She Loves Me, She Loves
Me Not
The Thin Line Between
Love and Hate With Magic Online
by Jeff Zandi
More than a month after
Darksteel cards became available to
excited Magic players everywhere, the
Magic Online team announced that
Darksteel would be available for Magic
Online on Monday, March 2. Expectant
players logged on to Magic Online with
their mouths watering and their credit
cards ready. Darksteel had finally come
to Magic Online. Sort of. As with
previous releases of new cards on Magic
Online, there are some problems, to say
the least. Thus continues the lengthy
love/hate relationship between Magic
players and Magic Online. I would like
to look at what’s been happening since
Darksteel was added last week with a
view towards Magic Online as a whole.
There really is no use in simply
complaining about system failures and
downtime, that would be far too easy.
I’m more interested in looking at Magic
Online from a higher perspective, which
means taking the good along with the
bad. In many ways, the history of Magic
Online is like a retelling of the early
days of Magic: The Gathering when it was
first printed and distributed ten years
ago.
Anyone who has been
playing Magic Online for more than a few
months knows that you can expect
problems whenever a new set is added to
the online game. Darksteel would be no
exception. Last Monday, we were promised
Darksteel, and we got it. Sort of. On
the promised date of March 2nd, you
could officially go to the Online Store
and purchase Darksteel product, and you
could open it and presumably play with
it in casual constructed decks, but you
could not play with Darksteel in any
booster drafts or sealed deck leagues.
Two days later, on March 4, the queues
opened for Mirrodin/Darksteel Release
Leagues. Both required a Mirrodin
tournament pack and two tickets, but one
required two Darksteel booster packs
while the other required three Darksteel
packs. A few hours after the first
Darksteel leagues were open, the system
went down, and things haven’t been the
same since. It was like this: one day
you can play Magic Online and the next
day you can’t. If you are passionate
about playing Magic Online, repeated
service failures can really bring you
down. There’s a way you can tell who the
passionate players are in Magic Online,
they’re the ones who want to play Magic
on their computers SO BADLY that they
are willing to pay actual money for the
right to have infrequent access to a
virtual card collection and a system
where they have no power. Wizards of the
Coast holds all the cards, even the
virtual ones. This reminds me of the
last time I was in a relationship like
this. Back in school, there was this
girl. She would break up with me, I’d
cry and I’d get over it and I’d SWEAR
that I wouldn’t be there for her the
next time she called. Of course, she
would call and want to get back together
and I’d fall for her all over again.
Love is like that. Today, the girl
giving me all the heartbreak is Magic
Online.
DANIEL MYERS DRAWS THE
SHORT STRAW
Daniel Myers writes a
weekly column on MagicTheGathering.com
each week titled, informatively enough,
“Inside Magic Online”. Besides writing
about MODO each week (a lot of us still
like to call Magic Online MODO) Daniel
Myers carries the official title of
Magic Online Communications Manager. As
such, Mr. Myers may have actually found
a job at Wizards of the Coast that I
would NOT trade a kidney for. Apparently
WOTC needed SOMEONE to take this job.
Evidently, Mr. Myers drew the short
straw. His job is to tell us what’s
going on with Magic Online. When things
are going well, Daniel is the harbinger
of all things new and exciting about
MODO. When things are going badly,
Daniel is the classic messenger that
we’re not supposed to kill, the guy on
the podium giving us the bad news each
day. And since last week, there has been
plenty of bad news. Sometimes the bad
news was in an article on the front page
of MagicTheGathering.com, more often you
had to look in the part of the message
boards devoted to the continual Soap
Opera that is Magic Online. Just look at
the headlines on the articles from Myers
throughout the past week.
March
4, 9:00pm This Morning’s Crashes
March
4, 10:46pm This Morning’s Crashes:
Update
March
5, 1:58am Please Read: Emergency Changes
to Magic Online
March
8, 9:38pm Change in Plans: Please Read
(sub heading)
Downtime Coverage Continues
(sub heading) No
Column This Week
March 9
UPDATE: Planning to Switch to Live
Server Today
Of
course, information is important even
when the news isn’t good. There can be
no doubt that Daniel Myers is doing a
good job of giving the Magic community
information about MODO’s status in a
timely way. But bad news is still bad
news, and there has been no small amount
of it dealing with Magic Online since
last week. At this moment (Thursday
night, March 11, 2004) Magic Online is
up. You can trade cards. You can play
casual games. You cannot draft or play
in leagues. Today’s news is that the
leagues that were in place when the
trouble started last week, including
Darksteel leagues, will be discontinued.
