Sorry My guys I am sick right now! Thought I would drop this video while im recovering my voice. What are your thoughts on this video? Do we agree or disagree?
20:00 For me clearly the best memories are about deckbuilding in LoR/paperMtG, drafting cubes and cool plays in 2HG in paperMtG. I never felt good opening pack even when i opened a foil Seasoned Pyromancer not too long ago i felt nothing.
same, especially when u need multiple copies of a card. maybe its because we dont have scarcity mindset in the game, but i always needed multiple things, then wanted to put them to use. Maybe we are the minority
Dang, my man swole! I was picturing Ekko based on the voice, but he built like Rictus :D It's sad to say, but the game being too good is actually what caused its downfall. For me, the joy from seeing a collection being filled out is a main draw for a lot of games. I remember that when we got into Heroes of the Storm, when we decided to take the game seriously, I bought the biggest package and unlocked most of the champions... and then soon stopped playing :D The fact that I no longer had something to work for, since everything that I needed was already unlocked, meant that there was no incentive to keep grinding. As much as I hate to admit it, Hearthstone has had one of the best monetization systems that I've every seen. And by best, I mean most exploitative and predatory :D I kept you coming back while employing every trick in the book to get you addicted and the card acquisition system was so player unfriendly, that you could spend your life's savings and still not have every shiny thing available. Aside from food and rent, It is the single thing that I have spend the most money on in my entire 30+ years of my life and it is not even close! Meanwhile, Runeterra is better in every aspect, aside from arguably the IP recognition, yet I left the game, because it was too easy to get all the cards and there was not enough of a hook. I guess that's why ppl choose McDonald's over a healthy and actually nutritious meal. Now that might just be a personal issue, but what is a more serious problem, is the other meaning of being too good, as in it too intricate and complicated, at least compared to its competitors. Do I enjoy being able to react with fast and burst speed spell to every action my opponent makes, while managing my mana in anticipation to my opponent doing the same? Absolutely! But after going for 4+ hours while constantly being on edge, I do feel a bit burnt out and I imagine that it would only be worse for the more casual general audience. Why use 100% of my brain power, when I can just drop Yogg and watch the fireworks in Hearthstone. Why commit to a hefty session in Runeterra when i can knock out 2-3 games in the same time in Marvel Snap? As a card game enthusiast, more complexity and a higher skill ceiling is always welcome, but for the majority of ppl that just want to login while on the road, or on the toilet, the gameplay for LoR might feel less entertaining and more like more of a chore. For the few times that I was able to convince friends of mine to give it a shot, the difference in experience and collection level, compounded by the fact that I was able to react to and counter their every move, probably didn't leave a good impression. Having a deck sharing feature like HS would have remedied the situation somewhat, but then they'd have run into the same situation as soon as they pressed the play button in a ranked/casual queue. Marketing was also definitely lacking, which is understandable since it wasn't profitable, but I quit the game because early PoC (Lab of Legends?) got boring and tedious. Had I known that it got a revamp and seen the new features/champs, I'd have come back years ago. And I think the Arcane rebranding is genius; Riot seems to thrive on monetizing cosmetics and they just introduced alternate universes/realities as a concept. So yeah, no resources to design new champs? Just slap one of the characters on an existing champ, give it a different spell effect, call it the Arcane skin line and watch it print money. Gotta ride that wave while it's high, before another season comes out and ppl realize that the writing, pacing and characterization has fallen off a cliff since S1 :P TL;DR, Runeterra set out to be the most F2P and player friendly card game on the market and succeeded in doing so. And that is exactly why it failed to retain it's playerbase, because there was no sunk cost at play and not enough predatory tactics to keep you hooked. The learning curve as also higher compared to a lot of other popular digital card games, which might have been a turn off for ppl who just wanted to kill 15-20 minutes of their time. That being said, I've always been more of a fan of PVE content, so with the current state of PoC and Riot focusing declaring that it will be their main focus moving forward, I can see myself staying a lot longer than I did before.
