{"id":87195,"date":"2023-01-10T14:34:36","date_gmt":"2023-01-10T19:34:36","guid":{"rendered":"https:\/\/ygorganization.com\/?p=87195"},"modified":"2023-01-10T15:36:22","modified_gmt":"2023-01-10T20:36:22","slug":"cardraritysystemsvsgamebalance","status":"publish","type":"post","link":"https:\/\/ygorganization.com\/staging\/?p=87195","title":{"rendered":"The Other Side &#8211; Card Rarity Systems VS Game Balance"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">Hi Everyone, f<\/span>or this week&#8217;s instalment of &#8220;The Other Side&#8221; we look into card rarity systems.<\/p>\n<p><!--more--><\/p>\n<p><span style=\"font-weight: 400;\">I hope your first week back to normal life after the winter break has been a super easy transition. This week&#8217;s post is the second article I wrote for my original blog. I wanted to post this one early as I think it&#8217;s one that this audience would get a lot out of.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><br \/>\nFor our first dive into Business vs Games Design I want to focus on something that is considered an industry standard and break it down. Today&#8217;s topic will be rarity in games and how it impacts the overall design. As mentioned before I can&#8217;t talk directly about the game I worked on, so I will be taking a look across other successful games to help you walk through my train of thought. When it comes to Trading Card Games (TCGs) or Collectible Card Games (CCGs), your local game stores every day are buzzing with people cracking open packs of cards (Booster Packs). Players are looking to build their collections and trade off the cards they don&#8217;t need for the ones they do. In most cases, the players are chasing rare cards, because they are harder to come by, as the name implies. As a quick 101 of card games, almost all of them use a rarity model to determine how often certain cards appear in packs. A common model is as follows:<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Common cards &#8211; Make up most of the pack <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Uncommon cards &#8211; Usually a few in a pack <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Rare Cards &#8211; Normally only 1 in a pack <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Epic\/Ultra Rare &#8211; 1 in every few packs (consider a ratio of 1:6 as pretty normal) <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Legendary\/Mythic\/Secret Rare &#8211; Maybe 1 or 2 in an entire box of boosters (consider 1:30 or 1:12 depending on the number of boosters in a box). <\/span><\/p>\n<p><span style=\"font-weight: 400;\">With this in mind, today&#8217;s main question: Is a game balanced if it is using a rarity model to acquire assets that give an advantage in game? My answer to this question is no &#8211; the game is not balanced, but it makes for an excellent business model.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The game of choice I want to look at is Magic the Gathering (MTG). MTG is the grandfather of the entire TCG\/CCG industry. <\/span><span style=\"font-weight: 400;\">The concept is pretty simple: each pack contains cards, with some of them harder to get than others. The issue is that with those cards that are harder to get, there needs to be a reason to make you want to chase them. <\/span><span style=\"font-weight: 400;\">\u00a0If a rare card and a common card were equal in power, there would be no reason for players to purchase more booster packs looking for the rare cards. <\/span><span style=\"font-weight: 400;\">So immediately, we are approaching the design with the perspective that some cards will be better than others<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">This can be fine &#8211; if everything was equal, we would be playing chess or poker, which can be less exciting and ultimately sell less units. Here are some examples of cards from MTG to illustrate the power level difference between cards of different rarity, even within the same product:<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/static.wixstatic.com\/media\/ceb7c0_7d9241c71da84dc590041bf2a7fa7782~mv2.jpg\" \/> <img decoding=\"async\" src=\"https:\/\/static.wixstatic.com\/media\/ceb7c0_1d561ebc00cf47028895bd323797b0e2~mv2.jpg\" \/> <img decoding=\"async\" src=\"https:\/\/static.wixstatic.com\/media\/ceb7c0_fe45213cb8e946db8b4d18b3c4c72628~mv2.jpg\" \/> <img decoding=\"async\" src=\"https:\/\/static.wixstatic.com\/media\/ceb7c0_ca487d2ca98f4dea90c27770f41f81c1~mv2.jpg\" \/><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">For reference, the card rarity is denoted by the color of the set stamp: black is common, silver is uncommon, gold is rare and orange is mythic rare (the hardest cards to find in packs).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In Magic the Gathering, cards have costs referred to as mana costs. <\/span><span style=\"font-weight: 400;\">This tells you how much of the in-game resources you need to pay to play certain cards.<\/span><span style=\"font-weight: 400;\"> All of the cards for this example cost 4 mana total. <\/span><span style=\"font-weight: 400;\">As you can see, our common card the Bristling Boar is the weakest card of the group, with stats of 4\/3 and only 1 ability.<\/span> <span style=\"font-weight: 400;\">The step up from this is the uncommon card Gnarlback Rhino, which also costs 4 mana but is a 4\/4 and has 2 abilities.<\/span> <span style=\"font-weight: 400;\">The Nightpack Ambusher is our rare card: a 4\/4 with 3 abilities.