OK. I would like to start a discussion that I consider as important. The thing is not easy and I will try to get to everything quite carefully and in details, trying to keep everything as simple as possible in the same time.
So let's start...
COMPARISON OF PACKS AND THEIR PRICEStheFarWilds15 card pack (11 commons, 3 uncommons, 1 rare)
Approx. $3 per pack
Deck: 40+ (decided to count the deck in Battles-PvP mode)
WoW TCG (newest expansion)
19 card pack (unknown)
Approx. $2-$2.70 per pack (depending if bought in box or alone)
Deck: 60+ cards
Poxnora (newest expansion)
10 cards (6 commons, 3 uncommons, 1 rare; 10% that rare = exotic)
$3 per pack
Deck: 20 cards
COMMENT:I would count WoW as major game and both Poxnora and TFW as indie ones.
I really wanted to write something long and analytic but I got a headache
so just a few words.
Considering the fact that value of TFW cards is and will surely always be lower than WoW TCG and that TFW is indie game it is a bit surprising that packs contains less cards and are more expensive. Obviously, UpperDeck (WoW) sells more of their packs but the reason is not one (popularity) but two: popularity and reasonable price of a pack.
I'm also a bit troubled of rarities in TFW boosters. Devastating majority of commons, is that good?
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It seems like I wanted to write something huge and it turned to be fairly small (being sleepy doesn't help
).
But my conclusion here is that jed with devs should think of one thing:
Is it better to sell less packs for more?
Or is it better to sell more packs for less?
What will attract more players? What will make players feel more satisfied?
What will work better in short and what in long-term?
I'm not an economist but...
Coming from my experience as both buyer and seller I would say that lowering product's price a bit to gain more attention is usually a very good thing. Why? Because there are always ways to gain more money (simply add new product and add +$0.30 to its reasonable value and this can cover at least part of what can be considered as "losses").
Are they truly losses? It depends on your point of view.
Example:
Player wants to spend $20 to try a game (quite average amount of money that people invest into online CCGs).
$3 pack; 6 packs bought
$2.50 pack; 8 pack bought
If this is considered as loss because player gained this 30 cards more I would say one is wrong.
Part of playing CCGs is buying packs. Not individuals but countless players spend more money on CCGs than really needed. Why? Because there is something like love of buying packs. Love to something unexpected. To a mystery
More cards = more fun.
More fun = bigger satisfaction.
Bigger satisfaction can = more bought products.
Why? Because players rarely think in terms of rational, Kant's thinking. They base their decisions on impulses and emotions just like majority of us do when we go shopping and get excited about things or are enthusiasts/fans of things.
It's one of the most important things for the game, imo, and I would be happy (very
) to see players participating in this discussion but even more some opinions of devs.
Thanks for your time