Inflection Points

In Divinity: Original Sin, I have definitively hit an inflection point in terms of character power. And that is kind of a shame.

Basically, once you hit level 15 you can start learning “Master” level skills/spells. As one might expect, these can be extremely powerful. For example, one of them is Meteor Shower, which drops 30 little fireballs in a specific area, each of which can deal a few hundred points of damage apiece in addition to spread fire in the area. These powerful spells cost a lot of Action Points – generally meaning needing to wait around multiple turns to save up enough AP – and are limited to One-Per-Battle in terms of cooldowns.

The issue is that you can game the hell out of the system. The AP cost is entirely irrelevant if you happen to spot a group of enemies before engaging in combat, for example – AP only exists within combat, so go nuts for the alpha strike. Hell, I bring down the stars on even one dude, because why not? It’s always been powerful to initiate combat with a “free” spell, but up till now those spells didn’t necessarily gib your target.

Another of the Master level skills allows an Archer to fire 16 arrows in a 45-degree arc. Great for groups… or, you know, if you want to effectively one(16?)-shot bosses from point-blank range. Oh, and hey, there’s a low-level Ranged Power Shot skill that increases damage by 20% at the cost of accuracy. Which would normally be an issue if not for the fact that Arrow skills auto-hit as long as the target is in range.

MMO players will recognize this phenomenon as “Optimizing the fun out of the game.” As I have mentioned previously though, the optimizing process itself is what I find fun to begin with. And it has been pretty fun figuring this out. The problem is that the game is now “solved,” and I am in one of those positions at the end of a Civilization match where winning is a foregone conclusion, but for the long, tedious march to an official win condition.

I said this situation is a shame because I’m not so sure it was necessary. Up until this point, effective AoE in Divinity was actually decently limited. Yeah, there were combos and such that you could set up, e.g. dropping Oil in an area and then lighting it on fire. But none of it was enough to one-shot groups by itself. Hell, often those combos ended up being counter-productive. The Oil+Fire combo was good for setting people on fire, but the resulting smoke prevented targeted follow-up attacks until they moved out of the area.

This scenario sort of reminds me of Final Fantasy Tactics, when you are suddenly given an excessively OP party member (Orlandu) for basically no reason. The game was challenging up to that point, and considerably less so afterwards. Why? What was the designer reasoning?

Sometimes inflection points are inevitable. At the beginning of a game, your character’s options for skills and magic items are likely limited, so there might be less room for synergies. More options means more combos means more opportunities for OP results. Simply not giving anything new past a certain level isn’t a particularly good design, so the devs might actually be trapped in that regard.

And, hey, I’m not blind to the fact that it probably feels good, both as a player and as a designer, to reach the endgame and feel like a total badass. Every wizard dreams of the moment they go from shooting Magic Missiles into the darkness to altering the fabric of reality itself. This is why games like WoW end up giving you +5% upgrades each tier instead of a more measured 1% – anything less feels unrewarding.

The fundamental problem is that I found the Divinity combat system rewarding as-is. Even with good equipment, things felt dicey all the time. I’m sure that someone out there had a lot of fun going from dicey fights to forgone conclusion ones, but that person is not me. And I cannot help but wonder if it was necessary at all. If super-skills are necessary, do they need to be this particularly powerful? Why 30 meteors instead of, say, 10? That would still be a huge improvement over the standard Fireball spell.

In any case, I am continuing to play Divinity and hopefully wrap things up soon.

What I’m Playing

WoW: I have been pretty consistent in logging into WoW each day, although I believe my subscription has already lapsed. I’m about halfway into Honored with the Legionfall Reputation, the last pieces of gating between me and flying. Despite this, it’s debatable that I renew my sub.

The problem is precisely the same problem with Legion all along: alts are punished.

Yes, alts are not as punished as they were before. The Broken Shore offers easy loot, your main can mail an Artifact Knowledge book to bump that alt up to level 20 (or 25 now for me), unlocking flying on one character unlocks it account-wide, and so on. The issue is getting there.

It’s time to face the facts: the new Druid main was a mistake. Boomkin is awful in solo PvP, and awful-feeling in solo World questing when other people are around. Sure, Sunfire will tag all the mobs, yay. Now watch as every cast is interrupted by the mob in question dying to other people who get to press buttons.

PvP is basically impossible. Mages burst me down in literal seconds, and there isn’t anything you can do against melee classes. If someone is distracted or can’t reach you, sure, Boomkins can blow you up with some long-casted spells. But so could a Hunter with auto-shot.

So here I am, stuck with a class I no longer want to play, but cannot really drop either. I mean, I can, but that just means that I will have to redo a whole lot of effort, e.g. grinding reputation all over again. Being stuck inbetween impossible choices doesn’t make for a particularly enjoyable experience.

Divinity: Original Sin: This is an RPG that has lasted a whole lot longer than I ever expected it to. I think my current time counter is at 70 hours. Combat remains extremely entertaining, if not maddening at times. Crowd Control is absurd, with half a dozen different ways to lose your entire turn, multiple times in a row. This goes both ways of course, but there are always more enemies than PCs and you only have to be hit once or twice by CC to change the entire tide of the battle.

As fun as it is… I’m trying to wrap things up as soon as possible. Because…

Mass Effect: Andromeda: …I haven’t even booted it up once. Not because I’m particularly apprehensive (at least there has been a patch to smooth out facial animations), but because I anticipate dropping all other games until I finish playing it.

