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→ overwhelmed
→ rentals
→ SPS
→ cards
→ summoners
→ rulesets
→ economy confusion
That’s a LOT upfront.
Especially before:
has formed.
Instead of:
“build a meta deck immediately”
New players can:
Buy Spellbook
→ Create Avatar
→ Join Raid
→ Earn GLINT
→ Participate Socially
→ Learn Naturally
That is MUCH softer onboarding.
PvP can feel:
Raid content feels:
Especially for beginners.
This is huge.
Even weak players can:
Meaning:
they participate in meaningful content immediately.
That’s powerful retention design.
Because instead of requiring:
complex deckbuilding
You initially simplify into:
“hero identity.”
New players understand:
VERY quickly.
That’s accessible. Each card ability can also reasonate towards one of these archetypes.
Without needing:
People LOVE:
This is the smart progression.
Interested in:
Now the broader ecosystem makes sense organically.
Current onboarding often feels like:
“learn everything immediately.”
Raids allow:
“learn through participation.”
Much better psychologically.
Players often stay because:
Not because:
“Titan Raids are large-scale asynchronous cooperative PvE encounters that allow players to deploy Exemplars into evolving world boss battles tied to LAND environments.”
The more I think about Exemplars, the more I feel they are the perfect bridge into a cooperative PvE experience for Splinterlands.
Not as a replacement for PvP.
But as an entirely different lane of gameplay.
PvP and PvE satisfy completely different player psychologies.
PvP focuses on:
PvE focuses on:
Many players LOVE cooperative content, even if they never become hardcore ladder climbers.
And I honestly think Splinterlands has the foundations for something special here.
Exemplars already feel:
The Avatar becomes your identity and portrait...
But the Exemplar becomes:
A raid combat unit representing your account inside a living world event.
Imagine giant evolving Titans appearing across Praetoria.
🌋 Magma Titan
🌊 Siren Queen
âť„ Frost Tyrant
🌲 Rotwood Ancient
Each tied to actual LAND environments.
The Titan remains active globally until defeated.
If players fail?
The Titan evolves.
Stronger abilities.
New mechanics.
More dangerous encounters.
Larger reward pools.
Instead of traditional 1v1 combat:
Players queue their Exemplars into:
9 active Exemplars battle at once.
When one falls?
Another queued player automatically joins the frontline.
The battle continues until:
I don't want giant flashing tutorials telling players exactly what to do.
I want the community figuring things out.
Maybe the Titan:
At first:
people get crushed.
Then:
strategies emerge.
Guilds organize.
Theorycrafting begins.
Players adapt.
That creates memorable gameplay.
The Titan should WIN often initially.
Not because encounters are unfair...
But because players haven't solved them yet. Or they need to encourage more participation and increasing numbers.
That emotional loop matters:
Failure
→ frustration
→ adaptation
→ coordination
→ victory
The best raid experiences in gaming history often began with:
“This boss is impossible.”
Until someone cracked the code.
This is the part I keep coming back to.
New players may join Splinterlands JUST to participate in boss raids.
Instead of immediately needing to understand:
They could simply:
Buy a Spellbook
→ Create an Avatar
→ Obtain an Exemplar
→ Join Raids
→ Earn GLINT
→ Learn naturally through participation
That feels MUCH softer as onboarding.
Titan Raids could create:
Potential sinks:
Potential rewards:
Imagine a Titan appearing on an actual player-owned LAND plot.
The LAND owner becomes:
Now LAND has:
This concept naturally leverages:
It doesn't feel like:
“a disconnected minigame.”
It feels like:
a natural expansion of the Splinterlands universe.
The more I think about it...
The more I believe Exemplars are missing a place where players can truly feel:
“This is MY character participating in a living world.”
Not just another card in a queue.
But part of:
And honestly?
That sounds very Splinterlands to me.