I must second the last quote by kiwipaul:
4. Arcane Wonders has missed the boat in Europe. The euphoria and hype has definately left here. Although the german market has some stands promoting at Essen and there are some game communities here, it never achieved critical mass and people have moved on. Mage Wars is perceived as an American game with all efforts focused on America. Our gaming group of 16 mage wars players died when our local game store went bust. Present amount of players, 2. Interested people, zero.
This is a huge drawback! In my mind what went wrong was that instead of being present at the big fairs (mainly Essen) AW instead had their partners doing the ground work. I've been at Essen every year since Mage Wars was released and I must say there wasn't much of a hype even the first year. AW should have been there them self’s and really promoted the game, because I really think that it would have made a big difference.
Reading the forum I get the impression AW is traveling most of the US to do this promotion. It needs to be done in EU too.
There is one more thing I must add to this topic as well, and I think I speak for every none-German-speaking European gamer.
Why the h*ll does every game have to allocate time, money and efforts from publishers to be translated to German? I would say that if AW would have had used the time to develop the game further and made more expansions earlier this would have been way more productive. Sure, there is a big market in Germany, but come one. The rest of Europe can handle English/American games in English and German games in German (even if neither of the two are our native language). I would even argue this spoiled behavior is bad for the whole industry. This is one of the major reasons American publishers are pulling out from fairs like Essen.
Okay, down to earth again and some comments from me reflecting the game we all love so much.
What I have found to be the greatest hurdles for the game to really take off is:
1. Playing time vs. Spell selecting time
The time issue has been addressed before. But what I have experienced is that new people really like the game while it actually plays, but not so much of the overwhelming options there is during planning. The planning phase becomes too long to simply put it. Sure this is a beginner issue, but isn't that the target group?
2. Effect die
My gaming group doesn't like randomness too much, and dice in particular. However the MW dice are really well designed in my/our opinion. And since you almost always roll several of them this is not an issue. The Effect die however is, sorry for saying this, a poor design. When the attack dice are so well designed it feels like the effect die is a late add-on that wasn't given much thoughts.
3. The last damage importance
Since the creatures are equally powerful no matter how much health they have it becomes so important that they don't die until the next attack. The difference between the receiving the last damage or not is too game changing in my/our opinion. This also kills the argument of die rolls evening out over the course of the game. Who would be satisfied by a "bad" roll which leave one damage short, if the next attack is over killing? You have no need for a good roll if you have to send a action to do one more damage. I would have liked to see a power decrease by health in creatures.
4. Too many conditions
Speaks for itself. Just look at Bleed vs Rot. Why isn't this the same condition technical vise?
My $0,02