I wanted to briefly discuss "this" topic a bit. Maybe there are aspects that I may have omitted and I'd like to hear/read more opinions about this topic.
We all know that players who build their OWN "Deck" (or Deck Construction) is a powerful concept. And I agree that allowing off-line customization of a set of cards is an activity that (in Magic) can take hours of time. While I may say that another game which streamlines the process a bit (my Monster Keep) it still allows full customization with very simple guidelines to how to customize a deck.
So YES customization is a way to encourage people to be more INVESTED in your game. It's also ONE (1) source of revenue. It encourages players to BUY cards in order to "improve" their deck by "chasing rare or mythic" cards... Boosters sales are a direct result of customization. Aftermarket sales are another source of revenue too...
But I personally think it's (Magic's) Draft and Sealed game formats that are pure "evil" genius. I won't dive into the details only to say that basically IF you have a couple Magic Decks... Those two (2) formats which are very FUN and popular ... Just make you SPEND MORE MONEY on cards that you'll never ever use again!
The idea (and to me it's Rocket Science) is that while you have your OWN cards... You need to BUY MORE in order to play in one of these two formats. Basically in "Draft" you choose a card and pass the rest of them along to the player next to you... You do this until all the cards are chosen. So you're buying EXTRA cards (3 boosters to be exact) If you draft every week... You're spending between $10 to $15. Not a LOT... Mind you that you might ALREADY have cards...! So if each Draft player needs to drop money for more boosters... This is a GREAT way to help keep the game (Magic) ALIVE!
The other format of interest is SEALED. I personally see LESS of an appeal that the genius of "Draft" but you buy 6 Boosters in a SEALED tournament. This is also great for Magic since again you are buying MORE boosters and that results in greater sales (of cards). So while you might have several custom Decks constructed off-line, a sealed tournament means that you have to buy MORE boosters and play with whatever you get.
Again the concept is remarkably SMART. Add MORE cards and play with new cards, instead of using your own Decks...
I think these two (2) formats (Draft and Sealed) are art of the reason that Magic is SO SUCCESSFUL. If you're always paying to buy MORE boosters just to play ... even thought you may have already spent a bunch on your own custom decks... These formats ENCOURAGE the propagation of more sales in FLGS that deal with Magic cards.
IMHO I feel these two (2) formats are what breeds life into the Magic CCG.
Without them, there would be far less players and the game would be more about COLLECTING than PLAYING!
Please feel free to share your comments, feedback, questions, etc.
I think flaws and problems are not part of the topic at hand! I'm not saying nothing about the game being PERFECT (and not having flaws)... I'm more interested in discussing HOW "Magic" manages to stay afloat when a bunch of other CCGs/TCGs have failed.
@Larienna first said: "It's because they were FIRST." But I can think up other card games like "Chaotic" which were FIRST in physical to online game play... They lasted for a short while and then disappeared too! People play because other people play is a valid argument. This is like saying there are no GOOD "alternatives" to "Magic" (in essence). So people play what is POPULAR.
But being first means nothing if the game DOESN'T SELL!
@Jay103 says the game is in constant flux. Meaning they are improving the game from one edition to the next. Which is kinda true... I mean yes they release new cards and I assume they also release new mechanics for the cards themselves.
And I guess this is another reason why "Magic" is special... New cards and new ways to use them... How that intermixes with all the other cards, IDK TBH. The innovation of THEMES is probably also a part of their success... I mean they think up of Ravnica (City of Guilds) and release all kinds of cards relating to the guilds or vampires released in that same edition...
So themed editions is another reason for so much variability and richness in terms of content too... I guess that's another reason to their success: coming up with new Editions which offer new cards relating to the theme of the edition.
Are there other aspects of the game that could make it "special"???