Death of Living Card Games: why it happened?
Living card games (LCG) are a subgenre of trading card games (TCG), created and promoted by FFG. They lack booster packs, so instead of chasing rare cards players purchase expansions with fixed content.
1.Why you think they have died? This model is so much healthier and customer friendly than traditional TCG model. You know exactly which cards you are getting, allowing to focus purely on strategy, deckbuilding and gameplay. You spend way less money on packs. So logically they should have become very popular and flourish on the market?
Yet almost all of them have died: Call of Cthulhu, Game of Thrones, Legend of Five Ring, Star Wars: The Card Game, etc. Even beloved Netrunner did. Today only a couple are still alive (Arkham Horror card game, Marvel Champions), but those are coops rather than competitive games, and no one else seems eager to repeat FFG business model. Meanwhile TCGs with way greedier model still control market. Why it happened?
2. A related question: why you think so few cooperative cards games like Arkham Horror, Lotr LCG, Marvel Champions - i.e. which expand through cycles of packs - exist on the market? Besides FFG, only Ashes Reborn with coop expansions seems to fill similar niche, as far as I remember. Yet no one else tries to launch similar games, even though LCG coops apparently sell well: they have been almost the only thing FFG has been producing for years, so clearly they pay off very well.