I honestly dont think the "too generous" thing makes sense. They still had vault openings and stuff like that. Waiting till you can get the champs for the decks and yadda yadda. The game clearly had a marketing problem. They dropped the game then immediately started to make tourneys for it and kept it mostly isolated lol TFT being in the client of the main game. Constantly talked about amongst updates overtime, def helped it get huge lol Runeterra had its own youtube channel, twitter, own launcher, etc. I dont think most people knew it existed after awhile, but I ALWAYS knew when a new TFT set was coming out. They even admit it was more of a playerbase issue, not enough players to buy things lol
@@JinxDidNothingWrong Yeah that's definitely more of a me issue. It's the same with other things like foods and drinks as well; if I find something I really like, I would buy some every time I went to the store. But as soon as I decide to buy bulk to save money, suddenly I lose all interest and can't even be bothered to reach out my arm for it. I would argue that there is definite correlation of ppl being more attracted to things that are harder to attain, compared to the ones that are more freely available, but it might be less of a driving force in others. I suppose there is, a spectrum, of reasons why I am the way I am :P Still, had they been a bit more greedy and went harder on the monetization, I think the game would be in a healthier state overall. As a player, obviously I'm not advocating more FoMO and other psychological traps to get us into opening up our wallets, but on the other hand, if the games is not profitable for an extended period of time, that's gonna result in downsizing in the development team and features such as animations and voice lines being cut due to budget restraints, as we have seen. So while I respect the team's commitment to create such a player friendly game, that very decision is what's led to the current situation that we're in. I'm not saying that it's impossible to stay afloat without aggressive monetization, but then they need to address the issue wide/casual appeal. And I agree with the point about advertising, unfortunately, while it might be more convenient to have a separate client for players like me, who aren't interested in the other games from Riot, it would have definitely help keep Runeterra more in the public consciousness if it were always visible in the main client. They could have also had cross-game reward systems like Blizzard, where if you reached lvl 20 in WOW for example, you'd get some stuff for Heroes of the Storm and Hearthstone to encourage you to interact with their other games as well. In a perfect world, we would all flock to the best game, with the most in-depth gameplay and is the most enjoyable. But with the market being increasingly saturated and our time being limited, I fear that if Runeterra doesn't make an effort to squeeze the playerbase at least a little bit, then ppl are going to spend their limited funds elsewhere, in games that use every trick in the book get you to pay up.
4:34 hoyovers has made a tcg its pretty good. Not fenomenal but its good ! (Its a permanent game mode of genshin impact and has made some pretty cool addition on the genre !)
yea i remember that. It was cool cuz it was just a small little thing. Similiar to Gwent in the Witcher. became its own fun thing. I think games should more be like that. A little bit of fun and if it blows up then invest more into it.
That video appeared a lot on my feed. I was sad to see it being called a failed game cause I play POC a lot. Let's hope it doesn't end up dissapearing any time soon.
@@JinxDidNothingWrongYeah now that i have mostly 4star champions it becomes way too repetitive especially when i play Ambessa or ASol or Morgana it's exactly the same gameplay every single game and you have to repeat that ~7 times for each adventure. :/
There is a podcast with pro yugioh player josh and yugioh youtuber farfa. They invited rarran in one episode and talked a bit about LoR from the pvp side. They did say its one off the best pvp card games they played, but ofc it was sad that it "failed". I think i remembered that correctly, but dont quote me here, watched it a lil while ago
for me the PvP thing was sorta lukewarm. There were established meta due to everything being online. You can easily find the "best deck" in seconds. creating annoyance, fighting the same decks over and over. I think these companies need to not always lean into competitive, not all games can live up to it.
yea i used too play alot of Paragon lol then they changed it like 6 times and now I cant be bothered. They are still trying to bring the game back too lol
yea failed is a bit weird when the game is still running. I get it they mean the PvP side, but thats cuz they wasted so much resources into something not many people cared about lol I feel like they sweep that under the rug too much. Not every game needs a competitive scene.
