Manaflask Article

Hearthstone Beta Preview


Or is it a beta review? Or impressions? The nomenclature for these things is a mess! Anyway, I've been playing a lot of Hearthstone recently, starting with the US beta a few weeks ago that Blizzard very kindly gave us access to, and I thought I'd share some thoughts on it.

First off, my credentials - I've been around the world of card games for quite a long time, obviously starting in RL with Magic and dabbling in all manner of other ones. More recently I've tried out quite a few online ones, mainly SolForge, Scrolls, Card Hunter and the probably best one out there at the moment, Duel of Champions. Having these and more under my belt makes me fairly confident I can competently speak about Hearthstone - so let's get to it.

Is it any good?

Yes. Very much so. It's probably the closest Blizzard have gotten to making a true Blizzard game since WoW (or, if you want to get technical, WotLK). It's pure, it's polished, and it achieves its main theme quite easily - and that theme is fun. There's basically no reason everyone shouldn't try it out, and very few reasons everyone won't love it. There is only 1 major and 1 minor problem, and then there's the financial model. The big problem might really threaten the game's longevity and might turn a lot of people off after a certain time, and the financial model is currently in flux but could end up a bit of an issue, and I'll get to all that later.


The Core Elements

I'm not going to detail everything here, just the important parts that stand out and comment on their interesting aspects. Also, obviously this is all based on experience from the beta and I haven't fully studied all the cards, but I feel I have a pretty good grasp on the game as a whole.

The Classes
There are 9 classes, each with a Hero ability you can play each turn for 2 mana. These range from abilities you build your deck around, that are very tactical and require difficult decisions to be made (Shaman, Warlock, Paladin, Rogue) to always useful ones that give you more tactical options but won't turn a game around that often (Priest, Druid, Mage) and simply boring ones with little or no decision making necessary that you simply use whenever you have spare mana (Warrior, Hunter). Each class also has its own set of cards and then there's a set of neutral ones that can be used by any class. You unlock all the basic cards by level 10 (which can be reached in an hour or so) and the expert ones come from boosters or the crafting system (which I'll discuss more later).

The class system brings a lot of variety to the table and pretty much every class has a really recognizable style, but there are still plenty of possibilities to build unique decks within a class that are very different from each other. The best thing about them is that the game encourages/forces you to play almost all of them eventually, with daily quests requiring 2 wins by a specific class - meaning you'll play with your basic cards, get a feel for the class until you win 2 games, and then you'll usually end up liking it and making a custom deck for the class yourself. This way you're constantly pulled in and want to see more and play more.

 

The Financial Model
This was a bit of a sticking point at first, but it's very much in flux at the moment. Basically your only real source of gold, and with it progression, are daily quests. Let me just break down the costs and gains quickly:

1 booster (5 cards) = 100 gold = 1.5$
1 arena ticket (guaranteed to get at least 1 booster and 20ish gold) = 150 gold = 2$
1 daily quest = 40 gold
1 win = 1 gold

So, as you can see, playing the game to earn gold to get new cards or enter the arena is completely pointless after you finish the daily quests. Now, there's a bit of an issue here since Blizzard have been experimenting with this - at the start it was only 1 daily quest per day, then a few days ago it was 2 and now it's back to 1. Put simply, if they decide that it will be 1 quest a day you're going to have a very hard time getting new cards without spending real money. So let's all hope they settle on the more humane 2 quests a day which actually works very well as far as progression goes and at least gets it into a comparable position with other CCGs out there.

A big issue here will be achievements, which aren't implemented in the game yet. It will have an achievement system and there will be rewards associated with them but not much else is known. If they manage to put in enough of them and give them at least some gold rewards then the progression system will work just fine. Even the most basic ones like "Win 5 games in a row" or "Play/win x games" with relatively small gold rewards would make progression much more dynamic.

The Arena
My favorite feature of the game, the arena is a draft style mode where you buy in, pick one of three random classes and then get to make a deck by picking 1 of 3 cards that are presented to you. You do this 30 times and then your deck is done and you can play against others in the arena - until you either lose 3 matches or win 9. Rewards get better the more you win, obviously, and at 9 wins you get around 300 gold, a booster and some arcane dust (for crafting).
This is the one you're really going to want to play - there is no advantage given to people that buy a ton of cards - although you can still get lucky while opening these mini-boosters of 3 cards and get to pick 1 from 3 legendaries or epics etc. (card qualities are common, rare, epic and legendary). You don't get to keep the cards you play with, obviously.


