Originally posted by Care Bear on the Steam Greenlight page. (Go vote if you havent already. http://steamcommunity.com/sharedfiles/filedetails/?id=105974257
My short list of ideas for making this game a success
1) Common, Uncommon and Rares should only be used for card frequency, NOT power. Too many TCGs make this mistake. If rare = power, then the game quickly becomes pay-to-win. P2W only works when you already have a 10 million player market share. Otherwise, this just discourages new players which, as a new game, is your bread and butter.
Cardinal Rule: No card (common or otherwise) should ever be a "throw away" card. Every card should have equal value when it comes to deck building.
2) Account spammers must be stopped. All F2P games have issues with people creating accounts for the sole purpose of spamming their RMT site in all chat channels, or simply to grief other players. Banning accounts doesn't work if a new account can be set up in just a few minutes to continue the spamming.
A solution that works well is to create a lengthy gameplay tutorial that all new accounts must complete. The tutorial should take several hours to complete, something that is fun the first time, but painful to complete multiple times (*only people that have their account banned would ever have to do it more than once). It should have just enough random elements to deter automation. Perhaps you could offer account bound cards as a reward upon completion. New accounts would have restricted access to all chat channels until the tutorial was completed.
The upside to this is account spammers will have to invest a large amount of time before they can gain access to the open chat channels. Every time a spammer is removed, they must make another large time investment to start spamming again. Eventually time wasted out-weighs potential gains. And since legitimate new players will want to play a tutorial to learn the game, there is no down side to this.
3) Card skins! If we've learned anything from the F2P market is that people will spend money on things that have absolutely no impact on gameplay. You can even have common, uncommon, rare, epic and legendary skins which can add increased value to cards.
Give the cards away for free, cash in on the skins. ;-)
4) Encourage players to play the game by giving them small amounts of game currency for simply playing the game. Dungeons and Dragons Online is one of the most successful F2P games because they offer small amounts of "Turbine Points" (the same ones that are purchasable in the online store) as rewards for playing the game. Many new F2P games are following this model.
This works on multiple levels:
Firstly, the more incentive players have for playing the game, the more they will play. Higher player concurrency leads to a more active and social game community, both in and out of the game. The more social community outside of the game attracts new players, and the more active community in the game helps retain those new players.
Secondly, as players earn points to buy new cards, packs, skins, etc.. they slowly familiarize themselves with the store and all it has to offer. You could even have a quest as part of the game tutorial that requires the player to purchase a card skin (quest reward would equal the cost of the card skin). Eventually some of those players will want more from the store than they are able to get simply by playing the game and that's when they become paying customers.
More players = More potential paying customers.
5) Daily, Weekly and perhaps even Monthly Rewards. Offer daily rewards such as "Win 1 Match" or "Play 3 Matches". Weekly rewards could be "Reach a cumulative 200 remaining Health/Morale from all wins" or "Play 10 matches that last longer than 20 rounds" for examples. Monthly rewards could be used to encourage players to use a diverse set of cards in their decks and would change from month to month. Some could be as simple as "Attack with a Wealthy Noble" or more complicated like "Have a Beast Character make a killing blow during the attack phase while buffed by a Pack Leader".
Again the goal here is to give players rewards for reaching certain goals while encouraging them to play the game. Daily goals are for the casual "few games per day" crowd. Weekly goals are for the "Weekend Warrior" achiever crowd. And Monthly goals are for the "Deck Crafter" achievement specialist crowd.
* Note *
These are obviously not original ideas. They are selected from amongst the most succesful F2P games of today. I had more that I wanted to include, but this post has already become a great wall of text. I'm sure a tl;dr is about to follow. :-)