MTG is NOT about making infinite customizations and profiting off of it.
UGHGGGG!!! FUCKING PROFESSIONAL GAME DESIGNERS!!!
Never-mind, Sirlin. I actually agree with you now. After actually reading what you said.
I will say this, however. CCGs and fighting games are very dissimilar games and comparing the two is largely a futile effort. For now, at least. Still, I must defend CCGs as being a different game altogether since they automatically include a physically collectible element that is a part of the game, just as much as rare drops are in RPGS. This has a twofold impact upon gameplay: collectability, and excitement over receiving something rare. Granted, the rarest cards are often not very useful, but still there is a certain satisfaction to be had from obtaining a difficult to find item in any game, and this very feature draws many players, myself included. I LOVE showing off rare items to people in games, so I value having it as a part of gameplay.
That said, fighting games are completely differenct beasts. No amount of auto block gems or similar skill-enhancing items is going to allow me to win a match versus Daigo. Hell, in many skill-based games, high level players actively seek out cheaters to defeat and make an example of. Gems aren’t cheating, but the idea is the same, elite players trample through content like it’s nothing, no matter what barriers you place in front of them.
In card games, there’s a trade off between what you can realistically put in your deck vs. being able to respond to every possible situation you may be confronted with. THIS is what makes CCGs so unique. For every style of play there’s a counter, but a deck must include someway to execute that counter for it to be useful, which is why deck planning, and not mere collection content is important to that style of play. You can give a scrub CCG’er access to the complete library of cards and he’s still going to fail to a player with a moderate amount of good cards in his collection and a top-notch knowledge of how to build a solid deck. That’s the difference.
Now we can debate whether or not it’s ethical for FG developers to exploit this mentality or not and offer up dem leet gems for all the cash-wielding scrubs to go nuts with, but ultimately it brings us back to what we’ve always done in fighting games: seeding out truly unfair features (ST Akuma, unfair glitches, etc) and making it all come down to skill.
Since we’re talking specifically about “closed” game systems, then it makes sense that we talk about patches. I’m against them. I think that a game that is fairly balanced (not perception of balance, but reasonably balanced from a development, real numbers standpoint) should be able to stand on it’s own without the need for patches. Especially in a match-based game such as Street Fighter. A large part of the game is knowing the capabilities of your opponent right off the bat, without even taking your opponent’s skill level into account. If you know the character’s capable of setting up an unblockable and you’re able to prevent the circumstances that allow for it, then it shouldn’t be a real issue unless that particular character has a number of other options that are equal or better than the unblockable. Some players, however, would call for a nerf patch the moment they succumb to that unblockable. We’ve been through this before. Whether or not it’s a simple matter of culture, where players from the SF2ST generation are more tolerant than the SF4 gen, or if it’s simply a matter of bad game design and the limitations of old game technology, it’s pretty much the core of the problem: when is a perceived advantage actually patch-worthy, or is it something best left to the play community to resolve?
Anyway, I wouldn’t exactly call CCG’s “open” either. Sure they allow for a lot of customization, but it’s not really open when there are different version of cards and different series releases, some of which can even make older wining strategies appear obsolete. That closes the door on old strats and sometimes new ones in the case of tourny-banned cards/series and really raises some of the same issues we have with fighting games.