Even opening up rewards from finishing the Arena is fun!

Crafting
This was another of my favorite things about the game when it was announced, but I've since changed my mind. Basically you can disenchant any card into arcane dust and craft ANY card in the game. The ratio is variable, 4:1 for epics and legendaries, 5:1 for rares and 8:1 for commons - so you'll need to dis 4 epics to craft 1 epic or 8 commons to craft 1 common, etc.

This brings us to the first problem with the game.
 

The Problems

Crafting and the grind

Continuing directly from the core elements - the crafting system could be a problem. When the game was announced it seemed like a great idea. You can throw away your excess cards and make whatever you want. The problem is that the nature of collectible card games is, well, collecting. The crafting system turns opening a new booster, something that is supposed to be exciting and interesting - because you either get to see new cards or are desperately hoping for one of the few cards you don't have yet - into a "already seen all those, in total this booster has gotten me 70 arcane dust" type of attitude. Let me explain: in the first 2 boosters I got in the beta I got a legendary card. It was pretty great and all, but then I toyed around the crafting system and noticed that I could disenchant it for 1600 dust. To give you some perspective, common cards cost 40, rare 100, epic 400 and legendary 1600 to craft. Now this was probably an error and currently you get 400 for dissing a legendary, but that's not the point. After dissing it I went over a TON of cards to see what would be best for the several decks I had. I realize some people will read all the cards immediately anyway and even know them all by heart before they ever see them in their collection, but it still bugged me. After you craft a few cards that sense of "whoah, what the hell is that card my opponent just played or i just opened in a booster" immediately goes away and you are in a different mindset, you'll look over all viable cards for your deck so you can spend your dust wisely. Even at the current rate, if I get a legendary in a booster I'm definitely going to disenchant it because I can make 10 commons or 4 rares with it - and at this early stage that's a LOT better than 1 card, however powerful it may be.

But the real issue with the system is that it turns collecting into grinding. Other games allow you to give away extra cards, but there you get the game's main currency, so you buy more boosters and keep hoping for those specific cards you want. In Hearthstone it could feel like you're just grinding away, you need 20 more commons of any sort for that 1 rare you need or 5 rares of any kind for that 1 rare you need. This may not be an actual problem for some people, in fact they may prefer this system - I certainly thought I would until I got a chance to  think about it for a while. I suppose it's really just about whether you like that feeling of opening a booster and FINALLY getting that damn card you've been looking for for so long, or when you're just starting out, that feeling of discovery as you turn each card around to see what it is in a booster. As I said, this one is minor and may even be a plus for some people, but the next one...isn't.


Do you like games of chance?

Randomness. It's one of the things I hate most about card games. You plan your deck, think about the metagame, get ready to play, and then draw the biggest pile of crap of a hand you've ever seen while your opponent gets the perfect start. Or: you positioned yourself perfectly, played amazingly, you're winning in the next turn and your opponent has no cards in hand and none on the board. Then he top-decks the 1 card in his deck that can beat you. If you enjoy things like the above then you'll LOVE Hearthstone. Now, the above isn't the issue here at all - those things are inseparable from card games as a concept, they come with the territory and you have to accept them in order to play.

Bafflingly, Hearthsone decides to add another layer of randomness on top of that. This, I fear, might be the death knell of the game for me after I've played it for a large enough amount of time. But what am I even talking about? Well, it's very simple - there are many, many cards with random effects. Deal 1 damage to 3 random targets. Deal 2-3 damage to all minions and each minion gets a separate roll. Summon a random beast. And on and on. Now, a few of this type of card are actually fine - there is flavor to them and they just "feel" right. Arcane Missiles is a good example, as it really carries over the spell's look and feel from WoW. The Shaman's hero ability is another good example - he summons a random totem and each has its own advantages. Those work, but only when they're very limited in number. Unfortunately this isn't the case. The best example I have is playing an Arena match: my opponent basically had me dead next turn with 2 minions that had 7 health combined. I played a card that does 1 damage to 8 random targets (including the hero) and I managed to kill both of his minions, winning the game. I didn't feel good about that win, in fact I was pissed, but nowhere near as pissed as when I'm on the receiving end of the random bat. Another example is the Shaman spell that does 2-3 damage to all minions - but then inexplicably rolls that range for each minion individually. So you have four enemy minions, two have 3 life and two have 1 life. And then your spell does 2 damage to the 3 life ones and 3 damage to the 1 life ones and you proceed to lose the match and, subsequently, break your keyboard. How can that be good design? How can adding completely arbitrary outcomes that the player has no control over be interesting or fun? And it's not like you can simply choose to not play with these random cards yourself, as your opponent will always have some and a lot of them are fairly important and too powerful to simply pass up.

