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Actually, gameplay isn't just about battles; it encompasses all the other elements that make up the game. In this game, there's essentially only one mode (the battles themselves) and only four elements: farming, opening packs, crafting/destroying cards, and deckbuilding. But since 99% of players don't engage in deckbuilding, that last point becomes irrelevant. Farming is also simplistic because there's only one type of resource and one way to spend it. Therefore, even the gameplay here is significantly less rich, and its illusory complexity or depth is created solely because the game is focused entirely on online play. In this regard, games of this type are generally quite deceptive because if you remove that small detail, all that remains of the gameplay itself are just the bare bones – no one would play thousands of hours of card games/monster battles/shooters/piano games, etc., if their opponents were computers instead of real people. Someone might argue with me and say that creating and maintaining a multiplayer competitive game is more difficult than creating a single-player or primarily single-player game (co-op, raids, etc.), but experience suggests that this is not the case. Of course, in this case, I'm not talking about the technical aspect, but directly about how to generate interest in the player and sustain it for hundreds, and then thousands of hours.
The event with the Titans is better than the Titans themselves.