I have been flirting with the idea of dropping $49.99 on Hearthstone to purchase 40 boosters. That is, strictly speaking, directly against the advice I have and will continue to espouse. It is absolutely unnecessary in order to advance in Ranked Play – a good player can navigate the Basic Mage deck to Masters level with little apparent trouble. (Watch this video, especially the 2nd game.) In fact, that thought led me to an interesting question: exactly what cards am I missing?
The surprising answer? “Not much.”
Heading into Crafting Mode allows you to see ghost images of all the cards missing in your collection. When looked at from this angle, the amount seems daunting. Yes, you can legitimately play for free. Yes, I have been actually gaining gold from playing Arena lately. But 3-11 games games per Arena entry is starting to grate on me a bit when you get stuck with a sub-par selection of cards. Like when you pick warrior and can’t pick up any weapons. Or a Warlock without demons (I actually went 5-3, but I had 3 Hellfires so…). As I have mentioned in the past, my favorite part of Magic: the Gathering was building decks. So each time I go do a daily and end up using the same generic cards I’ve been using for the last two months, I die a little on the inside.
But then I found the weird thing: not all the Epics were good. In fact, a lot of them were outright bad. There are basically 3 Epics per class and 10 Neutral ones, compared to Rares with 5/class + 36 Neutral. And when you really just sit down and look at the card selection, it becomes pretty clear that the Rare cards (and Commons!) are the backbone of most of the classes.
You know, Rares, the card guaranteed to be in every booster pack.
There are a few notable exceptions in Epics being better than Rares, of course. Brawl for Warriors, for example. Hunters pretty much have to use Bestial Wrath in every deck, and Snake Trap combos well with the rest of the kit. But when I look at some of these others, I just start scratching my head. It looks like Blizzard was including some “metagame” cards to perhaps hedge their bets against every possible deck contingency. But, honestly, you can (and will) beat someone’s face in with relentless vanilla cards all day long. Chillwind Yeti is a bitch to deal with no matter what Rares/Epics you are packing, and it costs 4 mana while easily slotting into every deck.
So… now I’m not sure about buying boosters any more. If I’m honest, my primary impetus towards doing so was efficiency: if I spend some of my 600 Dust crafting a given card, I’d hate to then open up duplicates of said card later. Plus, which class would I focus on, at the expense of the others? Besides, I’m already 1/3rd of the way to straight-up crafting a Legendary. In large part due to, by the way, cracking open and immediately Disenchanting the legendary Millhouse Manastorm. Because clearly Blizzard feels it necessary to follow in the M:tG tradition of printing junk cards in the highest rarities. But, hey, 400 Dust from a single card ain’t bad.
By the way, according to this write-up, I may have made a huge error in Disenchanting him. And I realize now that, either way, I certainly lost a ton of comedy potential in putting him in every deck and simply seeing the mayhem.
Anyway, the fact that I am even going through this thought process at all is a clear win for Blizzard. I have said before that Hearthstone can be played legitimately for free as long as it is not your primary, go-to game. The best method, as explained indirectly by Wilhelm in a brilliant post this summer, is to treat it as you would Candy Crush Saga: something you play until you “run out of lives,” and then come back to tomorrow. Becoming more invested in the game leads to, well, investment. Of the monetary kind. Which is… bad. Because it’s free. Or something.
Have I mentioned that I hate F2P due to how it warps my mind? Yes, I believe I have.
After becoming increasingly disenchanted with Scrolls while still craving a card-game experience, I found out that SolForge was in Open Beta as a F2P game. On Steam, no less. Score!
SolForge plays a lot differently than many other CCGs (there is no trading that I’m aware of): it has the most distilled, fast-paced card gameplay that I have ever seen, outside of maybe Dominion. The basic premise is that you build a 30-card deck with the goal of reducing your opponent from 100 HP to zero. There are four “factions” that roughly correspond with certain card themes, and your deck is limited to having cards from only two factions. Each player draws five cards, someone is selected to play first, and then you see this screen:
The first big twist is that there are no resources to manage. On your turn, you can play two cards from your hand, be they creatures or spells. When you play any card, an upgraded version of that card is shuffled back into your deck. There is a combat step where all creatures attack, and you can trigger it at any point during your turn (before, in the middle of, or after you played your cards). At the end of your turn, any leftover cards in your hand are also shuffled back into your deck and you draw a new hand of five cards. Every four turns or so, your avatar “levels up” and then you are able to start actually drawing the upgraded versions of the cards you played previously (even if the original is still on the board).
