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The game keeps evolving. As it does so, it continues to add new elements to the game. Complexity can only grow. The entry to the game, though, is always the same: the beginner knows nothing. They have to make the jump from knowing nothing to knowing enough to play. But that line, "knowing enough to play," is a moving target. As the game gains in complexity, the line goes up. At some point the differential is too high and not enough new players can make the jump.
Each time as R&D tries to remove complexity, for instance with New World Order, some enfranchised players cry out that they are "dumbing down the game". However, it is still one of the most complex games sold on the market today.
References[edit | edit source]
- Mark Rosewater (June 22, 2009). "Magic Lessons". magicthegathering.com. Wizards of the Coast.
- Sam Stoddard (June 19, 2015). "Standing Issues". magicthegathering.com. Wizards of the Coast.
- Sam Stoddard (February 24, 2017). "Complexity Creep". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (September 03, 2017). "Is it not a problem that this leaves the game lacking complexity for enfranchised players?". Blogatog. Tumblr.