<\/span><span style=\"font-weight: 400;\">\u00a0Lastly Vivien, Arkbow Ranger is the mythic rare card. <\/span><span style=\"font-weight: 400;\">Unlike the others, Vivien is not a creature, so it works differently<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">The short explanation is that you can use 1 of the 3 abilities on this card every turn, as long as you pay the cost, which involves placing or removing counters from this card. For players that do not play MTG, the strength of the abilities scale up depending on the rarity of the card; for example, the Nightpack Ambusher&#8217;s 3 abilities are all significantly stronger than the Bristling Boar&#8217;s<\/span><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In-game, all of these cards effectively cost the same number of resources to play, although it&#8217;s worth noting that the more tree symbols you see in the top-right of the card, the more specific the resources you need to play the card (which impacts the card&#8217;s power &#8211; the more specific the cost, the bigger the payoff needs to be)<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">Additionally, the in-game return on investment for playing a card rapidly scales with the rarity of the card<\/span><span style=\"font-weight: 400;\">. If a player is going to commit some resources to playing a card, there is no real reason to ever include the Bristling Boar in your deck when you could be playing Nightpack Ambusher. <\/span><span style=\"font-weight: 400;\">Of course, the Nightpack Ambusher is a rare card, which means it is much harder to find in packs than the Bristling Boar. In fact, when you open a booster pack, there will be 10 common cards, 3 uncommon cards, and 1 rare or mythic rare card, so you are already 10x more likely to find a Bristling Boar in your pack than a Nightpack Ambusher. And this is before you even consider the actual odds of pulling any 1 particular rare or mythic rare card from a pack.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The actual set breakdown of the Core 2020 expansion containing all of these cards is as follows: 112 common, 80 uncommon, 53 rare, and 15 mythic rare<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">So this means from a customer&#8217;s perspective, when you open a booster pack you have a 1:53 chance of finding a Nightpack Ambusher (caveat: your odds are actually a little worse, since rare cards get replaced by mythic rare cards in packs when they appear).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If a card is going to be harder to get, there has to be a reason for players to want to get it. This means the power level has to be higher than cards of a lower rarity.<\/span><span style=\"font-weight: 400;\">This inherently unbalances the game, as the lower-rarity cards will be at a disadvantage when played against rarer, stronger cards<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">This is not to say that a rare card always beats common cards; there are a number of factors to consider, such as card type, synergies with other cards in your deck, etc<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">But generally speaking in terms of value for the player to play the card, the higher the rarity, the better the return on investment for playing that card<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">On the business side, this is great, as it translates booster packs into consumables that immediately lose all value when they are opened<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">This means players have to either keep buying new packs if they want to get the cards they need, or go to the secondary market (single card sellers) to find someone that already opened a pack(s) and has the card(s) they need<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">By having higher-rarity cards, you also create the demand for multiple re-purchases from customers that have already brought packs<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">This means in the design process, you are already accepting that for the business model to work, you will need to create cards that are significantly better than others in order to create a chase element to encourage repeat purchases<\/span><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If a card is a higher rarity and it&#8217;s not strong, players will get very vocal and very angry that they feel cheated out of a strong card.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Card rarity is an influence of the business side to generate higher volumes of sales. Truth be told, this is one of the most successful business models ever conceived in gaming. <\/span><span style=\"font-weight: 400;\">Card games such as Pokemon, Magic the Gathering and Yu-Gi-Oh! make significantly more money than most released video games every year; in fact, I would argue that very few video games have ever exceeded the success of one of these card games (World of Warcraft and Grand Theft Auto 5 are the level of game that you have to produce to out-perform any of these 3 games)<\/span><span style=\"font-weight: 400;\">. You can see how successful this business model is when video games started including loot boxes. A loot box is a digital booster pack designed to give the customer the same rush of excitement that they may open a rare and powerful item while encouraging repeat purchases. <\/span><span style=\"font-weight: 400;\">Players in a game&#8217;s life span will spend significantly more money on smaller, cheaper boosters than they will buying a new game off the shelf.<\/span><\/p>\n<figure style=\"width: 666px\" class=\"wp-caption aligncenter\"><img fetchpriority=\"high\" decoding=\"async\" src=\"https:\/\/static.wixstatic.com\/media\/ceb7c0_e699949f3ecf47fbaf365a277966d615~mv2.png\/v1\/fill\/w_666,h_499,al_c,q_85,usm_0.66_1.00_0.01,enc_auto\/ceb7c0_e699949f3ecf47fbaf365a277966d615~mv2.png\" alt=\"\" width=\"666\" height=\"499\" \/><figcaption class=\"wp-caption-text\"><em>A digital booster pack<\/em><\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">This business model only works if all cards or items within the booster packs are not equal. <\/span><span style=\"font-weight: 400;\">As such, the game balance is compromised by the very nature of this business model.<\/span><span style=\"font-weight: 400;\"> An argument could be made that rarer cards are balanced against each other as they have the same number of abilities or stats that make them line up well against one another. <\/span><span style=\"font-weight: 400;\">I would argue that this is not representative of game balance, since you still have situations where cards like Bristling Boar are never going to stand up to a rare card of the same resource cost.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The main reason for common cards in packs is to generate the casino jackpot effect in a customer&#8217;s brain when they find a really rare card in a booster, which has been massively pushed in digital games such as Blizzard&#8217;s Hearthstone.