A quick note about the leveled-up cards: it is way more strategic than you think. A lot of cards might have an especially weak Level 1 form, only to ramp up in power with Level 2 and Level 3. Others are strong Level 1 contenders, but feature a definite lack of scaling that almost make them dead-draws in the endgame. Still others sort of force you to use them early to keep them relevant at all. An example of the latter is Cull the Weak, a removal card which destroys a creature with 4 Attack or less, which ramps up to 7 or less and finally 14 or less at Level 3. Played early, Cull will serve you immensely well into the late stages of the game; drawing into a Level 1 Cull around Turn 15 though, and it may as well be a blank card.
Examples of the first two types of cards (late vs early game focus) can be seen here:
Where things really get (further) mind-bending is combat. Creatures you play
have Summoning Sickness are “On Defensive” until the start of your next turn, meaning they won’t initiate combat. Creatures will also stay in the lane you played them in (unless they have the Mobility trait), attacking anything directly across from them. Once creatures are “On the Offensive,” they will attack every turn. As in, creatures will attack on your turn, and then attack again on your opponent’s turn. Damage a creature takes is permanent, as are most boosts and the like. As you might imagine, creatures die pretty quick; conversely, this means that any creature that does stick around (especially if they have a nice ability) start becoming increasingly dangerous.
What I am failing to get across in words is this: the tempo is SolForge is insane. And addicting. Let’s say that I play a 5/5 creature and my opponent then plays a 7/7 across from it. If I do nothing, my 5/5 will automatically run to its death, and my opponent will begin dealing 7 damage a turn with the now 7/2 creature. Before the attack phase, I might cast a spell that gives one creature +3 attack and another creature -3 attack, making the match-up a 8/5 versus a 4/7. On my opponent’s turn, if he/she doesn’t kill the creature with a spell or throw another creature in front of my now 8/1, it will attack again on his/her turn.
Goddammit, words aren’t working. Here was board position of the closest fight I have ever seen:
It is my opponent’s turn, late in the endgame. His creatures are the 6/10 Savant that let’s him give a creature -3/-3 whenever he casts a Level 1 spell, and “just” a 24/7 wurm. Mine are all just vanilla creatures aside from the Dryad, which gets +1/+1 each time a creature comes into play on my side. He just cast the +3 Attack/-3 Attack spell I mentioned earlier, targeting his wurm and my dryad, taking out one of my 2/3 Ether Hounds with the -3/-3 trigger. He then plays his own Ether Hounds, providing blockers for my Dryad and Marrow Fiend, using the Savant’s trigger to kill my last Ether Hound. He attacks, creatures die, and we go down to 7 and 4 HP respectfully.
What are my options on my upcoming turn? Well… the 6/5 is just a vanilla creature; the 4/6 will spawn a 1/1 creature in its space after it dies; the 14/14 creature has Mobility and gets +6/+6 when a creature dies across from it; the card Enrage gives a creature +5/+5; and the last card gives a creature -3/-3. Hmm. After I make my moves, the board looks like this:
I had tossed my 14/14 in front of the Savant because the -3/-3 triggers were generating insane card advantage, and would basically negate my center lane gambit. Said gambit was tossing in the 4/6 creature in the path of the 24/7, and relying on the 1/1 that spawned after its death to give me the reprieve I needed to win. And, in fact, I would have won on his turn, but he managed to cast either another Savant or perhaps a Gloomreaper Witch (kills a 1-power creature when it comes into play) to remove my 1/1 and block my 20/14, and then some other throwaway creature to stand in front of my 17/11. The wurm, unopposed, kills me. GG.
Whether all of that sounds like gobbledygook or a smashing good time probably depends on how familiar you are with card games, or with Magic specifically. Oh, did I forget to mention that? Richard fucking Garfield had a hand in SolForge’s development, along with the guys who made Ascension, who were already pro Magic players. Now that I think about it, Richard fucking Garfield worked on Card Hunter too. Dude gets around. Considering how everything he touches seems to directly trigger my nucleus accumbens, I’m going to say that this is a Good Thing.
Less so for my wallet.
A few days ago Tobold made what seemed to be a reasonable argument that F2P games are just like cell phone plans – some plans work better than others depending on how much you use the phone. That seems fine, until you realize that phone carriers typically give you a choice between subscriptions and buying minutes, even for the same phone model. But more than that, what I want to talk about is how/why I feel that F2P is always bad for me as a player.
