So what are some of the benefits and cons of creating a game with a collectable (or collectible if you prefer) atmosphere? I have been designing a miniature game for the past couple of years and it began with a collectable aspect (I was influenced by MageKnight and HeroClix), but the more I work on it and the more I become familiar with other miniature games, it seems like the collectibal aspect is really nothing more than a money gimmick; it just allows them to get more people to buy more packs in hope of getting the rare mini needed / desired. From a balance standpoint, it helps...but not a whole lot, since it only benefits the hardcore players or the wealthy ones. This can be seen most especially with CCGs like M:tG. To compete at a high level you generally need some very expensive cards.
What other cons / benefits do you see with this style of game?
That is the one single reason I have been holding onto the idea of making the game collectable. I am wondering if it would be worth having some commons, uncommons, and rares, not based on power or balance, but rather for the plain and simple fun of collecting them if people wish. Furthermore, it may be worth not even announcing that there are commons and rares, just do less print runs of select / random ones. If something does come up, where a more rare mini is more desired, then it will naturally balance. Maybe...lol. If you get what I mean. I guess I just like the collectable aspect for enjoyment and trading and not so much as a balancing tactic. Balance comes in the form of the miniatures cost to field and use.