Players in these leagues will be allowed
to keep the cards they opened and the
product used for these leagues will be
replaced for each player. This is a nice
policy, and seems more than fair.
Players are warned that it could take
the rest of the month for the product
returns to be finished. Personally, I’ll
believe it when I receive my product.
HISTORY REPEATS ITSELF
Magic cards are a
commodity. When there are more buyers
than the current supply can satisfy, the
commodity goes up in value. Most people
think this system is a good one. It’s
called free enterprise. I remember when
Ice Age came out many years ago, the
first expansion set to come out in
sealed decks (you kids call ‘em
Tournament Packs here in the
twenty-first century). When Ice Age hit
the streets, it was quickly clear that
there was not enough product to meet
demand. Booster pack and starter deck
prices shot up all over the place.
Today, there is a similar problem with
Magic Online. Basically, the more people
that want to participate with the online
game at the same time, the more
resources that are needed by the people
supporting the technical architecture
behind the scenes. In theory, Magic
Online should be a limitless marketplace
where an ever-growing body of players
can draw upon an infinite supply of
virtual products that can always meet a
growing demand. Unfortunately, virtual
Magic has a lot of literal limitations.
Unlike other massively multiplayer
online games, Magic Online supports its
many thousands of players on a single
server (more like a set of servers, but
lets not GO THERE, computer experts of
the world!). With a single server
environment, there is bound to be a
limit to the computer resources that can
be enjoyed by those using the system.
Supply and demand was the name of the
game in 1993, when Magic: the
Gathering’s ten million Beta edition
cards sold out faster than anyone could
have ever predicted. Supply and demand
is still the name of the game. Too many
people want to play Magic Online for the
amount of resources currently being
provided by Wizards of the Coast. Who
loses when supply gets tight? Everybody.
For the past week, Magic Online sales
must have fallen off the chart, not to
mention the hurt feelings of consumers
who have been inconvenienced. It’s
obvious how players get hurt. We want
our game back.
WHAT GOES AROUND COMES
AROUND
I have always believed
that new expansions are introduced in
Magic way too often. Sometimes I compare
new sets of cards to new recordings by
your favorite musical artist. If your
favorite singer or band puts out one
major musical release in a year, you are
generally more than happy. If you like
movies, then you must have loved seeing
the three Lord of the Rings movies
released in successive years. No three
year wait between films like the Star
Wars franchise. The guys at Wizards
prefers to release three new sets of
Magic cards each and every year.
Expandable card game? Expensive card
game. In my opinion, it is simply way
too many cards way too often. I used to
be afraid that WOTC research and
development would simply run out of
ideas. To the contrary, Wizards seems to
have found a way to pace their
development very evenly. WOTC has found
a pattern for turning out three sets a
year that has been very successful.
Success includes WOTC making lots of
money. Fair enough. Now along comes
Magic Online, and suddenly Wizards of
the Coast has another cash cow that is
very popular with players. Now the guys
at WOTC have a new problem. Rapid
deployment of card sets at a rate of
three a year is hard to do in cardboard,
and apparently even harder for the
online game. In the long run, Wizards of
the Coast may have to decide whether or
not something has to give.
WHERE WE GO FROM HERE
What should we do? Should
the Magic Online community simply be
sweet, kind and understanding, knowing
that the technical crew behind Magic
Online are working as hard as possible
to give us back the rich online gaming
experience that we love? Should we be
angry and take action against Magic
Online, possibly by vowing to give up
the expensive online game? If you are
truly in love, you don’t really have a
choice. When the old girlfriend calls
you, you’re going to pick up where you
left off, even though she has broken
your heart many times in the past.
As always, I’d love to
hear what YOU think!
Jeff Zandi
Texas
Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online |