Recently, in another players’s thread, I discussed how HS problems are completely on track for predictions that I made for the game nearly 10 years ago. That thread was taken down.
https://imgur.com/a/mO8Q8tL
Hearthstone problems were obvious early on, in light of a design philosophy that said “we want turns to feel powerful.”
My earlier immersion into Magic the Gathering had made me aware of how the new HS devs were making some “rookie” design mistakes as they embraced two starting tenets for a game that was basically their simplified, digital version of MtG:
1). “We want turns to feel powerful.”
2). We want the Classic set to be an “evergreen” set
We want turns to feel powerful translated into packing more power into early new cards than was typical for similarly designed games. This meant as a brand new game it was already suffering from powercreep. Powercreep attacks the heath and interactive gameplay of a CCG—and it places design constraints on the development of new product.
Since Classic already contained a lot of powerful cards, and they were designed to always be available in the game’s card pool, it also created major design constraints. For instance, if the game already had several strong 6 through 10 cost cards, newly designed cards of those costs were only likely to see play only if they were more powerful or provided better synergies than the older cards did. The Classic set created a kind of stranglehold on HS, which made HS feel repetitive and boring early on, while making it very difficult for the devs to create fresh new feeling or exciting metas.
These two tenets made it very easy for me to quickly predict things like:
1). A need to nerf or to remove existing cards from the pool (to Hall of Fame some cards) would be necessary to free up design space.
2). The need for the creation of Wild and Standard modes, which even came quicker by 6 months to one year sooner than even I expected.
3). It was easy to predict that if the initial rate of powercreep remained unchecked, in 10 years time, HS would become such a broken, un-interactive game that it would financially start to die. In year one, I referred to that impending moment as “jumping the shark,” a Happy Days reference, which means:
“a term that is used to argue that a creative work or entity has reached a point in which it has exhausted its core intent and is introducing new ideas that are discordant with, or an extreme exaggeration of, its original purpose. —Wikipedia”
In that recent post that got removed, I stated that with the release of so many broken cards in Whizbang’s Workshop—especially with such badly designed cards ad Wheel of Death, Zarimi, and Reno Lone Ranger—the game had finally jumped the shark.
Anyways, Hearthstone’s current problems are nearly exactly what I predicted they would be almost ten years ago.
Despite this situation, I would like to point out that HS is as a digital card game and it can always be overhauled and fixed. And this is what I am waiting for the devs to realize and for them to do before I am willing to once again invest money into the game. I think it important for players to vocalize their expectations for a game so that developers are encouraged to create a product that players are willing to pay for.
I really believe that HS has reached a crossroads and what direction the devs decide to take during the next couple of years will decide its fate.
I want to point out another negative consequence of Classic’s design constraints. With Classic representing a large portion of the card pool, in order to create different feeling metas, the devs began to heavily develop archetypes. Overtime, this approach resulted in archetype packages being so overdeveloped and overturned that decks began to feel largely premade. The downside of this approach is that it takes away from the fun and discovery process of building new decks from a new pool of cards as players try to solve a new meta.
Instead reducing the number of cards for new archetype packages when Standard was created (and the design constraints for that new format had decreased with the removal of the Classic set), the devs instead continued increased the size and to over-tune the archetype packages. This is too bad, because in general, powerful premade decks are not a lot of fun to play with, and they greatly limit what will work in new meta.
Got any insights of your own to help the devs make HS better?