szpaqlec;n7829330 said:
and I will be repeating this, PoE clearly demonstrates that cosmetic micro transaction model can be successful.
I'm positive that the bulk of PoE's revenue is generated by selling stash tabs. Competitive success in PoE is heavily reliant on trading items and hoarding currency so that you can trade for items that you want or need to be successful. Drop rates are designed in a way to "force" trading on players, and items take up a lot of stash space. It's easy to make the argument that PoE is pay-to-win because you have a tremendous advantage if you have access to 60+ stash tabs. The design and refusal to add certain trade-related features are both aimed at making money. Sure, you can just create many mules, but that is a lot more cumbersome and it takes much more time: time which you are not spending grinding XP and getting drops, if you are wanting to "win" a ladder season. So even in PoE, if you play it competitively, you choose between time or money. Stash tabs aren't cosmetic, and you cannot get them by just playing the game. In Gwent, you can get everything by playing.
There is about 250 cards to discover, plus the multiples. Lets do 2 kegs per day. So you get a shot at RNG for 10 cards per day... You probably will be in a position to get a deck or two just from that after a week or so. But it is clear that through this method it will take substantial amount of time to get a deck or two per faction if one wants to explore the game thoroughly. Lets be frank here if you are a casual the game encourages spending money.
I think it is noteworthy that your scrap income increases the longer you play, because you'll need increasingly fewer cards, at least until the probable periodic expansions. Yes, as a non-paying player you'll have to focus, at least at the start. This is similar to how things work in real life, too. For example, I play ukulele. There are different sizes of ukuleles that come in different woods. If I want a high-quality ukulele of every size and ideally in various tone woods, I end up paying a lot of money. I can't do that (I tried, but high end ukuleles cost 2-8k a piece), so I have to decide which size and which tone wood is the combination I want to play on the most, and then get that. A bit of a flawed analogy because playing this one ukulele won't generate the means for getting another ukulele, unless I play professionally, whereas in Gwent your first good deck is your "mother deck" that earns you the kegs and materials for future decks. But still, it does illustrate that not being able to have everything right at the start isn't an uncommon concept.
Yes, the business model encourages people to trade in money for saving time, but that is all you get for the money: saving of time. If someone works 12 hours a day, they'll probably have more money to spend than someone who plays 12 hours a day (well, in many cases at least). Someone who plays 12 hours a day will have more cards (and more knowledge/experience) than someone who plays an hour per night.Spending money gives you the option to catch up with someone who plays more than you do, which is an advantage of this business model that you don't have with other business models. One could argue that this makes the playing field more fair, not less, because why should someone who doesn't work and doesn't have a family, have such a strong advantage vs. someone who does? (I'm just offering a different view because fairness comes up in this debate often.)
Most new video games cost €50 or €60 these days, plus extra for DLCs and expansions. Gwent is free to play. Those are different business models, but both are aimed at making money. They go about making money in different ways. If I added up all the money I spent on full-price games that let me down or that I played for two hours before I put them away, I'd be looking at thousands. That doesn't happen with F2P games because they let you try them out, and give you the choice whether you want to support the game with money, time, or both, and you can decide whether you trade money for time if you look for a shortcut or don't have much time. The average revenue per player in F2P games is lower than for full-price games, but a game will have a lot more players. Gwent is more generous (with daily rewards) than other CCGs, and it's those it needs to be compared to. There is nothing in Gwent you can buy that you cannot get by playing the game for a reasonable amount of time.
I think my view is also influenced by my belief that having all cards isn't the same as winning. You could give me all the cards available in Gwent, and I'd still not be a top player. Likewise, you can give an expert player half the cards I have and they would do better than me.