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Posted by Khalid Shaikh on August 25, 2024 at 3:33am 0 Comments 0 Likes
Title: Magic Duels
Genre: Free to Play, Strategy
Developer:
Stainless Games Ltd.
Publisher:
Wizards of the Coast LLC
Release Date: 29 Jul, 2015
English,French,Italian,German,Japanese,Korean,Russian,Simplified Chinese,Traditional Chinese
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Likes:
Interface is nice
Controller enabled
Can be semi-creative with my deck builds while still able to win
F2P. I barely recommend this game but to be honest - it's really good for newbies like me. The Story Mode and Skil Quests are great to introduce MTG's mechanics. But some issues ruins all game:
- Turn will complete automatically if I have nothing to play. Do you realize that it gives too much info to my opponent? Especially if I am playing control deck.
- UI is awful. Did you try to rename your deck? As a gamedeveloper myself I can't imagine how did you manage to hide this so good
- UI is still awful. When a spell in a stack you can zoom it to read some information from the card. You have to right'click it and select "Zoom in". My God, it's the only item in this context menu! Why should I select it when I have no other options?
Anyway, all this problems can be fixed and I hope you will do it, community will be thankful (just kidding, community is never thankful). I've been playing this game for a little while now and I've been enjoying it very much! It's easy to pick up and play and new sets are being released in conjunction with the tabletop game, and getting cards in-game is not hard, definitely not a pay to win game, but there are perks such as avatars and card backs that are nice to have. A good game for Magic or TCG enthusiasts!. A few things I would Like to point out about this game:
I absolutely enjoy playing magic, and getting to try out different decks is my thing. However, when I try to play with friends, it becomes extremely difficult to connect, especially in Two-Headed Giant. Until this gets fixed, I feel like the game isnt living up to expectations for such an esteemed gaming company. A little background, I am both a big fan of the 'free to play' model as well as the Magic The Gathering card game.
I've been playing Magic for about four years now.
I've owned a few of the other digital game versions as well as having a few competitive decks in real life as well.
It's been no secret that many people have found the digital series to be pretty hit or miss. I don't know what Wizard's of The Coast does to miss the boat so hard. But I'll first put this review into a technical and then a business sense:
What works about the game:
-Bare bones, the game launches, plays, has a GUI and from what I've seen as of February, very little bugs. It's a smooth experience to start and once you get into the interface it's an enjoyable segue into the game.
-The music as always is top notch. I have yet to see anyone lodge a complaint against the music
-Fair art direction. The cards already have art that they have on file so it's hard to say that they really go out of their way with the art on the cards. However, the 3D cutscenes don't quite match the style of the cards and come off more as a Nickelodeon spinoff of Magic; which, depending on your preference, may be a good thing.
-The deck builder that everyone's been asking for is here. People complain about it not featuring a 'search by name' function. But I truly don't care. If you can remember the picture it takes all of about two seconds. And even if you unlock all the cards, it doesn't hurt to give your other options a browse while you flip to the card you want.
What doesn't work-
Now, before I get into the blemishes, it should be said that I generally enjoy the game but a review in my book is to tell people whether or not the product is worth investing in.
-The RNG. The point of the RNG being so poor is obviously an incentive to get you to buy more and more boosters. Hopefully with your own money. An easy way to observe this is to play the story mode decks. The 'challenge' often doesn't come from having a winnable deck and being forced to outthink your opponent's cards. It's redrawing, and restarting the duel over and over and over until you get a really good hand, (Hopefully with good draws afterward) and sometimes even then, some duels I found were almost impossible to win unless the opponent suffered from several bad draws.
-The Free To Pay model. Now, as I said, I love Free to Play. That's an awesome step forward with games with a competitive environment. I'll talk more about that in a second. But the problem here is that in the competitive side of the game, there's a huge incentive put on buying better cards than everyone else. Keep buy buy buying and hope your RNG gets you better cards than the other guy. A little RNG isn't bad, it keeps things interesting. However, when the incentive is to force the player to spend money when they would rather play with skill, then it's a waste of development time as you'll be seeing diminishing returns on your usage of those features.
What's just in the middle?
Well, between good and bad there's a few things that just sort of fall by the wayside.
-The free cards you earn are not very competitive.
Grinding for better cards can be fun. However, it shouldn't be done in the multiplayer against people with better cards, or at the very least not left to RNG boosters. Not neccessarily saying that the cards offered from the story should be perfectly competitive, but at least enough (if you've completed the whole story) to be able to play against starting level duelists.
-Lack of dynamic matchmaking
As far as I can tell, there's not really any matchmaking algorithms in place to match you with people at your skill level. You seem to be matched with just whoever happens to be playing. This results often in playing against other players with much better or much worse cards than you rather than someone who offers a challenge and a fun game.
-Lack of players
I don't know how many people actually play this game. But I'm judging that not a lot do from how long it can take to matchmake. I guess many people would just rather play the hard-format card game.
Ways to fix it really simply-
1.) First fix and probably most important: specifically two modes that I think will make the game even worth installing-
-Team battle: Basically, five players on each team (5v5) or (4v4) or (3v3) duel it out with premade competitive decks (similar to picking a hero in Dota, each deck has unique themes and abilities and once picked, can't be picked by the enemy team).
This is going to be the main draw of the game. Teams can use game chat to speak to eachother, and make tactical decisions. Suddenly there's a team dynamic, and it's even better than just playing 1v1 with a friend.
-Free battles: These are the current gametypes but reworked. #2 will talk about how to improve this mode. These are duels using decks that you've assembled yourself using the cards that are in the game. However, there can be certain rules applied:
Legacy, Modern, etc.
2.)Observe functioning Free to play systems: perhaps some of the best and most marketably viable free to play models are actually on Steam. Team Fortress and Dota 2 come with their own brand of users and you take them or leave them. Magic is much the same. However to make Magic work as an online game, all the content of the game needs to be free and readily available with balancing patches to control the meta game.
The reason why this works: players can spend more time on the game getting better, and more competitive with the game. Switching the content you want to buy to cosmetic, makes the game more worth playing.
3.) By switching the focus to cosmetic, people invest more time into the game. As they invest, they spend more. I hate to say it, but Dota found the magic formula. You spend X amount of hours and as X+fun=Financial investment.
Now you may say, but that still applies to this game! However, consider that because it's also pay to win RNG, you've got to face facts and admit that you've also got, X+fun-(loss x loss conditions)=fincancial investment. The greater the amount of losses, the less likely that user is to spend money on anything in the game. Nobody except a very small handful of people with huge egos will buy boosters just to compete in a pay to win game. It's very niche. The rest of the people willing to buy are hardcore magic fans who are already likely to just buy hard copies of cards.
Ultimately Wizards is in no financial trouble. However, they are walking away from a lot of money with this particular online game. By tweaking their approach by a bit, their financial rewards could be greater.
Players however, if you are a huge Magic fan then you'll love that the game is free to play, but may grow tired of the monotonous grinding for boosters and long loss streaks in attempts to get better cards with less frustrating outcomes.
If you're not a fan of Magic, but a fan of card games looking to install one on steam, then try it out.
If you're not a fan of Magic and can take or leave a card game, then pass. There are plenty of other, (better) free to play games out there.
If the game is updated to a state where it adresses some of its core issues, then I will happily update this review.
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