<\/span><span style=\"font-weight: 400;\">\u00a0<\/span><span style=\"font-weight: 400;\">When you hit a legendary card (the highest rarity card in Hearthstone), you get a huge visual and audio reward to hype the customer&#8217;s excitement<\/span><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\">The game then tells users on your friend lists the card you opened to encourage them to message the customer and congratulate them even further, reinforcing the good feelings you get from opening a booster pack while even encouraging your friends to try their luck on some packs.<\/span> <span style=\"font-weight: 400;\">In the long run, this creates a mental trigger in the customer&#8217;s brain that begins ramping up excitement before they even open a booster; the customer actually feels good ripping open the pack and inspecting the contents<\/span><span style=\"font-weight: 400;\">. This feeling is addictive and leads to customers coming back over and over again to purchase new cards. <\/span><span style=\"font-weight: 400;\">The dopamine hits that customers get from opening packs is a huge rush, and unlike more harmful habits like smoking or drinking alcohol, you get social validation and attention from other players when chasing the rare cards.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the long term the process ends up looking like this:<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Customer buys pack &#8211; &gt; gets rare cards they needed &#8211; &gt; gets excited and social validation from other players &#8211; &gt; customer buys pack -&gt; customer doesn&#8217;t get rare card they needed &#8211; &gt; feels compelled to try again.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">If all the cards were balanced against each other and there was no rarity model, you would lose out on this almost endless feedback loop because players would have no reason to get excited over any particular card. <\/span><span style=\"font-weight: 400;\">This is an excellent example of business vs game design: if true balance was the goal, you couldn&#8217;t have cards that were significantly stronger than others.<\/span> <span style=\"font-weight: 400;\">By adding a rarity model to your game, you increase its life expectancy dramatically while also opening yourself up to huge profits and high volumes of sales<\/span><span style=\"font-weight: 400;\">.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\">A game doesn&#8217;t have to be perfectly balanced to be fun &#8211; in fact, the randomness of card games in general what is makes them fun and successful<\/span><span style=\"font-weight: 400;\">. At a later date I will write a post on random vs consistent games and the impacts on sales as a result.<\/span><span style=\"font-weight: 400;\">I want the takeaway from this article to be not that I don&#8217;t think games with rarity models are bad, but that from a purist&#8217;s game design perspective, they are inherently unbalanced and geared towards increasing sales<\/span><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">A question for you guys: When Blizzard Entertainment&#8217;s Diablo 3 was released, there was a real money auction house where players could sell items to other players. This was largely used to sell rare items, which necessitated that rarer items needed to be significantly stronger than more-common items to encourage sales with that service<\/span><span style=\"font-weight: 400;\">. By my definition of game balance and the article above outlining my personal thoughts, I would argue this was an unbalanced game. <\/span><span style=\"font-weight: 400;\">Once the real money auction house was removed from the game, but the item rarity was left in, did the game become balanced?<\/span><span style=\"font-weight: 400;\"> Once the incentive to engage in micro-transaction were removed, did this balance the game and make loot just fun to hunt? I could honestly argue this both ways, but I would be interested to hear your thoughts, <\/span><span style=\"font-weight: 400;\">feel free to throw them in the comments section below or shoot me a tweet<\/span><\/p>\n<p><span style=\"font-weight: 400;\">@MattBellGames<\/span><\/p>\n<p><span style=\"font-weight: 400;\">&#8211; Matt<\/span><\/p>\n<p><span style=\"font-weight: 400;\">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Lastly, if you would like to hear more of what I&#8217;m working on and get some more industry insights or maybe even score a free beta key in the future for a project I&#8217;m working on, be sure to sign up for my mailing list.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><!-- Begin Mailchimp Signup Form --><\/p>\n<style type=\"text\/css\">\n#mc_embed_signup{background:#fff; 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we look into card rarity systems.<\/p>\n","protected":false},"author":73,"featured_media":87201,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[214,2720],"tags":[],"class_list":{"0":"post-87195","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-opinion-pieces","8":"category-the-other-side"},"acf":[],"jetpack_featured_media_url":"https:\/\/cdn.ygorganization.com\/2023\/01\/The-other-side-Rare-cards.jpeg?wsr","_links":{"self":[{"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/posts\/87195","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/users\/73"}],"replies":[{"embeddable":true,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=87195"}],"version-history":[{"count":11,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/posts\/87195\/revisions"}],"predecessor-version":[{"id":87211,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/posts\/87195\/revisions\/87211"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=\/wp\/v2\/media\/87201"}],"wp:attachment":[{"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=87195"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=87195"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/ygorganization.com\/staging\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=87195"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}