I’m one of those people that derive pleasure from “optimizing the fun out of games.” Of course, I don’t actually see it as fun reduction at all; if anything, I get the most entertainment possible when I can lever the whole of my mind in opposition to the game designer. It is not that I want to discover the ultimate ability/gear combo to make the game trivial (most games have cheat codes, Save file hacks, etc), it is that I want the game to be difficult or deep enough to drive me to discover it using the tools the designer gave me. The optimization part is simply the nominal destination of a thoroughly engaging and fun journey getting there.
This brings me (back) to the topic of F2P. One of the common defenses of F2P is that it evens the playing field between the time-rich and the people with limited time. Frankly, I feel that is bullshit right off the bat. One of the hallmarks of a fair game is everyone playing by consistent rules – if I have to kill 1000 boars, everyone has to kill 1000 boars. If killing that many boars takes 15 hours, then yes, someone who can spent 15 hours a day playing the game will have an “advantage” over someone who can only play two hours.¹ Then again, a particularly skillful player might be able to figure out how to kill the required number of boars in only 10 hours, perhaps by optimizing his/her equipment, farming strategy, and/or ability rotation. The “time-rich” player might still have the “advantage,” but their brute-force approach is inefficient.
The typical F2P experience is thus the worst of all possible worlds for players like myself. I am both time and money “rich” (i.e. I have disposable income), which already presents uncomfortable gaming decisions on a daily basis. If you have no money or no time, the solution to any F2P problem is pretty obvious: grind it out or pay to skip the grind. Conversely, those of us who can do both are stuck rationalizing every possible decision all the time. “Do I grind for another 2 hours, or do I just spend the $5?” Maybe the default should be pay-to-skip in that scenario, but what about all the other games you could be purchasing with that same $5? Is “saving” two hours in one game worth purchasing a different game that could last you 20 hours by itself?
The real kicker though is the fact that F2P more or less invalidates any real sense of optimization. All of us already know that the most efficient move in a F2P game is to load up on XP potions, convert cash into in-game currency to clean out the AH, and open lockboxes all day until we have everything of any value. There is no possible way to beat that. “Just figure out the most efficient path without spending money.” Playing with an artificial handicap is simply not as engaging to me. You can technically increase the difficulty of a FPS by decreasing your mouse sensitivity, but that will never feel as satisfying as having more intelligent opponents.
Where I agree with Tobold is that F2P is here to stay. Outside of the CoDs and Battlefields and Counter-Strikes of the world, I’m not sure many multiplayer games could exist on their own in sustainable numbers. Astute readers will also know that I have been playing PlanetSide 2 for 230+ hours now and that’s a F2P game. Then again, I also spent over $100 in Ps2 thus far, including being “subscribed” for the last six consecutive months (efficiency, yo). Not to mention how I bought helmets and camo for my characters almost entirely because of the extremely slight advantage that they bring (arguably P2W).
I am not against F2P games on principal, it’s just that they quite literally cannot be as fun to me as they could be. I play these games to submerge myself in their fiction. Being constantly reminded that for the low, low price of $4.99 I could have X, Y, and Z not only breaks the immersion and puts a price tag on my hitherto priceless time, it also serves as a reminder that the solution to every problem is just a credit card away.
¹ Advantage is in scare-quotes because I don’t recognize an advantage as being “playing the same game more.”
After talking about this F2P title on and off for the most of last year, I decided it was about time to put my conjecture where my mouth is. Err… hands? You know what I mean.
After quite literally dusting off my PlayStation 3, I started the process of downloading the 1.3gb game. To kill some time, I started playing Journey while downloading Dust 514 in the background. I didn’t make it more than five minutes before stopping Journey and doing some research as to how I could take screenshots on the PS3 because damn. An hour later, I stopped looking at $150 video capture cards and finished installing Dust 514. Ten minutes later, I begin updating the game. Forty-five minutes later, Dust 514 finishes downloading and installing a patch larger (!?) than the entire original download.
Now, if it has not already been clear from historical record, let it be noted that I am not much of a console gamer. This was not always the case. In fact, all the way up until the end of the PS2 era, I was a console purist. With the notable exception of Balder’s Gate and the original Deus Ex, I felt like PC RPGs were cheap imitations of the holy JRPG (i.e. Squaresoft), which could do no wrong. In my prior life as a freelance RPG reviewer, I have 60+ “published” RPG reviews attesting to that fact; I even gave Planescape: Torment a below-average score because the combat system was bad.
