I started this new thread because I didn't agree with one posters view of what an LCG is, and I felt having an indepth discussion of rotation in reply to ktom's original thread would take away from the points he was trying to make. I apologize in advance, if I misjudged that.
TL;DR for Dennis:
I support Rotation and think it is good for players, and can be good for the designer/developer/company if handled properly though I admit there are some drawbacks that can be problematic. Further I don't fully flesh out all aspects of how Rotation could affect a LCG like this one, as this the first post of potentially several, and wanted room for it to grow.
Making a change like some that are suggested would go against the LCG model and would likely piss off a lot of people. I'm okay with the idea of going like CoC with larger sets for a bigger infusion of cards all at once but not with restricting the card pool, that is the same crap that MTG and WoW TCG do that I despise.
From FFG's LCG's Home Page:
A Living Card Game® (LCG®) offers an innovative fixed distribution method that breaks away from the traditional Collectible Card Game model. While LCGs still offer the same dynamic, expanding, and constantly evolving game play that makes CCG’s so much fun, they do away with the deterrent of the blind-buy purchase model that has burned out so many players. The end result is an innovative mix that gives you the best of both worlds!
The model has nothing to do with rotation, or limiting the card pool. The "LCG Model" is the release of fixed cards in groups so players don't have to spend an arm and a leg buying packs of random cards hoping to get the "rares" they want and not the coaster rares that they usually end up with 6 or 7 of.
Some may argue that the use of expanding insinuates a rotation is off the table, but I counter with the back half of that sentence where it says, "game play that makes CCG's so much fun," and would like to point out most CCG's have a rotation of some sort.
I personally believe rotation is what is best for any game because it keeps things fresh. Once you commit to buying product for the game you will continue to do so. Adding a rotation doesn't change that if your goal is:
…to play with new cards.
…to be competitive.
…to see more of the storyline.
A rotation should only affect competitive players. The casual player shouldn't care if there is a rotation or not because they play with whatever cards they want; it also limits the "arms race" to something more manageble since they are likely purchasing casually as well playing casually.
Competitive players should want the designer/developer of the game to be free to take risks in an environment that is forgiving, and rotation provides that safety net.
A non-rotation game should be more difficult to design/develop because the ability to truely balance a card properly becomes too time consuming the larger the pool gets, and corners are cut, and that leads to more errata/bannings which make players just as, if not more, upset.
If your issue with rotation is that you want to play with all your cards forever… no one is stopping you if a rotation is implemented… they're your cardboard do with them what you will.. but if you want to play at a tournament you have to adjust (which should be the kind of challenge you are up for in the first place being a competitive player). Ironically, and in my opinion detrimentally, this also applies to newer players to the game who have to hunt down CPs from sets released years ago.
For players, rotations are good.
For companies, rotations can be good, but there can be drawbacks.
If they institute a rotation, they are recognizing that the print run of a particular set of cards is finite. That can be difficult to project, but with time and a good team, figuring out how much to spend on buying art/printing cards/packaging and shipping can be done effeciently to maximize profits and minimize waste.
Even if a rotation is not in place, there will continue to be a decline in the purchase of a particular "set" or "expansion" over time that drops off sharply the farther away from the release date and as the available supply nears its end.
A rotation can dictate how much product is purchased because they only need so much to last for so long.. on the flip side, without a rotation, the amount of needed material can be estimated to cover initial demand but in order to cover future demand effectively is more of a crap shoot, and can result in spending more money than necessary.
A rotation is good for the company's bottom line if the game has a strong and growing competitive player base. Competitive players don't like too many or too few options. Knowing where that line is, varies by game, but once it can be established what the expectations of the competitive player base are, meeting them will create a happy customer; happy customers buy product; profit is made.
Ultimately, the company doesn't spend any more money than they normally would on the product just because a rotation is in place.
Beyond that, every company places different values on the various groups of people/players that buy the product they are selling.
At the core though, there are two groups: casual players and competitive players.
Betting on the casual player to grow the game can be a long slow process, because casual players spread excitement about the game through a grassroots kind of influence. Random player sees them playing at a brick and mortar and becomes interested, picks it up and a new player is born.
A lot of the casual players I know don't play at brick and mortars.. they play in the comfort of one of their homes because they are tight-knit group of friends and want to enjoy the ease of a refridgerator or television in the background.
Betting on the competitive player to build the game can produce a burst of interest, but growth can be unstable. Players are more apt to walk away if you piss them off.
Major tournaments at large conventions are an ideal way to grow the competitive player base.
At places like GenCon, you have the confirmed leads you are looking for… the gamers who play card games, and are predisposed to traveling hours just to play the games they love.
An exciting tournament scene at a major event like GenCon can be a gold mine. But if players don't feel like the trip was worth it because prize support was shoddy or lack luster, or if there were problems with how the tournament was run, or if the state of the game itself (talking about issues related to power curve, rotation, etc) is an issue, that negativity will filter out into those perspective leads poisoning the potential gains that could have been picked up.
That poison can persist long after the major events have come and gone in places like this forum.. where potential new players could conceivably visit prior to making that financial decision to invest in the game. Though it is more likely, new players will test the water with a minor purchase and then visit the forums.. regardless the effect can be the same if there is a negative vibe or generally unlikeable characters lurking about.
Who wants to invest hundreds of their hard earned dollars into a game if the community they would be joining contains too many jerks?
I've drifted away from the topic of rotation, so let me bring it back to that now..
Rotating the competitive environment keeps the players in that community talking about the newest combo and the next big thing and helps to avoid a stagnant forum setting.. A game without rotation keeps players talking about things in the past, if more recent cards have not knocked the older cards off their competitive post.
That can be problematic to new players trying to integrate into the competitive community as well. Most new players coming into the game for the first time have no idea there is a group of cards that can be dropped a Summer deck to generate a consistent draw engine.. it's not a hot topic.
If they join an established meta, they will likely pick up on that there.. but for players coming into the game without an established meta, because of interest generated at an event like GenCon, or if they just don't have players around them and want to start something new.. they are at a disadvantage.
Rotations reset the playing field. They provide an perfect entry point into the game for new players.. and growth comes from new players. The easier a company makes it for players to invest in their game the more successful it it bound to be.
Right now, just to get started new players need to buy at least a core set, the expansion of the house they want to play. Will they be competitive? No. Not even close, actually.
How many cards in your tournament deck come from the core set/house expansion? How many of those were "basic" locations (read income producers/reducers).
The majority of your deck is likely from CP's, but for a new player how do they know what they need to buy to get the cards they need?
A casual glance through this site didn't reveal any CP Card Lists, or databases, I could have missed them though.
There are other options like searching for a third party software program and then downloading a bunch of files, and hoping you don't miss one, or screw it up… or going to another site to get information about AGoT (which would be kind of upsetting to me if I worked for the company, because I would want my players to spend as much of their time on the company site being bombarded with advertising for other games made by the company; to drive profit… just saying).
In the end, I think the benefits of rotaion outweigh the negatives. Sure some players will end up with a bunch of useless (in tournament play) cardboard because of rotation.. But if the designers/developers are doing a good job, players should not have room in their decks for the majority of the old stuff anyway. And you can't whine about what you don't miss.