Hey everyone,
Nobody asked for my opinion, and I know that PvP—the only game mode I really care about—is basically dead at this point. But I still wanted to share my thoughts on Legends of Runeterra's monetization model, in the faint hope that the right person sees this and takes it as inspiration to give the game another chance.
Please hear me out before dismissing this—I promise I’ll include constructive suggestions, but let me rip the bandaid off first:
LoR needs to be less generous and start selling the cards.
I know, this sounds sacrilegious. But the harsh truth is that cosmetics aren’t selling enough, and battle passes are hit-or-miss, especially when they’re not vital to the game. Without a monetization system that revolves around the cards themselves, there’s just no sustainable revenue stream.
Constructive Options:
Here are some ideas that might work without alienating the player base entirely:
-
Introduce a “Free Card Rotation”
- Allow players to use certain cards for free each week. If they enjoy using them, they can purchase them directly or try their luck in a chest/booster pack.
- This gives players a taste of the card without forcing an upfront commitment and creates a clear pathway to purchase.
-
Implement a Card Rental System
- Players could rent a card for a few days, either for free or with a small fee. This gives them a way to test strategies without committing to a purchase. If they decide the card is worth it, they can buy it permanently.
Both of these systems have worked successfully in League of Legends (free champion rotation and the old Hextech rental system). While Hextech rentals were ultimately removed from LoL due to implementation issues and the availability of the PBE, LoR has no PBE or similar system for testing cards. These tools could fill that gap.
Addressing the “Pay-to-Win” Concern
I know the biggest pushback will be: “This will make LoR pay-to-win!”
And, yeah, it would—but that’s not unusual for card games.
If we look at the biggest markets for card-based games:
- Gacha games: Hugely successful despite being pay-to-win.
- Physical TCGs (Magic, Yu-Gi-Oh!, Pokémon): Despite struggles, these games remain beloved because the product is the card itself.
The reality is, card games have always had an inherent pay-to-win element. That’s the nature of the genre, and I’d rather see LoR embrace it than continue down a path where generosity leads to financial unsustainability—and ultimately, the game’s demise.
Why Am I Writing This?
I’ve been playing LoR since beta, and I loved it. I eventually left because of the lack of balance patches and other issues, which pushed so many of us away. But I don’t want to see the game die completely. If a pivot to a more traditional monetization model is what it takes to give it a fighting chance, I’ll accept it.
Anyway, these are just the ramblings of a longtime fan. Thanks for reading, and I hope this sparks some thought or discussion.
kbye
Hey everyone,
Nobody asked for my opinion, and I know that PvP—the only game mode I really care about—is basically dead at this point. But I still wanted to share my thoughts on Legends of Runeterra's monetization model, in the faint hope that the right person sees this and takes it as inspiration to give the game another chance.
Please hear me out before dismissing this—I promise I’ll include constructive suggestions, but let me rip the bandaid off first:
LoR needs to be less generous and start selling the cards.
I know, this sounds sacrilegious. But the harsh truth is that cosmetics aren’t selling enough, and battle passes are hit-or-miss, especially when they’re not vital to the game. Without a monetization system that revolves around the cards themselves, there’s just no sustainable revenue stream.
Constructive Options:
Here are some ideas that might work without alienating the player base entirely:
-
Introduce a “Free Card Rotation”
- Allow players to use certain cards for free each week. If they enjoy using them, they can purchase them directly or try their luck in a chest/booster pack.
- This gives players a taste of the card without forcing an upfront commitment and creates a clear pathway to purchase.
-
Implement a Card Rental System
- Players could rent a card for a few days, either for free or with a small fee. This gives them a way to test strategies without committing to a purchase. If they decide the card is worth it, they can buy it permanently.
Both of these systems have worked successfully in League of Legends (free champion rotation and the old Hextech rental system). While Hextech rentals were ultimately removed from LoL due to implementation issues and the availability of the PBE, LoR has no PBE or similar system for testing cards. These tools could fill that gap.
Addressing the “Pay-to-Win” Concern
I know the biggest pushback will be: “This will make LoR pay-to-win!”
And, yeah, it would—but that’s not unusual for card games.
If we look at the biggest markets for card-based games:
- Gacha games: Hugely successful despite being pay-to-win.
- Physical TCGs (Magic, Yu-Gi-Oh!, Pokémon): Despite struggles, these games remain beloved because the product is the card itself.
The reality is, card games have always had an inherent pay-to-win element. That’s the nature of the genre, and I’d rather see LoR embrace it than continue down a path where generosity leads to financial unsustainability—and ultimately, the game’s demise.
Why Am I Writing This?
I’ve been playing LoR since beta, and I loved it. I eventually left because of the lack of balance patches and other issues, which pushed so many of us away. But I don’t want to see the game die completely. If a pivot to a more traditional monetization model is what it takes to give it a fighting chance, I’ll accept it.
Anyway, these are just the ramblings of a longtime fan. Thanks for reading, and I hope this sparks some thought or discussion.
kbye
External link →