I’m bringing this up to illustrate the fact that this entire console generation has left me behind until now. Or, rather, I left it behind. Although I was in college during the Halo heyday and thus have experience playing its first three iterations many times in the fraternity house, I never personally owned an XBox. Ergo, my skill at thumbstick shooters is abysmal. Give me a mouse and keyboard and I will shoot your aim-assisted face off any day. Ask my thumbs to do more than spam the Spacebar though, and I’ll have some rehabilitation issues.
Enough preface, let’s dive in.
God damn this game is ugly. This seriously looks like I’m watching a 480p Youtube video of someone playing Turok: Dinosaur Hunter. Yes, the Nintendo 64 version. Don’t get me wrong, it looks better than Darkfall, but it also looks like it was drawn entirely in watercolors on a soggy canvas. Or I’m looking at it through goggles filled with river water. My first red flag should have been the 1.3gb download, I suppose, although Skyrim was Skyrim with just 5.8gb. Then again, that was on the PC…
I made Azuriel Inanage a Gallente something something race, a decision based entirely on the look of the face mask. In my defense, the entire race decision seemed somewhat pointless considering everyone is in armor all the time, mercenaries can fight for any race, and you can train every race’s gear. I sat through several tutorial screens which showed me around the basic lobby interface, with its amusing “Would you like to learn more?” Starship Trooper prompts. They start out giving you 500,000 Skill Points and 250,000 ISK and then… basically drops you off at the pool.
Now, I still struggle with the judgment as to whether a game developer deserves a pass for this sort of design. Is it the noble “sink or swim” attitude, or is it “crunch time, we’ll fix it in a patch later” lazyness? I’m personally willing to muddle my way through a considerable amount of bullshit in search for that one kernel of fun, but that’s mainly because I’m a masochist at a minimum it becomes easy blog content. And I am not even really saying that Dust 514′s Skill/etc system is hard. It’s just… opaque. 100% function, 0% form.
You basically cannot spend Skill Points until you pay ISK for a Skill book that unlocks that specific Skill. So to start, I needed to purchase Skill X for Y ISK and then spend Z SP to unlock Rank 1. Some of the skills are “empty,” in that their sole function seems to be to sink ISK/SP by forcing you to rank up just for the privilege to access other skills. Others are more functional, like increasing shields by 2% per rank. The system seems to promote unlocking as many Rank 1-2 skills as possible (these ranks only cost 18k-36k SP), but you are gated pretty hard by ISK, at least at first.
So let’s go get some ISK.
It is worth noting, before I get into the outcome of my first few matches, how this game works. You start out with a few different loadouts with basic gear that you can always equip no matter what. Every other thing in the game, from weapons to side-arms to grenades to the very dropsuit you wear is a consumable resource. Meaning, each time you die and respawn, you lose everything you were wearing. Did you just buy some uber-gun but get ambushed at the spawn point? It’s gone now.
I suppose this is designed to evoke a feeling of risk and gravity as a counter-point to the more standard suicidal FPS inclinations. I wouldn’t say that I am completely risk-adverse per se, but I absolutely hate the feeling that I would have been better off not playing at all. Losing WoW Arena games back when hitting 1800 represented a huge leap in combat effectiveness, for example, felt brutal; there was no worse feeling than starting at 1780 Rating and then losing six games in a row. Dust 514 evokes that same feeling, as not only can you lose a bunch of purchased gear right away, but that gear also represents ISK you could have spent buying Skill books instead.
As it turns out though, those ISK concerns may be moot.
My first match was pretty bad, entirely due to my aiming like… well, like I was holding a gun using just my thumbs. It was a “Skirmish” map, which breaks down as a pretty standard cap and control game. At the end of the match, it turns out I received ~150,000 ISK for losing. Based on my experience thus far, the payout seems to be mainly based on time spent; the difference between a win and a loss seems to be around 50k ISK. Also, you can end up receiving “salvage” in the form of guns/equipment. I am still technically in the “battle academy,” aka the kiddie pool, but I would be surprised if you end up earning less out in the game proper.
Given how much ISK you get either way, any consumable equipment concerns are severely diminished. Even a top-tier assault rifle only costs ~11,000 ISK. There was not a full match in which I died more than 8 times, so I would still have turned a profit despite losing all those guns. Plus, presumably a better weapon would mean dying less in the first place. The value of a whole suit loadout is probably more substantial, but quibbling over the 700 ISK mid-tier guns suddenly seems silly. If this is the paradigm though, why bother with all the ISK nonsense to begin with?