I appreciate this reaction video about LoR. I am a big fan of LoR (since beta). I've been playing everyday now, grinding it out. Compared to EA piece of s***ts, LoR is much more polished and developed over the years.
Yea I think if they iron out some detail they can make it a good game to push along the ages, but its getting update dependant aka ppl are flying thru the content and are always waiting for more things to do
@ tbh i think Maddie was a Traitor from Episode 1 on. Theres many hints at that, she tries to get all Council members in one place (the carriage) she gets guard duty for Mel even tho shes a junior, she is the first to pound her chest and persuade her going to Ambessa. Her being with Cait was just another part of being a rat.
I still strongly disagree with all this. The problem was not being too f2p, the problem was 1. That they didn't advertise the game (neither for free in the riot client nor by paying mtga/heartstone big content creators to promote the game and steal the players) 2. that the cosmetics were not appealing enough (They could make us start with a very stale board and no music and no animations and make us pay for alternate colors, musics, card effect animations, being able to click the opponent's pet etc etc)
at what parts was the audio off in a major way. I dont react to vids often so im not sure how loud i want the video to be, I also dont want to talk over the video as much if i can prevent it
Sorry My guys I am sick right now! Thought I would drop this video while im recovering my voice. What are your thoughts on this video? Do we agree or disagree?
get well soon🎉
get well soon!
They had pve, but they didn't know it had so much potential
20:00 For me clearly the best memories are about deckbuilding in LoR/paperMtG, drafting cubes and cool plays in 2HG in paperMtG. I never felt good opening pack even when i opened a foil Seasoned Pyromancer not too long ago i felt nothing.
same, especially when u need multiple copies of a card. maybe its because we dont have scarcity mindset in the game, but i always needed multiple things, then wanted to put them to use. Maybe we are the minority
Dang, my man swole!
I was picturing Ekko based on the voice, but he built like Rictus :D
It's sad to say, but the game being too good is actually what caused its downfall.
For me, the joy from seeing a collection being filled out is a main draw for a lot of games.
I remember that when we got into Heroes of the Storm, when we decided to take the game seriously, I bought the biggest package and unlocked most of the champions... and then soon stopped playing :D
The fact that I no longer had something to work for, since everything that I needed was already unlocked, meant that there was no incentive to keep grinding.
As much as I hate to admit it, Hearthstone has had one of the best monetization systems that I've every seen.
And by best, I mean most exploitative and predatory :D
I kept you coming back while employing every trick in the book to get you addicted and the card acquisition system was so player unfriendly, that you could spend your life's savings and still not have every shiny thing available.
Aside from food and rent, It is the single thing that I have spend the most money on in my entire 30+ years of my life and it is not even close!
Meanwhile, Runeterra is better in every aspect, aside from arguably the IP recognition, yet I left the game, because it was too easy to get all the cards and there was not enough of a hook.
I guess that's why ppl choose McDonald's over a healthy and actually nutritious meal.
Now that might just be a personal issue, but what is a more serious problem, is the other meaning of being too good, as in it too intricate and complicated, at least compared to its competitors.
Do I enjoy being able to react with fast and burst speed spell to every action my opponent makes, while managing my mana in anticipation to my opponent doing the same? Absolutely!
But after going for 4+ hours while constantly being on edge, I do feel a bit burnt out and I imagine that it would only be worse for the more casual general audience.
Why use 100% of my brain power, when I can just drop Yogg and watch the fireworks in Hearthstone. Why commit to a hefty session in Runeterra when i can knock out 2-3 games in the same time in Marvel Snap?
As a card game enthusiast, more complexity and a higher skill ceiling is always welcome, but for the majority of ppl that just want to login while on the road, or on the toilet, the gameplay for LoR might feel less entertaining and more like more of a chore.
