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But do they not both operate on the same business model? IMHO I think you are giving TCGs too much credit. Yes, they have far more lore and real playing time, but strategy can only take you so far as a player. That plus the random nature(or gambling as you put it) of the packs only further adds excitement and ultimately, addiction.



I've always maintained that the moronic land/mana system in MtG was designed to facilitate their business model. The increased randomness it introduces obfuscates their pay-to-win design.


Not by design. TCGs didn't really exist before MtG, they stumbled into a successful business model.


Originally, yes, but it's been two decades since Alpha. I think by now they have a pretty good idea of what they're doing and why it works.


Magic absolutely pioneered addiction-driven gaming. The booster packs with one rare, and buying one more for just a few bucks might give you just that one rare you really want, that is absolutely addictive.

The only real difference is that underneat it al, Magic is still a fun game, while something like Hay Day has no actual game inside it, other than mindless tedium. But it looks nice and you can see how much nicer other people's farms look, and you can pay just a bit to skip some of the grind to get there a bit quicker.


What do you mean by "strategy can only take you so far as the player"? If so, why do we see the same faces in top8s of major tournaments?




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