Correcting myself. The problem with mage wars isn't that it's too long to play, or that it's too complex.
A typical game of mtg in type 2 format takes about ten min right?
And mtg uses sideboard, ergo they have best 2/3 matches in tournaments. Therefore their matches probably tend to last around 20-30 min or so.
A typical game of warhammer 40k takes about a couple hours I think, and that game probably has a much larger competitive scene than mage wars.
A single game of mage wars arena typically lasts 60-90 min, and we include all our cards in our main deck and don't use sideboards. The game length is much more like warhammer than magic.
One possible reason that Arena never made it big was AW tried to market the game to card game players. They should have marketed it almost exclusively to minis players. Specifically, minis players that got burnt out on expensive games like warhammer and want to try something cheaper for a while which scratches a similar itch until they can afford to get back into warhammer or whatever.
Arcane Wonders did not market Mage Wars Arena this way at ALL. Instead they went with the "Combines the best aspects of both minis and ccgs" line. Which, let's be honest here, just isn't true.
Mage Wars Arena IS a minis game in every way except for the fact that it uses cards instead of minis, which makes it cheaper and means you don't have to look up what your pieces do in the rulebook because it's written directly on them!
In theory, mage wars arena could have been made as a minis game right from the very start. In fact, if we really wanted to, we could turn it into a minis game right now. Just put all the card text in a giant rulebook and replace the cards with minis, terrain features and tokens. If you want to do this cheaply, use cardboard pieces with plastic stands like the kind you would find in candyland or something. Or use the kind of cheap plastic that's sometimes used for checkers or chess pieces.
Maybe if we did that, it would suddenly become a lot easier to get new players into the game. The demographic that this game would most appeal to is and has always been largely neglected by AW, I think. It's possible that might have doomed this game to obscurity from the very beginning.
At this point, if we're being honest with ourselves, the majority if not all of this game's promotion is now done by fans and not by AW. Same thing with playtesting. And IIRC a good chunk of card design is done by volunteers. The only thing that fans don't contribute to which Arcane wonders still does is the production and funding, if I'm understanding right.
And the really sad thing is, Mage Wars is a GREAT game and would probably be WAY more popular than games like warhammer 40k if it had been better marketed and had more money behind it in the first place.
A significant number of experts think we'll get artificial superintelligence within the next few decades or so. Maybe by then copyright law will be reformed, the public domain will be brought back and mage wars will enter it, and a combination of crowd funding and a freer and more open marketing/communication industry will make it possible for mage wars to not be obscure anymore. Assuming any of us live that long anyway, which we probably won't.
I wouldn't get your hopes up. The long and short of it is that this community's future and the future of the game that ties it together are at the mercy of a company that appears to be able to only barely support it with the funds and personnel available to them. The game isn't going to die, but it will never thrive outside of very limited areas where it was lucky enough to have already gotten a large following, like Charlotte NC and OCTGN. Just a small cult following spread out across the world so most of us will only be able to play online or in conventions like gen con and origins.
I'm not sure if there's actually anything we can do except to urge arcane wonders to start more heavily involving their ambassadors in their marketing and product design for this game. You know, since the ambassadors are the ones who actually still have the time to play the game, and probably have played it a lot more than any of their paid employees. At this point we probably understand this game better than AW does, we have a better idea of who this game would appeal to than AW does, and we probably have a clearer and more comprehensive idea of what this game's selling points are than AW does. Seriously.
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