Ah, right. Free-to-play.
Instead of purchasing items individually, you can buy blueprints which give you an infinite supply of them. These blueprints, assuming they don’t drop as salvage, can only be bought via Aurum, the RMT currency. Now, Dust 514 is probably cheaper in the scheme of things compared to, I don’t know, Planetside 2. But in this particular case, the game mechanics themselves feel a bit more insidious. Granted, it could just be my bias showing through, especially given how Dust 514 lets you preview the weapons or effectively “buy them” for significantly less than the Planetside 2 equivalent.
Honestly, I just don’t like consumable anything, even if I have more than I would ever need. I’m the guy still hesitating to use the stockpile of Elixirs while fighting the final boss. It makes no rational sense, but there it is. Ergo, I’m leery of CCP having my number, so to speak, when it comes to these blueprints. I’m not actually going to buy any, but I will feel bad all the same.
Anyway, those are my Day 1 impressions of Dust 514. Like always, I will stick with the game for a bit longer just to ensure that I give it as fair a time as is possible under the circumstances.
So, it has been almost 6 months since I started playing PlanetSide 2. Am I still having fun?
Short answer: Yes.
Long answer: …yes.
Aside from a brief 1-2 week experiment with Outfits (aka guilds), I continue to have fun despite playing solo. While many of the problems I outlined in my prior article are true regarding organized PvP, they are perhaps a tiny bit less true now. Anti-Aircraft units have not been nerfed, but I am a bit more cognizant of of where they might be and thus avoid them. Or perhaps, given the server mergers, there may simply less people playing.
The biggest “problem” I consistently have with PlanetSide 2 are its break points.
Have you ever sat down at an MMO (or any game) and find yourself easily able to play for 2, 3, 4 hours at a time? That sort of thing doesn’t happen by accident; it’s part of a game’s intentional design. In PlanetSide, I occasionally sit down prepared for a long night of gaming… and then log off after 30 minutes. Finding a compelling fight isn’t necessarily the problem: the problem is finding the next one.
Momentum can stall. Spawning at a Sunderer and throwing yourself into the meat-grinder attack of a base feels awesome. And then you win. Err… what now? Sometimes the attacking force splits up. Sometimes you stay together as a cohesive unit, only to find that the next base you find is empty. It can take 8+ minutes to cap even an empty base. That is eight literal you-only-have-41 million minutes of your life, staring at the wall.
Part of why I stick with this game though is because of how much communication and iteration there is between the devs and the community. There are major game updates roughly every two weeks. The community asked for test servers so broken mechanics and (new) bugs stop appearing, and now we have a Public Test Server. The devs are pretty active on the Reddit forums, soliciting suggestions and advice.
I don’t think the designers have all the right answers – the devs clearly have some issues coming up with interesting Vanu mechanics, not unlike the issues Blizzard has with the paladin kit – but they are visibly trying. I am excited in particular regarding the upcoming lattice system. Assuming everything works, this could go a long way in fixing the problems with the gaps in engagement I experience after capping a base. And changes to the capping of a base – where destroying the Spawn Control Unit allows an attacking team to actually move on – will lessen the dead time after overwhelming a position.
So… good news all around.
If you are curious about the personal effects of Cert-Gate a month later, let me assure you that I don’t feel like it has changed all that much about the way I play. Yes, I have most every upgrade. Yes, I care a bit less about capping empty bases, given that I don’t feel like the 2-5 bonus Certs are worth 2-5 minutes of my time. On the other hand, I naturally have a hard time committing all of some limited resource to something. For example, I have ~2800 Certs left out of my stockpile. There are two guns I could buy with those Certs… but I won’t. Because I know that there will be new shiny things coming out in a few weeks, and I like the option to purchase those instead. But I might not buy those, and instead hold out for the new gun releases after the next batch. And so it is almost as if my 2800 Certs don’t even exist. It’s a bit irrational, but that’s how I roll.
So, yeah, I’m still having fun. PlanetSide 2 isn’t my main game (largely because it can’t be, given the breaks), but it is still a game I constantly think about and can’t wait to play for a bit when I get home. And the best thing? I don’t have to make apologies to anyone for those days when I just don’t log in.
Who is enjoying the MMO single life? This guy.
Is it just me, or does the word “followup” just look weird after a while?
…anyway. Here are some relevant Q&A straight from the forums regarding the now-funded Hex:
Q: Any chance this might be headed to IOS as well?
A: Our immediate launch plans are PC and Mac, but the tech has built from the ground up for mobile.
