Article says the first DCCG was Chron X, but Magic The Gathering: Shandalar predates it!
Also, not sure how to write it in but still felt like dumping my thoughts somewhere -- I really feel like there needs to be more WP:WEIGHTy mention of early handheld DCCGs based on phyical CCG (TCG as they were known) franchises. I'm thinking at least of Pokémon TCG and the slew of Yu-Gi-Oh games. Other less historical examples which I'm sure there was SIGCOV about include Mega Man Battle Chip Challenge, the Baten Kaitos games, and Metal Gear Acid series. Ben · Salvidrim! ✉ 11:12, 7 October 2017 (UTC)
Salv is correct. Chron X claimed to be the first online CCG, but not the first digital CCG. It also claimed to be the first digital game that included card purchasing, collecting, and trading with other users. I believe the above are stated on the game's page. Architeuthis666 ( talk) 02:11, 18 February 2019 (UTC)
Hi, stumbled on this. I was the founder of Digital Addiction so I was watching ChronX with much attention in 1997. The distinction they made between digital and online was valid, imo because there were gameboy/handheld versions of CCGs previous to ChronX, but they were not connected to each other through the internet, thus the distinction between digital and online. If I remember correctly the handheld Pokémon game even had some rudimentary peer to peer trading, etc, but it was largely unused since you had to be in the same room to do it. — Preceding unsigned comment added by Jameyharvey ( talk • contribs) 17:16, 15 June 2019 (UTC)
201.178.203.185 ( talk) 06:28, 23 October 2021 (UTC)
CCG and Digital CCG depend upon, and pretty much invented, the Loot box monetisation, developed as a major approach used by free-to-play games in mobile gaming and video games in general... cf. the Loot box.
As you probably know, Loot boxes are considered part of the compulsion loop of game design to keep players invested in a game. cf. also, recent attempts at regulating Loot Boxes which are likely to affect DCCG. https://www.forbrukerradet.no/siste-nytt/loot-boxes-how-the-gaming-industry-manipulates-and-exploits-consumers/ — Preceding unsigned comment added by 20040302 ( talk • contribs)
I moved this article to the category Video game genres (and also removed collectible card game from video game genres) and removed Multiplayer online games however it's still in the category Multiplayer online games in other a few languages (same logic with the other aforementioned thing, though not all languages have the article for digital collectible card game). There's not much I can do about it. QuantumFoam66 ( talk) 00:40, 16 May 2024 (UTC)
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Article says the first DCCG was Chron X, but Magic The Gathering: Shandalar predates it!
Also, not sure how to write it in but still felt like dumping my thoughts somewhere -- I really feel like there needs to be more WP:WEIGHTy mention of early handheld DCCGs based on phyical CCG (TCG as they were known) franchises. I'm thinking at least of Pokémon TCG and the slew of Yu-Gi-Oh games. Other less historical examples which I'm sure there was SIGCOV about include Mega Man Battle Chip Challenge, the Baten Kaitos games, and Metal Gear Acid series. Ben · Salvidrim! ✉ 11:12, 7 October 2017 (UTC)
Salv is correct. Chron X claimed to be the first online CCG, but not the first digital CCG. It also claimed to be the first digital game that included card purchasing, collecting, and trading with other users. I believe the above are stated on the game's page. Architeuthis666 ( talk) 02:11, 18 February 2019 (UTC)
Hi, stumbled on this. I was the founder of Digital Addiction so I was watching ChronX with much attention in 1997. The distinction they made between digital and online was valid, imo because there were gameboy/handheld versions of CCGs previous to ChronX, but they were not connected to each other through the internet, thus the distinction between digital and online. If I remember correctly the handheld Pokémon game even had some rudimentary peer to peer trading, etc, but it was largely unused since you had to be in the same room to do it. — Preceding unsigned comment added by Jameyharvey ( talk • contribs) 17:16, 15 June 2019 (UTC)
201.178.203.185 ( talk) 06:28, 23 October 2021 (UTC)
CCG and Digital CCG depend upon, and pretty much invented, the Loot box monetisation, developed as a major approach used by free-to-play games in mobile gaming and video games in general... cf. the Loot box.
As you probably know, Loot boxes are considered part of the compulsion loop of game design to keep players invested in a game. cf. also, recent attempts at regulating Loot Boxes which are likely to affect DCCG. https://www.forbrukerradet.no/siste-nytt/loot-boxes-how-the-gaming-industry-manipulates-and-exploits-consumers/ — Preceding unsigned comment added by 20040302 ( talk • contribs)
I moved this article to the category Video game genres (and also removed collectible card game from video game genres) and removed Multiplayer online games however it's still in the category Multiplayer online games in other a few languages (same logic with the other aforementioned thing, though not all languages have the article for digital collectible card game). There's not much I can do about it. QuantumFoam66 ( talk) 00:40, 16 May 2024 (UTC)