Adding even more randomness to a card game is simply a terrible idea. The only reason I can think of for them including it is that they ran out of ideas to vary the cards without making them more complex. For now it's tolerable, but the more these stupid random insta losses happen, the more I hate the game and eventually I'm sure I'll have to give it up.


The Longevity Issue

After a while it dawned on me the game is specifically designed to be played a fairly short amount each day. With the daily quest system in place and very little progression options outside it (for now) the game basically tells you you shouldn't ever really play it more than 1-2 hours a day. But I realized that's on purpose. With games as short as 5 minutes and the longest taking around 15 it was built to be a quick fix, a burst of fun whenever you have a few spare minutes. Smaller deck sizes, only 2 of the same card per deck, everything is pushing players towards a quick, enjoyable session: play a few games, get your dailies done and then come back tomorrow. And it works. It works really, really well.

Given the limitations of "easy to learn", "accessible" and "not as complex as other card games" they've put in place for themselves there might be some concern about longevity. With 30 card decks there isn't that much you can experiment with compared to other CCGs, and it's possible the game might get stale after a while. The crafting system certainly doesn't help any, and people that like to just make their perfect deck and then stick to it for a long time will get to that deck far too quickly. On the other hand, there are measures in place to prevent this - the class system is very efficient in diversifying your interests, especially with the daily quests constantly pushing you to try new things. The Arena also keeps things interesting in the long run, as you'll always be playing with a different deck in there and you won't be able to predict any kind of metagame.

The big question, however, is whether Blizzard will be adding complexity over time. When new expansions come out, will the game get more complicated and require more of its players? It seems like a very difficult proposition to keep adding the same relatively simple level of cards over a longer period of time, but that's way in the future, and I have to say that the game as it is now is plenty complex.


In Summary

Hearthstone is definitely the best online card game available. Even with it's intentional lack of complexity and focus on accessibility it still manages to keep you coming back and it still manages to be interesting and varied. Blizzard's usual polish is all over it and even though I'm not much of a style over substance guy, it just works. Colorful is what the style is constantly called, and it's intended to be something of an insult in certain circles but if a fairly cranky, old-school, hardcore gamer like myself finds it actually charming, then colorful can't be such a bad thing.

From the cheery unique sound effect each card has when played that lets you know exactly what card it is without even looking at the screen, to the meaty effects when attacking with a minion with 7+ attack, the feeling of the game is just right. There is simply no reason not to give it a try and even if you think it looks like a kiddie game or have given up on Blizzard recently, I have to urge you to try it out when it's out - the Arena is almost worth the price of admission alone (and considering the price of admission is 0 there are even less reasons not to give it a try).



  1. Starym's avatar
    Starym 2013-09-11 19:25:30 UTC — Just finished a game where my opponent played Ragnaros who randomly targets an enemy and deals 8 damage. After 4 straight turns of him randomly destroying EXACTLY the 1/4 or sometimes even 1/6 things that could prevent me from winning the game I lost, of course. I think that "eventually" in the article might be much sooner than I thought. I really want to punch the designer who thought random was a good idea, I REALLY do.
  2. Starym's avatar
    Starym 2013-09-11 13:54:21 UTC — @Starkheaven The 30 deck limit has 2 purposes I think: the first is to keep the tempo of the game aka basically hard limit games to 15 mins max (I actually had a few "long games that ended with both me and the opponent decking out and dying from the damage). The second is to keep things simple. When you have variable deck sizes beginner players tend to make worse decks and add a lot of stuff in just because - so it's keeping things easy and a bit more "fair" so that skilled players don't get yet another advantage. Personally I think that's a crappy idea but at least it's straightforward and it does even the playing field somewhat.
  3. MrPopu's avatar
    MrPopu 2013-09-11 12:28:55 UTC — I remember when I had opened a full display of Magics hoping to find some mythic cards.
    Expensive but completely exciting ! I hope this crafting system will not ruin the fun of having new cards :/
  4. Starkheaven's avatar
    Starkheaven 2013-09-11 08:40:58 UTC — I totally agree with your opinion. This crafting mechanic is ruining the point of the TCG. When I played actual live TCGs back in the day the absolutely BEST feeling was opening a new pack and I bet I would still feel the same way to this day :D. Randomness has its good and bad sides, I personally don't mind randomness as long as it is well introduced. They went completely overboard with these cards. Also 30 cards per deck is just too damn little. I also think you should be able to have a variable number of cards in your deck (40-80 for example). Why would you limit to a specific number? Pointless. They amount of different cards they have now is also very little BUT I'm sure Blizzard will come up with expansions, patches etc. like they do with other games, giving us more awesome cards.