Q: I would also like to know about the card rotation plan. Will there be standard and unlimited formats, or will all cards be legal to play forever?
A: Right now we’re planned for a 2 block format, as well as an everything format. That is the current plan. We might revisit it after 2 years of data.
Q: The estimated delivery sep 2013 is that for the full game or the beta stages ?
A: September is the estimated delivery for the beta, which will have all of the PvP content and some of the PvE content.
Q: Will the game require a big internet connection? I’m currently working 6 month a year in a inuit village with Satellite internet connection and wireless modems and I get a 5000 ping in online games like Path of Exile here. Wondering if the game will be playable in those condition (Drop out, Lags, ect).
A: The internet overhead of the game is very, very low. The amount of data that goes back and forth to the server is minimal, and we have a 3 minute reconnect timer, that if you lose connection during a game, you have 3 minutes to log back in and you will be automatically rejoined to that game. Any single player experience just uses save states, so you can actually rejoin almost any time after disconnecting.
Okay… hold up a sec. “Working 6 months a year in a inuit village”? You know what, nevermind.
Q: Weird question i know, but any plans of a post beta wipe, getting packs and such back?
A: We will not do a post-beta wipe. Once we give you something, we won’t take it away in even the most seemingly kind way (eg, by refunding packs.) If you open a super rare awesome card it’s yours until you decide to trade it.
Q: So there is currently no other way to get cards for PVP except through initial pledge and buying $2 each?
A: The only way to get PvP packs is through the KS rewards, at $2 each, or as rewards for playing in drafts/constructed tournaments. We will also have an auction house, and I’d expect that PvP commons can be easily picked up off there at budget prices.
So it’s official: you cannot earn booster packs in PvE content. In other words, the only way anyone is playing Limited/Draft formats is for them to have bought, traded for, or won boosters themselves. Based on other questions, it appears the first set is 350 PvP cards that only come from boosters, and 300 PvE cards that are only earned in PvE and cannot be used in normal PvP games (but there might be “anything goes” formats for fun). Now, it is likely you will be able to sell a particularly nice rare you got in a Draft (that you otherwise lost) to help purchase boosters to try your luck again, but otherwise these games are going to cost you $6 a pop for less than an hour of play.
By the way, the stretch goal for $540,000?
540K - Add Primal Packs
Primal Packs are “god packs” that will drop for lucky players when buying HEX booster packs. It is not a separate item in the HEX Store. Every card in this booster is a Rare or Legendary! In addition, each Primal Pack will contain a Legendary Treasure Chest that will hold some truly incredible items, which you can open or trade in the Auction House. Speaking of which, should you be lucky enough to get one of Primal Packs, they are tradable and can be given or put in the Auction House for others just like any other pack. To maintain balance in a tournament setting, you cannot get a Primal Pack during a draft.
“Yo dawg, I heard you like gamble boxes. So we put gamble boxes in your gamble boxes [...]“
If it sounds like I am being unduly harsh, it’s simply because I know the effect these sort of games have on me. Drafting is addicting: you get to see 24 boosters being opened, passed around, and picked apart, plus the 30 minutes of frantic deck-building, plus the very-real pressure of best-out-of-three duels with the prize being enough boosters to join another draft for free. That’s a sex, drugs, and rock & roll combo of endorphins right there.
But you’re going to pay. A lot. Unless you’re good, I suppose, in which case the poor players will be subsidizing your gameplay.
Just screwing around in 1v1 Standard duels is fun and all, but you won’t be getting any new cards; there is no progression without pay. Then again, I suppose that is what the whole PvE side of the game will be about. Will it be enough? You cannot use your PvE cards in PvP. Then again, PvE cards do not “expire” and yet there will be additional PvE sets in the future, presumably along with additional monsters/dungeons/raids, so… yeah. Maybe Cryptozoic will be able to shore up the one weakness Magic Online has.
I suppose we’ll see in September, once the Beta is released.
In the event that you didn’t read last Friday’s Penny Arcade, they talked about the Cryptozoic Kickstarter for a “MMO-TCG” called Hex. Basically, Hex is Magic Online meets WoW TCG meets cards that can get socketed gems, equip gear, gain XP, earn achievements that expand artwork and upgrade cards to foil versions. Also, there will be PvE, apparently including dungeons and raids. And all of this is Free to Play.
Of course, just like with Hearthstone, calling a TCG “F2P” is criminally misleading.
