All these match 3 clones are largely popular because they are very simple, not everyone seeks a very complex experience. But yes, GoW is more complex and yet it’s really easy to understand and even create/code. That’s a decent recipe for success, the reason why the devs can create so much content weekly and still work of bigger features.
I’m no programmer but while visualy simple your idea could be a little trickier to implement, remember when we had “blobs of gems” counting as multiple 4/5 matches? Well, it could be similarly tricky, that’s my guess, because some gems would simply do something else and not simply generate mana. Also, we would need at least twice as many new gems graphics with marks for the traps.
It could be done surely, but another complication with your idea would be how it affects the gameplay and the player’s experience. A few traps on some gems are ok, but if both teams could trap gems then the players could suffer from longer battles trying to avoid unecessary damage, specially on Guild Wars where damage matters. Also there are more details to figure out like:
- Are the traps damage fixed or would it increase by some factor like level and such?
- If there are different traps with more effects aside from damage we need even more graphics for different gems with different traps.
- If the different traps are coded regarding the gem color, as in Green trapped gems causes damage and poison for example, it’s a bit more information the player must keep on mind while playing. From time to time we see “false positive bug reports” of players unable to process some mechanics because they didn’t paid attention or didn’t know/remember exactly all mechanics.
I could keep listing some possible issues as we discuss more details, but first i want to say that i don’t want to demotivate you or anything, it’s just that some simple designs are usually preferred because they also bring less complications to the devs’ table.
Get Infernus, some Exploders, Divines, Storms, spam explosions and spells = Win!