Showing posts with label hearthstone. Show all posts
Showing posts with label hearthstone. Show all posts

Even if not great, Hearthstone is still really good

| Tuesday, May 20, 2014
I've been having a lot of fun in Hearthstone. I saw the potential for more fun and decided to pay actual money to buy a lot of packs. This increased the fun.

With a flood of cards I was able to fill in a lot of decks, and create a lot of possibilities for new ones. These are no mere Lots of Powerful Cards decks. They have themes, ideas, goals. The cards are meant to work together. While certainly some of the increased fun comes from having a generally more powerful set of cards to draw from, at least as much comes from the greater complexity as I can call on a wider variety of mechanics and find new ways for them to fit together.

At the simple end this just means a rogue Combo mechanic: play one card and the next is more powerful. This creates some same-turn order of operations to consider. Throw in something like a Gadgetzan Auctioner and Violet Teacher and it turns into a spellcasting deck. Alternatively, I could have tried for a weapon-based deck, filled with daggers, poisons, and some minions and affect or are affected by weapons. The latter isn't as much fun for me; it's too direct.

Somewhere in the middle is my warrior deck based on enrage mechanics. It has a lot of minions with enrage and a lot of abilities that cause minor amounts of damage. This makes attacking a delicate matter for both me and my enemy. The minions don't have a great deal of health, so the line between enraged and dead is very thin. Frankly, this deck doesn't work particularly well; I need to get more charge effects in so minions don't just get knocked out after they enter. But it can be a bit of fun.

At the extreme other end is my priest. By itself it isn't particularly powerful. I don't have any cards in it that will win a game. Instead, it's based entirely on stealing my opponent's power. I copy their cards, I mind-control their minions, I clone them, and then I kill them. This gives it an element of unpredictability as I could steal great cards, or terrible ones. As for cloning, I don't know what my opponent might play, let alone when, so I have to guess based on what is on the board and what strategy they might be using. It also means that I have to play two heroes at once: my priest and whoever I stole from.

I love my priest deck. It's an absolute blast, at least for me. I suspect my opponents hate it, because so much of it consists of stealing anything good they have and turning it against them. But that just makes it their own fault. I don't even have Velen, let alone two, so it's not my fault if I cast a Holy Nova for 8 damage and healing.

Hearthstone will never be a great game

| Sunday, May 4, 2014
It is, most definitely, a very good game. It might even be the goodest game ever. But great? No. It is not a great game. I do not think it has the potential to be a great game. In fact, as much as I enjoy it, I do not see it sticking around for a particularly long time.

What makes it good?
It's accessible. For the most part, cards make sense. The way they interact makes sense. There is some nuance, but you're never going to get into a two hour discussion of the stack or how casting a spell has (12?) distinct steps. For the most part, if you try to do something, you will succeed, and rarely will you be unsure if you can do it.

It looks nice. Magic: The Gathering online is ugly. The UI is ugly. The cards look ridiculous. In contrast, Hearthstone is vibrant without being flashy. It is easy to see. It is fun to see. It adds a bit of life to the game. Note that my comments about Magic are only about the online version, not the actual physical cards, which are awesome. However, I do not think the offline card game is a direct competitor with Hearthstone. Of course we might wonder whether people will rather spend money on one or the other, but that applies to any entertainment. In terms of time, I think they'd be in different budgets.

What makes it impossible for Hearthstone to be great?

You don't actually play with other players.
Instead, you take turns showing off your decks. I will never react to a player's actions, because I cannot; I am completely pacified until it is my turn, during which my opponent is pacified. I can only deal with the minions that are already on the board, whether mine or my opponents.

"The best defense is a good offense" gets taken to its illogical conclusion. There are no blockers except when the attackers decides to attack that minion. They'd only do that if either A) the minion has taunt and is in the way or B) they want to ensure that the minion cannot attack back at them. Contrast this with Magic where the defender declares who blocks, or not, and is an actual participant in the battle.

The result is that combat is a frantic back and forth, with each playing trying to ensure that minions are not on the board for long. Board clearing effects are common, and yet can seem to accomplish little, given the ease with which a a board can fill up again. And then empty again. It tends make everything unreliable, without really being exciting. "Will he kill all my minions this turn? Or next?"

Play to win.
Given the "take turns showing off" nature of the game, this is a bigger problem for Hearthstone than Magic. The effect may be magnified by the non-physical, no investment nature of it. People have to pay, or worse, befriend nerds, to get their first deck of Magic cards. Since sunk costs aren't something that the human brain readily understands, it becomes easier to put money into the cards. The net result is that I get mad at someone who plays a half-dozen legendaries in a single game, while I have one, that, due to being Harrison Jones, is not all that great (except when I destroyed a shaman's Doomhammer).

