Nick Hargrave - July 16th, 2024
From the Vault: Lessons from Discontinued Trading Card Games
The realm of trading card games (TCGs) is as fascinating as it is fleeting for some titles. While certain games have flourished, becoming staples in the gaming community, others have not been as fortunate. Let’s check out the histories and unique aspects of several discontinued TCGs, analyzing why they didn't last and what made them so popular to begin with.
World of Warcraft Trading Card Game
Blizzard's World of Warcraft TCG offered an intriguing mix of cooperative gameplay, featuring Raid and Dungeon decks that allowed players to experience the MMO's raids in a card format. The game's innovative "Loot Cards" provided codes for virtual items, connecting the digital game with its physical counterpart. Despite its initial success, the launch of Hearthstone, a digital-only card game, led to the discontinuation of the physical cards, signaling a shift towards more digital-focused gaming experiences.
October 25, 2006 - August 23, 2013
Star Wars Trading Card Game (2002)
Created by Richard Garfield, this game translated the vast Star Wars universe into a complex card game where players battled over three theatres of war. Despite innovative mechanics, the game struggled with its complexity and the divisive reception of the Star Wars prequels, ultimately leading to a dwindling player base. It was an out-of-print collectible card game produced by Wizards of the Coast (WotC).
April 2002 - Fall of 2005
The Lord of the Rings Trading Card Game
This game leveraged the popularity of the Lord of the Rings films and featured detailed artwork and film-based narratives. However, interest waned after the movie trilogy ended, and a controversial rotation system further alienated the player base, leading to its eventual phase-out as Decipher lost the card game license. It did however, win the Origins Awards for Best Trading Card Game and Best Graphic Presentation of a Card Game.
2001 – 2007
Game of Thrones Living Card Game
Fantasy Flight Games’ Game of Thrones LCG adapted the rich narrative of Westeros into card form. The game was popular during the series' TV run but faced challenges post-show, reflecting the difficulty of maintaining a game tied closely to television and movie cycles.
2003 - 2018
Legend of the Five Rings
Originally launched in 1995 and reacquired by Fantasy Flight Games, this game was converted into a Living Card Game, emphasizing strategic depth influenced by Japanese history. The card game shares some similarities with Magic: The Gathering but has its own game mechanics and flavor, providing "passive" win conditions like the Enlightenment Victory, as well as a version of Magic's goal of destroying the opponent. Games can be very long, with some matches lasting hours. Despite its unique cultural setting and devoted fan base, it struggled with market saturation among fantasy TCGs.
1995 - 2015
Star Trek TCG
The Star Trek TCG allowed fans to command ships and crew from the beloved sci-fi universe. However, it faced challenges from a crowded market and a niche audience, which ultimately led to its discontinuation.
1997 - December 2007
Cyberpunk 2020
Released in 2003, this TCG aimed to capture the gritty future of the Cyberpunk series. Despite the popularity of its RPG counterpart, the TCG didn't catch on, likely due to its niche genre and the challenges of adapting complex cyberpunk themes into card mechanics. The game was appreciated for integrating the Cyberpunk role-playing game elements into a card game format, offering a unique blend of strategy and thematic depth from the Cyberpunk universe.
2003 - 2004
These examples underline several critical factors for TCG sustainability: the importance of adaptable game mechanics, the risks of dependency on external media, and the need for broad appeal in a competitive market. Current and future game designers can learn from these cases the importance of innovation, community engagement, and the potential impact of digital transformation in gaming.
Why Magic: The Gathering and Pokémon Continue to Thrive
In contrast to the discontinued games we've discussed, Magic: The Gathering and Pokémon TCG continue to stand out as beacons of success in the trading card game industry. Their longevity can be attributed to several key factors:
Brand Strength and Broad Appeal: Both games benefit immensely from strong, recognizable brands with global appeal. Pokémon, with its extensive multimedia presence including TV shows, movies, and merchandise, continues to introduce new fans to its TCG. Similarly, Magic’s deep lore and established player community have created a durable brand that attracts both competitive and casual players.
Continuous Innovation: Both Magic and Pokémon regularly introduce new game mechanics, card sets, and digital experiences, keeping the gameplay fresh and engaging. This consistent innovation helps maintain player interest and prevents the games from becoming stale.
Community and Organized Play: Both games have a robust system of organized play that ranges from local tournaments to international championships. This community aspect creates a strong, engaged player base and encourages both new and veteran players to continue investing in the game.
Digital Adaptation: Both Magic and Pokémon have adapted to digital formats successfully, allowing players to engage with the game online. This has broadened their reach and accessibility, tapping into the digital gaming market and providing players with new ways to enjoy the games.
Photo Credit: cardgamer.com
As we reflect on the discontinued games that once brought players together, they remain a poignant reminder of the potential and passion that drive the world of trading card games. Though they may no longer be in active circulation, the cards themselves hold a nostalgic value and could indeed become collectors' items worth cherishing in the future. These games, their creators, and their players have all contributed chapters to the rich history of TCGs, reminding us that sometimes, what is past may someday hold value again.