtransactions and it might as well just be free, with only aesthetic based purchases (which can work, but to a much lesser degree).

    I think that (here is the TL;DR)  you're upset that the game takes about 2-3 months to allow a free player to catch up with a player who has paid enough to obtain cards to make a competitive deck on day one and you think that a better F2P system would be to either ensure that all players have access to all the cards within a few days or that people don't have the option to pay.

    I think you're wrong because I've seen other games try this and have considerably less appeal. Living card games are a good example, where instead of having booster packs, you pay a fixed amount for all the cards in an expansion. But then people don't have a reason to progress and aren't as enticed by the game as one where you slowly build up your card pool.

    I believe that 2-3 months is actually a really good amount of time for card pool progression because it allows a player to grow their skill with their collection. The important thing that needs to exist alongside this is a good matchmaking scheme, that mostly places players with similar power levels. Note that power levels can be a combination of skill plus card quality, so a skilled player with a budget collection may be placed against a less skilled player with a deck full of legends.

    One more thing I want to say. You said you had a hard time understanding the relationship between spending money on a card game and spending money on a physical sport. I think the term "pay to compete" is a good way to relate them. To you it seems that the concept to "pay to compete" is what you consider "pay to win", but you should realize there is a big and important difference.

    In a "pay to compete" game you need to spend money to purchase the right equipment. In card games, its those powerful cards. In sports, it's the right gear. If you don't, you will be at a disadvantage and won't be able to compete successfully. However, once you are at a competitive level, no amount of paying will guarantee a win, its all about the skill. That's the difference. Also, you can still play for free and have a great time, just at a lesser competitive level and, within a reasonable amount of time, as long as your skill also progresses, you will be able to enter the competitive environment.

    In PVZ heroes, you can play for free at the lower leagues and have a great time. You will be matched up against people of similar level and will win whenever you play better than they do. If you can to compete at a higher level, you have two choices: progress naturally over the course of a few months or pay money to get all the cards you need to compete immediately.

    Perhaps your gripe is that in the course of leveling up to the right competitive level, a paying player will likely trounce others who didn't pay. That is an unfortunate side effect but I personally think it is quite irrelevant because at the lower levels you have nothing to lose.

  • TAllenSr's avatar
    TAllenSr
    7 years ago

    All good points. One thing I think you are missing however: They make the bulk of their money on these games on the Ad revenue. I am a developer myself and know a successful mobile game dev personally. He gets about 80% of his revenue from the Ads. Almost all players -- free and paying -- watch the ads for the rewards. Very few buy things. Therefore nothing I have said would take much if anything away from the profitability of the game for the devs.

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    7 years ago

    That is reasonable, except that it still puts a hard wall on the revenue a game like this can make. Most mobile games make most of their money from a small percentage of players who don't have a problem with spending a large amounts of money. I'm also a developer BTW 😉

    You should also remember that this game didn't have ads when it started. I wouldn't be surprised if they added them because it wasn't making enough revenue from normal sales of gems and packs. Even with the ads, this game is clearly not making a lot of money. After all, ads on average generate about $0.08ish so this game is making $.15 per user every day. I doubt it has enough users for that to finance proper development.

    Along those lines, I actually hate the ads system. To me it creates a bad playing experience. I'm a min/maxer, so when I play a game like this, I try to get as much as is reasonably possible every day. While setting down my phone next to my keyboard and pressing play every 30 seconds isn't horribly disruptive, its a chore and a bad player experience. It is not the way I want to advance my progression and I want to earn my gems from playing the game. Therefore, I'd rather have a financial system that allows players to pay as much money as they want to get to whatever level they want to in the game however fast they want. If I'm having a good time and as long as I'm generally matched against people of my level, I don't care how fast people who pay get to advance.

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    7 years ago

    Just wanted to say one more thing. I would suggest you refrain from referring to people who spend money frivolously on games as idiots.

    For starters, those are the ones that essentially finance these type of games and they wouldn't be as successful without them. But most of all, why is spending money on a thing you enjoy being an idiot? I spent $100 to go to disneyland the other day. While it was fun, it lasted all of a day to go there. Am I an idiot for that?

    I know people who will easily spend hundreds or thousands of dollars on an expensive meal, Halloween decorations, a one-time-use wedding dress. But they do that because it means something to them and its what gives them the most satisfaction for the money they earned. Spending $100 or even $1000 on a game like this will give you an investment that can last for years. Yes, there are other options, even free options, but that is the case for most things. I think its a fine investment, specially compared to what other things you can spend money on.

  • TAllenSr's avatar
    TAllenSr
    7 years ago

    @Gabochido wrote:

    Just wanted to say one more thing. I would suggest you refrain from referring to people who spend money frivolously on games as idiots.


    I get your point, but I still personally think anyone spending $1,000 on a casual mobile game is an idiot. No one has posted saying that was them, so I don't think anyone here is offended. And those who would probably don't care enough about the game to engage in conversations to make it better. :-)

    And I just spent $150 on an Ember Travel Mug to keep my coffee at exactly the temp I like (133 F is my preferred). I am ready to be called an "idiot" for that frivolous investment, especially by someone to whom $150 is a lot of money. So I can take it too. ;-)

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