For the few times that I was able to convince friends of mine to give it a shot, the difference in experience and collection level, compounded by the fact that I was able to react to and counter their every move, probably didn't leave a good impression.
Having a deck sharing feature like HS would have remedied the situation somewhat, but then they'd have run into the same situation as soon as they pressed the play button in a ranked/casual queue.
Marketing was also definitely lacking, which is understandable since it wasn't profitable, but I quit the game because early PoC (Lab of Legends?) got boring and tedious.
Had I known that it got a revamp and seen the new features/champs, I'd have come back years ago.
And I think the Arcane rebranding is genius; Riot seems to thrive on monetizing cosmetics and they just introduced alternate universes/realities as a concept. So yeah, no resources to design new champs? Just slap one of the characters on an existing champ, give it a different spell effect, call it the Arcane skin line and watch it print money.
Gotta ride that wave while it's high, before another season comes out and ppl realize that the writing, pacing and characterization has fallen off a cliff since S1 :P
TL;DR, Runeterra set out to be the most F2P and player friendly card game on the market and succeeded in doing so.
And that is exactly why it failed to retain it's playerbase, because there was no sunk cost at play and not enough predatory tactics to keep you hooked.
The learning curve as also higher compared to a lot of other popular digital card games, which might have been a turn off for ppl who just wanted to kill 15-20 minutes of their time.
That being said, I've always been more of a fan of PVE content, so with the current state of PoC and Riot focusing declaring that it will be their main focus moving forward, I can see myself staying a lot longer than I did before.
I honestly dont think the "too generous" thing makes sense. They still had vault openings and stuff like that. Waiting till you can get the champs for the decks and yadda yadda. The game clearly had a marketing problem. They dropped the game then immediately started to make tourneys for it and kept it mostly isolated lol
TFT being in the client of the main game. Constantly talked about amongst updates overtime, def helped it get huge lol Runeterra had its own youtube channel, twitter, own launcher, etc. I dont think most people knew it existed after awhile, but I ALWAYS knew when a new TFT set was coming out.
They even admit it was more of a playerbase issue, not enough players to buy things lol
@@JinxDidNothingWrong Yeah that's definitely more of a me issue.
It's the same with other things like foods and drinks as well; if I find something I really like, I would buy some every time I went to the store.
But as soon as I decide to buy bulk to save money, suddenly I lose all interest and can't even be bothered to reach out my arm for it.
I would argue that there is definite correlation of ppl being more attracted to things that are harder to attain, compared to the ones that are more freely available, but it might be less of a driving force in others.
I suppose there is, a spectrum, of reasons why I am the way I am :P
Still, had they been a bit more greedy and went harder on the monetization, I think the game would be in a healthier state overall.
As a player, obviously I'm not advocating more FoMO and other psychological traps to get us into opening up our wallets, but on the other hand, if the games is not profitable for an extended period of time, that's gonna result in downsizing in the development team and features such as animations and voice lines being cut due to budget restraints, as we have seen.
So while I respect the team's commitment to create such a player friendly game, that very decision is what's led to the current situation that we're in.
I'm not saying that it's impossible to stay afloat without aggressive monetization, but then they need to address the issue wide/casual appeal.
And I agree with the point about advertising, unfortunately, while it might be more convenient to have a separate client for players like me, who aren't interested in the other games from Riot, it would have definitely help keep Runeterra more in the public consciousness if it were always visible in the main client.
They could have also had cross-game reward systems like Blizzard, where if you reached lvl 20 in WOW for example, you'd get some stuff for Heroes of the Storm and Hearthstone to encourage you to interact with their other games as well.
In a perfect world, we would all flock to the best game, with the most in-depth gameplay and is the most enjoyable.
