You bring up good points,
@snoopy369 Besides being in a bit of a rush myself, I largely agree with your first section, with an obvious exception being personal preference. So... no sense quoting it in this response. I would like to try and quickly bring up what you mentioned in the second section.
As for the first paragraph of your post, I think that you're not really giving Pokémon the credit it deserves for the balance it strikes, honestly. Pokémon has to balance three large and very *different* groups of people when it publishes a set:
1. Serious players whose focus is on the card game itself
2. Collectors, whose focus is on the quality of the art, the rarity of the cards, and "collecting them all"
3. Fans of Pokémon from the VGs, the Anime, and the Manga, whose focus is on the cards that represent the interesting Pokémon, trainers, and locations that are relevant to them
These are very diverse - (3) fans want *huge* sets with tons of cards in them, because they want cards to represent all of their favorites. (2) want smaller sets (to make it possible to collect them all) with lots of nice art. (1) want even smaller sets, honestly, to have a decent shot to get those useful cards. Each has different preferred balance of Pokémon to trainers and GX to regular. Most of the cards in a set are there to satisfy (3) for the most part, and (2) to a lesser part; only a few dozen cards are truly there to satisfy (1), the group I belong to (and I guess you do too?). (Obviously all of us might belong to all 3 groups to some degree, but we presumably identify with one group more than the others.)
It's not possible to make a TCG that fits all three groups perfectly, but I think Pokémon does a good job of balancing it. But it does mean that there's a ton of chaff from a serious player's point of view.
I've been thinking and (on and off) trying to write an article explaining this since... the BW-era? Early XY-era for sure. Let me start off by saying no, I do
not believe I'm failing to give the powers-that-be credit for what they've accomplished. I'm just not overly enthusiastic about it because we're specifically discussing an area where they seem to struggle... or else, I need to accept that TCGs are
stupidly hard to balance properly and give up on such a thing. And maybe I do.
Still, let me plead my case. For now, let us focus up on the three major markets for the Pokémon TCG:
1) Those focused on it as a card game
2) Those focused on it as trading cards
3) Those focused upon it as neither
These are roughly analogous to what you said. Now, those who neither play nor collect, and indeed, may only purchase a little every now and then are
nonetheless the primary source of revenue for this TCG. While those focused on "seriously" playing and/or collecting may buy more product, and yes buying from resellers counts because the supply chain still
begins with the powers-that-be , we're so heavily outnumbers by
extreme casuals, who buy a single pack once ever now and then, we can't compete. So, these folks should dictate how the game is designed, right?
Nope. Here's the thing: casuals don't care. I mean, they do, but out of the stuff that affects players and collectors, not much of it will "harm" the casual market.
If the powers-that-be really tried they could, but it isn't realistic enough that I think we need to worry about it beyond recognizing it is technically possible. The same goes with Collectors Versus Players; unless we do some radical shifting with how the Pokémon TCG works, changes which could greatly benefit the players aren't going to cause issues for the collectors.
The reverse is not true; catering to casuals and/or collectors can really wreck things for players.
Right now, Pokémon is mostly following a standard business model for TCG's. Well, perhaps
not the
most standard model; dump a game with a license on the market, profit, and when it stops selling, wait for a bit and relaunch. They
could do this and still make a
profit. Fortunately, they want an ongoing TCG, and that is where organized play comes in; it helps promote the game, and acts as something of a "rewards program" for the consumers. Where I take issue is how it seems like Pokémon is still flirting with the YGO model; release new (including recycled) gimmick, perform damage control, repeat. There are some fundamental issues with core game balance and mechanics that they just haven't fixed... and it has been 20 years. =/
Ugh. Sorry; this was supposed to be the
short version.