I have some concerns with Hex. First, while I am frankly excited about the unique opportunities involved with an all-digital TCG – cards that buff your creatures do so for the rest of the match, you can put tokens on cards that get shuffled into your library, and all sorts of crazy nonsense that physical card games couldn’t pull off – this game skews so heavily towards Magic Online that I’m surprised Wizards of the Coast hasn’t issued a takedown notice.
Seriously, look at this video:
I’m not talking about Apple’s “rounded corners” copyright bullshit, I’m talking about Grand Theft Mechanics. Creatures have summoning sickness, there is First Strike, Haste, seven cards in the opening hand, 20 life per player, four copy limit on individual cards, 60 cards per deck, land cards, instants, discrete turn phases (Draw phase, main phase, declaring attackers/blockers/combat damage, end step), and even the goddamn Stack.
That’s not even really my concern here though. My concern is what occurs about 200 times in the bottom right corner of that video: spamming of the Pass Priority button.
This is alpha footage, things can change, etc etc etc… but not really. Magic is an incredibly nuanced card game with thousands of pages of technical rules that few follow to the letter in non-tournament settings; friends usually don’t ask each other if there is any response to their Draw Phase, unless one of them was packing a relevant card in their deck. My initial few weeks with Magic Online was a brilliant experience because the game reminded you of all the sort of routine Upkeep triggers and the like that can bog down/derail completely a physical game when you forget one. Trouble is, Magic Online is going to ask you every damn time because it has to. You can manually change your settings to ignore certain steps if you want, but again, Magic is an incredibly complex beast – if you aren’t careful about when you cast a spell or use an ability, you can snatch defeat from the jaws of victory in an (cough) instant.
So that’s concern number one: the Pass Priority button is going to simultaneously be annoying as hell and be the reason you lost a perfectly winnable match. It’s also incredibly high-brow for as much as Hex is being marketed as “easy to get into.” I was a tad disappointed at first when I watched the Hearthstone duels and realized that there would be no “in response I play X!” back and forth. But seeing Hex and being reminded about how cerebral Magic can get… I think the Blizzard folks are on the right track, at least for a casual audience.
Concern number two? You’re going to spend probably $100-$200 a month playing this F2P game.
Look at this paragraph from the official website regarding the above card Extinction:
Every last troop in sight bites the dust. This card will be a crucial staple of many control decks in any tournament format for a long time to come. In other words, in addition to being awesome, these will be quite valuable to all types of players. If you’re dungeon crawling instead of tournament crawling, you can even keep troops off the board for another two turns while you finish your master plan, with the all-powerful equipment Grips of the Unfortunate!
Translation: everyone will be paying out of the ass for this “crucial staple” of a card.
Even if you don’t see yourself competing in the sort of obvious P2W Constructed deck format (or presumably high-end PvE raiding), you will still probably be spending many times the average monthly subscription if you are remotely interested in the game. It is all right there in the Kickstarter page:
For experienced TCG players, we have designed the card set around Booster Draft and Limited play. We have engineered the card sets to launch three times a year, like a standard TCG.
In Magic Online, a Booster Draft = eight players buy three booster packs apiece. Open pack, take one card, pass remaining to the left, repeat. Build deck. Limited = buy six booster packs, open them, build deck. Booster packs in Hex will cost $2 for 15 random cards, which is half of what WotC charges. Magic Online rewards the winners of these mini-tournaments with extra booster packs, such that those coming in 1st and 2nd place can generally leave with a profit of a few packs; I assume Hex will reward similarly. Everyone keeps the cards they play with, so you don’t leave empty-handed if you lose, but… well. Suffice it to say, I finally overcame my game subscription aversion when I realized I spent $24 in the course of a one hour in Magic Online. Suddenly, a mere $15/month seemed like a total steal. Cue WoW purchase.
Frankly, Booster Drafts and Limited are the best Magic tournament formats to play in because there is no Pay 2 Win pressure – everyone starts with the same random chance to get good/bad cards, and skill plays an exceedingly strong role thereafter. But, again, in Hex you are looking at dropping $6-$12 to participate in “content” that evaporates after an hour, if you’re lucky. This is to say nothing about the fact that new sets will come out three times a year, which means most of your cards will be unplayable in Standard settings (which is the big set and its two smaller components in Magic). You can still play older cards in Magic, but only in Extended formats where most people are still packing the overpowered cards of 5 years ago, not the leftover garbage from your Limited games that just became old news.
