1 turn of good or bad RNG would decide these games. Yes, you always have super passionate fans and that's a good thing, but I often felt that for some reason, SolForge's community was particularly deaf when it came to taking criticism of the game seriously. And that's kiddie change compared to what Blizzard or WotC make off HS or MTGA. SolForge, the collectible card game co-created by the original creator of Magic: The Gathering, is shutting down at the end of the month.To find … Wonderful! 5) Ever-changing release cyclePeople like when they know what to expect. The cards you play will get leveled up while the remaining cards get discarded at the end of the turn. SolForge is a free-to-play, digital collectible card game in which players get to construct their own decks and challenge their friends, or battle against a computer.Though still in open beta and part of the Early Access program on Steam, it already features deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more. It’s a unusual, credible take on the genre, exploiting the digital nature of its medium to the fullest. And you can buy tickets with money. Many experienced players who focused primarily on drafting left once it became unsustainable. Then you have to wait because they would play a bad turn with 10 seconds remaining on their clock just to see if they could time you out. Beginning of Turn Phase: During the beginning of turn phase, creatures lose the defensive de-buff and go on the offensive. The player numbers are so low across the board that it seems they could never support the development costs. Don't form an unhealthy overreliance on an outside entity that may one day develop bad blood. (): Watch your thoughts, for they become words. With a Digital game, you have to pay a higher cost for each card/mechanic you want to try out. With a game like SolForge, the mechanics of leveling up were so intrinsic and difficult to playtest physically that we frequently had to wait for a mechanic to be coded before we could playtest it and find out it wasn't as fun as we first thought. Be flexible and modular so that people can be offloaded or onboarded quickly to adapt to whatever corporate politics or feuds develop. What mistakes did it make, and what can future TCG's/CCG's do to avoid the same fate? The design team included Magic: The Gathering designer Richard Garfield and Pro Tour hall of famer Brian Kibler. I have never experienced, in any of these communities, what happened with SolForge. Solforge. No way to purchase it. It was literally unplayable unless you had a top tier deck and just barely playable if you did. Even if it had 100,000 players - completely impossible for a game this size, considering even Artifact only ever hit 60,000 concurrents at its peak - it would still need $250 per player to break even, which isn't realistic at all. Its first expansion, “Rise of the Forgeborn,” was released on March 22, 2014. So let's say your game allows you to buy into tournaments with tickets. Is it just plain impossible to produce a successful and profitable digital card game? Solforge was boring for me too when I first tried it because it felt like a poor man Magic. I would try to simplify my code/architecture for making new cards and mechanics. do, re, mi, fa, sol, la ti, and do. Thanks for chiming in. Hex, Solforge, Faeria, Cabals, Mabinogi Duel, pretty much everything that isn't either Hearthstone or Shadowverse (extremely simple games with easy rules and therefore mainstream appeal) dies within a few years, regardless of how good it actually is (and I've heard VERY good things about all the games I listed, and even played a few of them myself extensively). A lot of players who had drifted during the client refactor doldrums came back to give things a second chance, and the official ladder was a big draw. My primary concern has increasingly become that digital TCG's/CCG's may simply impossible to develop for with the expectation of profitability due to how small the playerbase in general is. Furthermore, the underlying order of operations was not intuitive, nor truly "well-known". It couldn’t fund itself. Its first expansion, “Rise of the Forgeborn,” was released on March 22, 2014. No need for "grinding" like in other games to get ahead. Solforge is a new DCCG currently being developed Stone Blade Entertainment. Experienced players would commonly drop the game after a new set was released if they did not have a large amount of crafting dust stored up as there was no effective ways to get new cards. SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. And I noticed the renewed interest just nose-dived, from the known players at least. Although I've been playing this for something like 7 years now.). I only stopped playing that game because they churned out so much content that I felt like I could never keep up. I will make sure not to make the same mistakes. Welcome to the SolForge Wiki SolForge is a Digital Card Game (DCG) designed specifically for mobile play. They're a great group of people. He was frustrated however by the business model, and the lack of a secondary market for cards, which he felt gave the game a "slight 'pay-to-win' feel". Solforge, which is free to play, recently went live near Gen Con 2013, and is improving as we go, allowing for custom deck building now, and campaign and tournaments down the road. It's hard to come up with examples; it's been forever since I played. Now, switching to real-world statistics for a moment, Hex's peak player count was 2,113. No sense of what the SolForge was, no idea about the stakes, and the difficulty of the stages ramped up to an insane degree. So players would be rewarded for playing quickly, and even if someone decided to time you out, you would waste no more time than if they had simply spent 10-20 seconds per turn in the first place. SolForge is a digital card game, released by Stone Blade Entertainment on August 13, 2013. We will now monitor player traffic and server stability over the coming days and weeks. The game is available on PC and iOS, and an Android version is in development. Please pay attention to the New Player Experience. You'd have to leave the game, reconnect and then you might see if something happened. There were many cards printed throughout the game that enabled different types of strategies, but also limited the types of cards that could be designed. Hey, everybody can afford a dollar, right? You were given 500 gold to spend with at the start...and player packs started at 520 gold. Solforge, which is free to play, recently went live near Gen Con 2013, and is improving as we go, allowing for custom deck building now, and campaign and tournaments down the road. Most card rewards were in the form of generic packs, which included cards from every set. Weirwood Patriarch boosted the effective strength of all 3-attack units, to the point that most of those units would only be playable in a Weirwood Patriarch deck. After a month of investment, was like “ooops” and then “there will be no restoration, have a small prize and just forget the last month happened”. The head of Sirlin Games and creator of Puzzle Strike, Yomi, and Flash Duel has been speaking out against CCGs and League of Legends since 2010. I don’t have all the answers, and was never in the elite-er groups who had inside scoops. You’d be way more in the know, obviously; I remember playing on mobile data and 4 matches would approach 100mb of data gone. It features a rich library of flavorful cards, deep strategic game play and challenging PvP competition. I am looking into making a rather advanced/complex (and therefore niche) online TCG/CCG right now, and I'd like to understand the market a little better before I do so so I can avoid the pitfalls others in this field have fallen into. Rate of developer adjusting meta dominant cards was way too slow. How do you match new players and experienced players in a timely fashion? Tell people in advance if you're going to miss deadlines. There wasn’t a lot of new content during this time, so interest probably waned. I've been playing steadily since it launched. You'd have to leave the game, reconnect and then you might see if something happened. The natural result is that the player base slowly declined as very few new players would join and experienced players slowly left. As the game progresses, you gain access to your more powerful higher level cards. You can click on random stuff on the field while you're bored and stuff is happening. I wouldn't really expect to get more than about $10 per user on average, and to make a million bucks - which, in the grand scheme of things, isn't all that much, especially given the scale of the project and the amount of time, effort, and manpower needed to make it happen - you'd need 100,000 users each paying $10 on average just to make a cool million. I wasn't like this before the last big update. I mean, Hearthstone is certainly not the best TCG in the world, but there's no arguing that the client is excellent. SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. I had also drafted a turn time limit system in which players would be given a low amount of time to make their move (say, 10-20 seconds per turn), but leftover time they didn't spend would spill over into their next turn, up to a set limit (say, 5 minutes). The cards and leveling system were balanced around games lasting this long. Therefore, while there was a small loyal fan base (I think the mechanical game is head and shoulders above Hearthstone) it was prohibitive to new players and it required Kaelari’s third party site to really make the game fun (good matchmaking, card trading, chat, agreements to not use broken cards since rebalance was so rare). 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