    Overall, I really hope your review is seen by the game designers and they are open to feedback so the game can improve.

    Crafting? BLIZZARD PLS ??!?!
  5. Starym's avatar
    Starym 2013-09-10 18:27:10 UTC — This isn't the thread to post answers in....
  6. Mitar Skoro's avatar
    Mitar Skoro 2013-09-10 18:24:17 UTC — In Short: Randomness, Financial Model and Crafting System and Game Longevity.

    In a wall of text:
    Basically 3 problems are mentioned: Currency model and crafting system, Randomness, and Game's Longevity (designed to be very short). The currency gain system discourages playing the game, giving little to no reward for playing more then just "daily quest". A problem regarding randomness in card elements comes second, because it makes people angry/sad/mad/pissed when they cannot control the outcome of the game and all is given to chance. Then comes the problem of the crafting system, which takes out the fun out of opening decks in a CCG which is the whole point of it, thus the word "collectable". It turns the game into a grind fest, changing the mindset from "WOW i got these new cards" into "Okay that is 70 arcane dust, i need 80 more to make my card". And finally addressing the issue of game's longevity, the game is designed to be played for a small period of time, which is obvious, because you are getting little to nothing for playing and winning games, matches are also very short, most lasting only 5 minutes. If more complex cards were to be added it might be better.
  7. Starym's avatar
    Starym 2013-09-10 18:06:22 UTC — Probability isn't an issue, if you can win or lose based on a coin toss, or several then it's not a very well balanced game. You can always minimize your cahances of losing ofc but I compare it to OTHER card games and this is the important part. Hearthstone is, in comparison to other games of its kind, way more random and thus way more frustrating and bad. I don't particularly care about luck averaging out when me losing (or winning) upsets and frustrates me to the point where I don't want to play anymore. The basic randomness inherent in card games is fine as I mentioned and acceptable as well as SOME randomness on a SMALL number of cards. In HS it's entirely too frequent and makes your decisions matter less.

    As a very basic example the spell I mention that does 2-3 damage should simply roll ONCE aka it either does 2 damage to add or 3 damage to all, when it rolls separately for each creature it's just begging to piss of either of the players and make the game not enjoyable for one or both of them.

    As someone already mentioned, they did a pretty good job of minimizing the inherent randomness of card drawing with smaller decks and that IMO should be the goal of card games, to minimnize randomness, not to ADD more for absolutely no reason other than they may have run out of ideas for mechanics.

    And if you havent played many card games and DEFINITELY if you havent played them at a competitive level, I'm sorry but I have to consider your opinion as somewhat less relevant.
  8. eoy's avatar
    Thumb_038123ca28
    eoy 2013-09-10 18:05:14 UTC — Epic comment is epic.
  9. Anubisblack's avatar
    Anubisblack 2013-09-10 15:06:27 UTC — Randomness in table games is what makes them fun and what gives them tremendous value over any other mechanic. The "rolling of the die" is as old as any board game and I don't think TCG games should be any different. I must confess, I've only played Magic and granted for a very short time, but I do believe cards had some form of randomness. Maybe not to the extent we can see in Hearthstone, but this is beside the point.

    First off, luck has nothing to do with how well you do in any game of chance. Take poker for example. Some may say it is all down to luck and give you as an example their worst beat where they had quads and someone rivered a straight flush. Awesome, how many times has this happened? Not nearly enough for the non- skilled player to have made huge profits or for the highly- skilled player to have gone bankrupt.

    Basically, luck averages out. People might be lucky in the short- term and win a lot of money, but in the long term the pro's are the ones with the most lifetime winnings. The days when people believed that poker is a game of chance are (hopefully) gone and the public starts to realise that the professional poker players are simply going to win against a fresh beginner. Yes, beginner's luck and all that, but when the skill is lacking, the money flow will soon be cut short.

