I think many would agree that the physical trading card game market in America is seeing a slow decline. Not universally, the player base will always exist, but I do think it's not what it used to be. The largest games are seeing rapidly declining player base, and smaller card games universally have trouble gaining more players; I know plenty people who, after a while, just stopped playing card games. If we compare trading card sales now to what they were many years ago, it's a radical difference. I wanted to start a thread discussing why the decline is happening and what we can do to fix it.
A couple of my own thoughts:
- Let's start with a point I've never seen anyone mention in these conversations. This is deeply tied to the decline of Western comics, or rather the decline in relevancy of comic shops specifically. Now hear me out - game stores and comics stores are often basically the same thing, and I do mean very often your LCG will itself be a comic shop. I know there are plenty LCGs who are gaming-exclusive stores, but I also know there are many more who are not, and some areas don't even have proper LCGs to speak of. Down here we have Tate's Comic Shop, and two doors down we have "Tate's Comic Shop - Gaming Extension" (official name); the gaming part is rather literally an "extension" of the comics side of the store, and I've been to comic shops where the card games like Netrunner and even MTG were only allowed to cohabit a single corner of a frankly otherwise large building. I do think the fact that tabletop gaming is often treated as secondary to the comics industry by some kinds of brick-and-mortar retailers is detrimental to the long-term viability of some types of tabletops, namely card games.
- The industry leaders' mistakes reflect negatively on the smaller card games, for example MTG has been printing on bad stock and has slowly been letting its fabled "perfect" game balance falter. It doesn't matter of Force of Will or Legend of the Five Rings doesn't partake in these practices. Most people's first experience with the act of playing physical card games is either through MTG or YGO, and the way they are right now means that most people's first experience will be a bad one. This experience will encourage some to leave the genre altogether before they've explored their myriad of alternatives. I think a well-managed game becoming more popular and commonplace would reflect positively on the entire industry.
- The simple lack of a localized player base is another primary issue. I've wanted to play Force of Will for so long, yet I only know one other guy who plays it down here. And believe me I've looked. If you want to play these smaller card games you usually have to start the player base in your area yourself, which requires a lot of initial investment most people don't really have. I genuinely don't know how one would fix that issue.
- The typical business model, of opening packs, has actually caused people to not want to buy into these games, due to the stigma of randomized chance and more recently loot boxes. Meanwhile, with an LCG format, you very often feel pressured in another way - new players often incorrectly thinking you need to buy most if not all the cards to get into the game at all. I feel like both business models are daunting for someone unfamiliar with card games (especially for someone who doesn't understand the secondary market, or even know it exists). A new business model, that's easily accessible for new players, may be needed, though I simply can't say what that would be.
- Most importantly... I can think of no new game which hits the same universal appeal as something like MTG or YGO, barring Hearthstone. I know this will be the point people most take issue with, but it's true - I do prefer a game that appeals to more niche interests, but no new game appeals to as many types of people at once as the most popular games did. Even ignoring all the other issues, I think what the physical gaming market needs more than anything else is a new card game that is designed with universal appeal in mind.
Sorry it was so long, feel free to add to it or disagree with it to your heart's content.
A couple of my own thoughts:
- Let's start with a point I've never seen anyone mention in these conversations. This is deeply tied to the decline of Western comics, or rather the decline in relevancy of comic shops specifically. Now hear me out - game stores and comics stores are often basically the same thing, and I do mean very often your LCG will itself be a comic shop. I know there are plenty LCGs who are gaming-exclusive stores, but I also know there are many more who are not, and some areas don't even have proper LCGs to speak of. Down here we have Tate's Comic Shop, and two doors down we have "Tate's Comic Shop - Gaming Extension" (official name); the gaming part is rather literally an "extension" of the comics side of the store, and I've been to comic shops where the card games like Netrunner and even MTG were only allowed to cohabit a single corner of a frankly otherwise large building. I do think the fact that tabletop gaming is often treated as secondary to the comics industry by some kinds of brick-and-mortar retailers is detrimental to the long-term viability of some types of tabletops, namely card games.
- The industry leaders' mistakes reflect negatively on the smaller card games, for example MTG has been printing on bad stock and has slowly been letting its fabled "perfect" game balance falter. It doesn't matter of Force of Will or Legend of the Five Rings doesn't partake in these practices. Most people's first experience with the act of playing physical card games is either through MTG or YGO, and the way they are right now means that most people's first experience will be a bad one. This experience will encourage some to leave the genre altogether before they've explored their myriad of alternatives. I think a well-managed game becoming more popular and commonplace would reflect positively on the entire industry.
- The simple lack of a localized player base is another primary issue. I've wanted to play Force of Will for so long, yet I only know one other guy who plays it down here. And believe me I've looked. If you want to play these smaller card games you usually have to start the player base in your area yourself, which requires a lot of initial investment most people don't really have. I genuinely don't know how one would fix that issue.
- The typical business model, of opening packs, has actually caused people to not want to buy into these games, due to the stigma of randomized chance and more recently loot boxes. Meanwhile, with an LCG format, you very often feel pressured in another way - new players often incorrectly thinking you need to buy most if not all the cards to get into the game at all. I feel like both business models are daunting for someone unfamiliar with card games (especially for someone who doesn't understand the secondary market, or even know it exists). A new business model, that's easily accessible for new players, may be needed, though I simply can't say what that would be.
- Most importantly... I can think of no new game which hits the same universal appeal as something like MTG or YGO, barring Hearthstone. I know this will be the point people most take issue with, but it's true - I do prefer a game that appeals to more niche interests, but no new game appeals to as many types of people at once as the most popular games did. Even ignoring all the other issues, I think what the physical gaming market needs more than anything else is a new card game that is designed with universal appeal in mind.
Sorry it was so long, feel free to add to it or disagree with it to your heart's content.

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