But with the market being increasingly saturated and our time being limited, I fear that if Runeterra doesn't make an effort to squeeze the playerbase at least a little bit, then ppl are going to spend their limited funds elsewhere, in games that use every trick in the book get you to pay up.
4:34 hoyovers has made a tcg its pretty good. Not fenomenal but its good ! (Its a permanent game mode of genshin impact and has made some pretty cool addition on the genre !)
yea i remember that. It was cool cuz it was just a small little thing. Similiar to Gwent in the Witcher. became its own fun thing. I think games should more be like that. A little bit of fun and if it blows up then invest more into it.
That video appeared a lot on my feed. I was sad to see it being called a failed game cause I play POC a lot. Let's hope it doesn't end up dissapearing any time soon.
Yea they are mostly refering to it as the main part of the game which was PvP. PoC is fine, just getting a bit repetitive honestly.
@@JinxDidNothingWrongYeah now that i have mostly 4star champions it becomes way too repetitive especially when i play Ambessa or ASol or Morgana it's exactly the same gameplay every single game and you have to repeat that ~7 times for each adventure. :/
There is a podcast with pro yugioh player josh and yugioh youtuber farfa. They invited rarran in one episode and talked a bit about LoR from the pvp side. They did say its one off the best pvp card games they played, but ofc it was sad that it "failed". I think i remembered that correctly, but dont quote me here, watched it a lil while ago
for me the PvP thing was sorta lukewarm. There were established meta due to everything being online. You can easily find the "best deck" in seconds. creating annoyance, fighting the same decks over and over. I think these companies need to not always lean into competitive, not all games can live up to it.
My Beloved PARAGON 😍
yea i used too play alot of Paragon lol then they changed it like 6 times and now I cant be bothered. They are still trying to bring the game back too lol
I agree to me the game only fails when they stop making updates which they still do and make a lot of money from what I heard
yea failed is a bit weird when the game is still running. I get it they mean the PvP side, but thats cuz they wasted so much resources into something not many people cared about lol I feel like they sweep that under the rug too much. Not every game needs a competitive scene.
I appreciate this reaction video about LoR. I am a big fan of LoR (since beta). I've been playing everyday now, grinding it out. Compared to EA piece of s***ts, LoR is much more polished and developed over the years.
Yea I think if they iron out some detail they can make it a good game to push along the ages, but its getting update dependant aka ppl are flying thru the content and are always waiting for more things to do
Maddie being Ezrael would be the only thing hating Targon Ezrael more. just the thought of Targon Maddie makes me angry
lol hey man, all you had to do is stick to one girl and it woulda been fine lol Cait had to many hands in the cookie jar
@ tbh i think Maddie was a Traitor from Episode 1 on. Theres many hints at that, she tries to get all Council members in one place (the carriage) she gets guard duty for Mel even tho shes a junior, she is the first to pound her chest and persuade her going to Ambessa. Her being with Cait was just another part of being a rat.
I still strongly disagree with all this. The problem was not being too f2p, the problem was 1. That they didn't advertise the game (neither for free in the riot client nor by paying mtga/heartstone big content creators to promote the game and steal the players) 2. that the cosmetics were not appealing enough (They could make us start with a very stale board and no music and no animations and make us pay for alternate colors, musics, card effect animations, being able to click the opponent's pet etc etc)
At 11:00
yea i still find it weird that they want to go with this idea that the game failed for being too generous lol to this day i dont really believe that
Audio levels are off on this video, can't hear the video you're reacting to
at what parts was the audio off in a major way. I dont react to vids often so im not sure how loud i want the video to be, I also dont want to talk over the video as much if i can prevent it
Hi ! :)
Imagine if LoL ended tournaments, voice acting, etc and you could only play PvE.
Sure, expand on swarm and i would. Or like any good pve mode, which PoC basicaly is.
Not sure if they are ready to give up the whole esports thing lol not even sure how popular that is nowadays
I miss Swarm
mel would be lux:i imo
yea i could see that