Coupled with any sort of pay to win scenario is the care factor. Someone who cares more will pay more, which is likely to increase their interest in the game even further. In addition, someone who cares more will be more willing to deal with the randomness of the packs. If you're only getting a few a week from the dailies, then the luck from those is going to make a substantial difference. If you're buying packs by the dozens, then things will tend to even out and no particular pack's luck or lack thereof will matter. If the game had card trading, then some of the randomness could be smoothed out, allowing lower interest players to still pursue cards they want without needing to burn tons of money on pack RNG or the terribly inefficient crafting system.


Hearthstone: The Light and How to Swing It

| Sunday, February 2, 2014
Now that I've played it a bit, it's time to write about it.

First, go try it. The odds are pretty good that you own WoW, SC2, Diablo 3, which I think means you can get into the beta. It even pays you to play it. With in-game currency, of course.

This is an easy game to get started in. There are pre-made decks with starter cards. You can unlock heroes just by beating them in practice mode. You'll get flooded with gold early on, so you can expect to buy a lot of packs in your first few days. It slows after that, though it's still at a "fun" rate, in that you can get a pack about very other day.

It is not, however, an easy game to win in. Individual cards are not balanced. Your opponents, having played longer, will have cards that you can only dream of. Yet you can still win.

Luck is a huge component. If you get cards in the right order early on you can take control of the board and start hammering away at an enemy. If not, then the same can happen to you.

Games can turn around extremely quickly. This is not Magic: The Gathering where you have counterspells, blocking, or much of any ability to respond. If someone is rolling you over on their turn, you cannot stop them. The closest to a counter are Secrets, spells that you cast on your turn but which are triggered by a particular effect. For example, Frost Armor will give armor to the mage when they are attacked.

The result is that it can be hard to get any sense for how a game is going. You can be on the verge of death and facing a full board, only to draw a holy nova and completely turn things around. Card synergies can be impressive, such as a Northshire Cleric and a Darkscale Healer resulting in tons of card draw. A full hand means more ability to deal with what just happened.

Here's an example of how things can turn around very quickly, and how much luck can change things:

I'm playing against a warlock. We're going back and forth, but his Dread Infernals have caused a lot of damage, both with their battlecry and their heavy attack. I'm facing one and another demon, so I'm in trouble, but with a little luck I can use nukes and taunting minions to survive. It's not game over, at least not yet, though things do not look favorable. Then he draws Void Terror, which is just a 3/3, but it destroys adjacent minions and gains their attack and health, so now it is extremely powerful and tough. In two turns it can kill me. Even if I get lucky and draw cards with taunt the best I can do is stall. Or draw mind control. Yep, the very next turn that card comes out, and just in time for the 10th mana crystal. I steal the minion. The warlock is almost guaranteed to lose. He life taps, either to hasten the end or in hopes of getting something that can save him. It just puts him in kill range.

If I had not drawn the mind control it would have been game over. Or if he had not drawn the infernals. Or if I had gotten some of my heavier taunters. And so on. The game can be an endless string of what-ifs and you just have to hope that your luck with average out well in the end. And get a lot of card draw. But even that can kill you; with only 30 cards you can burn through a deck surprisingly quickly, especially as a warlock.

You might have noticed that this is all about priest cards. I've found that I very much enjoy playing the priest deck. The mage and paladin decks are pretty good too. I couldn't easily pick a favorite among them. That's a good thing, even if it makes it harder for me to decide which cards to disenchant. On that note, I don't know how much I like the crafting system since it relies on destroying cards at a very inefficient rate to make others, which is terrible for a loss-adverse person like me. I consider that a small part of the game and hardly a game-breaker.

One last thing to remember: Order of operations is critical. You can't heal a minion before it takes damage (well you can, but it does nothing), so my favorite card, Northshire Cleric, means that I have to get my minions injured first. A card like the Gurubashi Berserker has a fairly high health pool, so it can be hard to kill it without turning it into a raging monster of death. But, it starts with very low attack, so hit it with the things that you want to live, such as your important minions and hero. Save the burn spells and disposable minions for when it would kill whatever it touches.

All in all, I find that Hearthstone is a game that is well-suited to casual play. The quests can be stored up, so you don't feel pressure to play every day. They offer a choice of heroes, so you shouldn't often be pressured into ones you dislike (I'm pretty awful at rogue). Matches don't take a terribly long time. Even without spending money you can improve your decks. And the closest thing to trash talk is the person who emotes "well played" before they've actually guaranteed their victory.
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