I appreciate and respect your opinion.
However, I also think there are ways to address those concerns by focusing on UX.
I’ll be spending a lot of time analyzing how to best create a flow that introduces the game in a user-friendly manner. It may sound overwhelming “on paper”, but with a thoughtful application of intuitive UI...you may be pleasantly surprised by the ease of onboarding new players.
One possibility is that upon launching the game, maybe you’ll be greeted by a world map. Tap on the arena to join a tournament. Maybe tap on a flashing quest giver to unlock nearby conflicts. Tap on your land to access management of your resources.
I’m sure we can figure out creative ways to simplify the added layers of the game world.
In regards to adding an extra turn to battles, if that seems tedious to you...well, to each their own. But I would argue that gamers typically want to PLAY games—not look for ways to NOT play.
Playing games is supposed to be fun. By transitioning from 1 turn to 2 turns, it will increase the length of games by possibly another 1-2 minutes at most. The games will still be quick, particularly when compared to any other collectible card game on the market. But what you get in return for that one extra turn is a dramatic increase in strategy, potentially exciting twists, and an opportunity to engage in a more meaningful way.
On top of that, it has the potential to raise the value for cards in your collection that maybe went unused before. And it opens up a rich ecosystem of harvesting and crafting that some people might find more fun than the traditional card battles. For those people, becoming card crafters may be more fun.
I urge you to withhold judgement until we have something functional to test. I honestly think you’ll like where we end up.
RE: SPLINTERLANDS: A Bright Future