If you haven’t noticed, I am extrapolating a lot about Hex from how Magic Online worked, but Cryptozoic has already stolen so much shit I feel safe that they will keep the theme going here. Perhaps Hex will feel a little different since it will have a PvE aspect, where some of your “outdated” cards might find a long-term home. Perhaps you could even earn boosters from said PvE – that would at least make the F2P claim less of a bald-faced lie. But make no mistake here: Hex, like any TCG (digital or no), will contain the two worst components of consumer-gouging videogame design: Pay 2 Win and gamble boxes.
And goddamn it if I’m still reacting like an ex-junkie, credit card in shaking hand.
Oh, my. I don’t think anyone saw this coming, but Blizzard is making a(nother?) Collectible Card Game.
Like I imagine many people in the non-apoplexy camp, I spent a large portion of my formative nerd years with Magic: the Gathering. My original shoebox of cards were from Ice Age, gifted from some obscure cousin of a family friend, but the first real entry into M:tG came with Tempest. Which then led into the Urza trilogy, with Urza’s Saga still remaining my favorite expansion of all time.
My high school friends and I continued playing weekly up through, I believe, Ravnica. At that point, we were all scattered from life and interest waned. I dabbled with Magic: Online, still in the Ravnica era, and I was midway through busting out my credit card for another $17 tournament entry fee when I realized my objection to WoW and other MMOs with subscription fees was somewhat hypocritical.
I have little doubt that Hearthstone will be fun, at least for anyone who enjoys CCGs – it is difficult to screw up the innate simplicity and surprising depth to deck-building games. Any reservations I have is entirely based on the payment scheme.
Can we be frank for a second? Calling a Collectable Card Game “Free-to-Play” is such rank PR bullshit as to make even David Reid nauseous. Of course a CCG is free-to-play. You already bought the cards! Who is selling collectable cards and then charging a subscription for the privileged of keeping them? EA? This sort of nonsense is like calling Chess a F2P game. Maybe we are so mired in novel payment schemes that such a distinction (misleading as it is) is nevertheless necessary as signals to consumers.
And all of this obfuscates the underlying snare of all CCGs, Magic included: they are Pay-To-Win by design. I love M:tG, I really do. There are Pauper leagues (all common cards), Drafts, and some historical decks in which many of the key cards were no more than uncommon. But those things are only noteworthy insofar as they were the exceptions. If you look at standard tournament decks, they will cost between $250 to $650+ (!), stuffed as they are with Rare (or Mythic Rare, these days) cards. I used to read the WotC design articles, and at that time I almost swallowed their premise that these rares were justified in their rarity based on their complexities. “Commons are, well, common. You wouldn’t want the average player to crack open a pack of 12 complicated cards.”
Yeah, you’re right, we wouldn’t want that. It is just a huge coincidence that the more complex cards are the most objectively powerful and the most (artificially) rare, thereby forcing people to buy more booster packs in order to compete. I mean, we couldn’t possibly keep things proportional, like limiting rare cards to 1 specific card per deck instead of 4.
I mention all this because there is one indelible truth to CCGs: someone with more money to burn is going to ruin your day. Over and over and over again, until you can’t whip out your credit card fast enough. If you don’t think this is the first thing that will happen in Hearthstone, I don’t know what to tell you. Cynicism? Bitch, please. I am a Grade A recovering CCG addict and I know what’s coming for you and anyone else with less street-smarts to know that the first hit from the dealer is always free.
I finally buckled-down and purchased a 3-month subscription to PlanetSide 2 last night. I say “finally” because I had been waffling back and forth for quite some time on the decision, all of which has resulted in me losing out on +35% XP gains (which translates into faster Cert gains, which translates into character/weapon upgrades) for the duration of the indecision. I have been playing this game 1-2 hours a day for the past several months, so it is not a trivial amount of potential lost progress.
But still, even with credit card in hand, I felt like I was getting suckered. Since Steam, I never pay full price for anything. And this is a F2P game, right? I know things are designed to part me from my cash. I could technically get everything (non-cosmetic) from gameplay, so why purchase anything? Or, you know, bide my time until the next double/triple Station Cash sale at least.
But… you guys have no idea how much fun I’ve been having with, say, that underbarrel grenade launcher. Or rocket pods on the jets. At what point does it become silly to intentionally have less fun for a long duration for a reward at the end, versus spending that same amount of time having fun with the reward?
Actually, the former sounds like… erhm… daily quests.
By the way, this means, to date, I have spent ~$85 (x3 SC cards, 3 month sub) on a F2P game. Mission fucking Accomplished, SOE.