    Back to Hearthstone. The examples you provide are not really great. They might be good for giving us an idea of your frustration, but statistically not very improbable. Let's take the 1 damage to 8 minions example. The targets are Hero (H), minion 3hp (3hp) and minion (4hp). The probability to hit either each time is 1/3. In your case what happened was 3 went on the 3hp 4 went on the 4hp and 1 went on the H. What is the probability of this happening? Hitting or not hitting the H is a Bernoulli trial with probability of success 1/3 and probability of failure 2/3 (1 out of three times you will hit the H, 2 out of three you won't). Hence 8 trials have a Binomial distribution. The total probability is (8 over 1) * (1/3) * (2/3)^7 = 0.156 or 15.6%. It is calculated as follows- 7 times you don't hit the H: (2/3)^7, 1 time you hit the H: (1/3)^1 and there are 8 possible was for this to happen- you either hit the H on the first attempt and the minions on the next 7 or you hit a minion the first time, the H on the second attempt and the minions consecutively and so on until the final possibility- you hit the minions the first 7 times and the H the last time.

    How is 15.6% a low probability? That's like 1 in 6.41, or basically a roll of the die. What is the probability of killing both of his minions with this card? The same as the probability of getting a 6 when you roll a six- sided die. That doesn't seem that unlikely now, does it? When people don't have a grasp of stochastic processes and probability as a whole, it sometimes may seem like magic when an event occurs. Unfortunately, people are rarely interested enough to enrich themselves with knowledge that is actually helpful in everyday life, but might be a bit challenging and somewhat difficult to process.

    Now, for your second example, the probability of the event in question is even higher. Since the other two minions have 1hp, whether they get hit for 2 or 3 is irrelevant and hence the probability of the event that they were hit for 3 does not affect the probability of the first two (with 3hp) being hit for two. The probability that the first of the two 3hp minions will be hit for 2 is simply 1/2- it will either be hit for 2 or for 3. The probability that the second of the two 3hp minions will be hit for 2 is also 1/2- the two are independently identically distributed random variables with a Bernoulli distribution with p = 1/2. Hence the probability of both of them being hit for 2 is simply 1/2 * 1/2 = 1/4.

    This is 25% chance or 1 in 4. This is the same probability as getting heads twice when tossing a fair coin two times. Is it really that unlikely? Yes, this time you didn't manage to kill them, but you know what? The probability of you killing them both (again 1/2 * 1/2 = 1/4, since you have the same probability, now with 3 damage instead) is much lower than the probability of leaving either of them alive or not killing either (75%). It is in fact 3 to 1- one out of four times you will kill both, three out of four times you will leave at least one standing.

    So, if your goal was to kill both of the minions, you could have used +SP (either through totem or through a minion) and be sure. It was still probably the correct play- you can calculate it using mathematical expectation. If the card deals 2-3 damage, then its expected damage output is 1/2 * 2 + 1/2 * 3 = 2.5. Now, you deal 2.5 to all minions on the field and you get a minion at 0.5hp, a minion at 0.5hp and two dead minions. That's (on the surface) trading one of your cards for two of your opponent's cards. It is definitely high value and the correct play. But in fact, the calculation is a bit more intricate:

    With a probability of 1/4 you will have cleared the board, hence with a probability of 1/4 and only 1 way to realise this you will have traded 4 for 1, with a probability of a 1/4 you will have left only 1 creature on the board and there are two possible ways for that to happen- you either leave the first one or the second one alive, hence 2 * 1/4 = 1/2 probability to trade 3 for 1 and finally 1/4 probability of leaving both standing, only one possible realisation of that event, hence 1/4 probability of trading 2 for 1.

    So your total expectation in this case is: 1/4 * 4 + 1/2 * 3 + 1/4 * 2 = 3 Or on average you will trade 3 for 1. How's that for value? It was the correct play, it will always be the correct play. It might not have worked out this time, but on average, it will.

    Luck averages out. It's simple statistics. I've written a lot of articles about RNG and probability and I have always found it amusing how people fear randomness and blame it for their losses. "OMG, DAT TOPDECK!" When in all fairness, a well- drafted deck will always have good "top- decks". The same way a highly skilled player will win an extremely high percentage of games, and a bad player will not. You only really need to care about the long- term. The better player will win, luck has nothing to do with it.
  10. Starym's avatar
    Starym 2013-09-09 21:22:10 UTC — @Legoon You can craft ANY card that exists with the dust you get from dissing. It's pretty terrible. Epic and Legendary cards will be tougher to make as they're fairly expensive, but after you have a fair collection of cards it basically turns opening boosters into counting your dust until you can make that 1 card you want.

    Also I think it's around 400 cards in total.

    I think the arena thing you mention might be because of neutral cards - you get a LOT of those when you draft in the arena and they're shared by all classes so those are the ones you recognize over and over again.