Final Fantasy 14: Redownloaded the client both because of the free login promotion, and because my friend finally made the necessary PC upgrades to play the game. I figure that FF14 is about due for another attempt, and the lull between now and the 2nd expansion is perhaps as good as any. Might clash with ME:A though.

Clash Royale: I continue to play and be frustrated by this game on a daily basis. I did managed to hit Challenger 2 (e.g. 4300+) again this month, but the 4000ish range is simply annoying beyond belief in terms of just farming chests. Meta decks abound in this range, and it’s almost expected to face over-leveled cards in every match. I’m talking about level 13 Royal Giants, Level 3 Lava Hounds, Level 6 Balloons, and so on.

CraftCraft

A few weeks ago, Gevlon had an interesting post on how crafting in MMOs is fundamentally broken:

If you fight monsters or players, you must constantly cast spells. If you gather, you must move between spawn points. Both needs you to sit at the computer and press buttons (unless botting). But to craft, you just press a button and maybe wait and you are done.

Basically, crafting is broken because all other options available to get in-game currency take keyboard effort (gathering, grinding mobs) whereas crafting does not. And, having reflected on that, it is 100% true. Just as in real life, the people making bank aren’t those doing the work, but the ones working the bank.

Gevlon concedes that there really isn’t a solution to this problem, mainly because “active crafting” would essentially be a grindy minigame. Well, he says the solution is to make it so that everyone can craft everything, thereby hopefully making the crafter-class irrelevant. I’m not so sure, considering how much gold people already make from selling vendor mats in WoW. Any knowledge gap is enough space for the Bourgeoisie to pop up like mushrooms.

Would a minigame really be that bad though?

Maybe. I remember getting pretty frustrated with Wildstar’s crafting system, which was essentially a lot of RNG and wasted mats. I did not spend a whole lot of time in FF14, but I recall a similar minigame there that required button presses for optimum results. Based on the comments on Gevlon’s blog post, it seems there might be other, older MMO examples as well.

Still, I’m thinking that that pretty much has to be the “solution.” This is assuming that you believe there is a problem to begin with. But crafting has felt divorced from the general MMO gameplay experience for ages. Even Fishing in WoW feels more interactive than the normal sort of insane grind (or extreme automation via addons) that is, say, prospecting stacks of ore and/or creating Glyphs. Running around Herbing on a toon feels fun. Smelting ore and transmuting it does not. And yet one of those is much, much more lucrative than the other.

A more active crafting overhaul would require a fundamental rebalancing of the sort of boilerplate crafting experience though. Most crafting systems are predicated on you crafting hundreds of redundant items, for example. Skill-ups – assuming they still exist – would perhaps need to come from successful strikes on the anvil, rather than just one for the finished product. Or perhaps simply an offline system ala EVE.

In any case, I do feel like active crafting is the way forward. There would still be a goblin-esque master class, as I find it unlikely A) even an active system would be slower at gold generation than grinding mobs, and B) a good 80% of the player population is too lazy to craft their own gear. Maybe the right system hasn’t been found yet. Or perhaps the right system is trapped on an older MMO?

Inventory Junk

Sometimes it takes a game to start doing something mundane before you appreciate how every other game doesn’t bother you with that crap. Case in point: Divinity: Original Sin doesn’t automatically remove anything from your inventory.

Nothing. The answer is nothing.

In pretty much any other RPG ever made, introducing lock to key causes the key itself to disappear. It is not as though the key will work on any other lock, so why keep it around? “Why not?” muses the D:OS designers. “Because it’s dumb,” says I. My inventory is filled with keys (which you can’t sell), books that no longer serve a quest or skill gain purpose, and other kitchen drawer debris. There isn’t any special glowing inventory effects either, so sometimes it gets difficult to realize that you actually have picked up something worth clicking on.

Can I manually go through my whole inventory? Of course. But why exactly do I need to? What is the underlying gameplay purpose? As far as I can tell… well, I can’t. I don’t actually know if this is a “old-school” throwback, as I don’t remember if Baldur’s Gate had anything similar. Probably not.

In any case, I’m glad most modern games have moved on. Because ain’t nobody got time for that.

Funslope

I have been musing a lot about Hearthstone and Clash Royale lately.

In Hearthstone, I bought around 22 packs of the latest expansion with accumulated gold and… things didn’t feel particular satisfying. A lot of duplicate commons, and only one Legendary (the hunter quest). I kinda screwed myself over inadvertently though, as I opened a pack reward from the Tavern Brawl, which ended up being Carine, a duplicate Legendary of mine, thus removing my pity timer.

According to Reddit, the latest expansion will cost you about $400 to get all the cards. Let that sink in a moment. $50 will get you 40 packs, and I opened about half that and got hot garbage. Spending enough money to buy a AAA videogame on release will likely not even get you remotely competitive in a F2P game.

This sort of begs the question though: how much should it cost to be competitive in a(ny) game?

On the one hand, I think cost analyses for an entire expansion are a bit ridiculous. Out of the 135 cards available, how many are actually any good? Cutting out the terrible Legendaries will reduce Dust cost by 1600 apiece, for example. Then there is the consideration of whether you really need all the cards on Day 1. There are going to be weeks and weeks of Un’goro, during which you can accumulate more packs naturally. Granted, if you are still buying Un’Goro packs a month before the next expansion’s release, you won’t have any buffer there.

On the other hand… well, it’s all terrible. A bunch of cards just rotated out, so if you aren’t rolling in the latest expansion cards you may as well just give up. Or go play Pirate Warrior and hope the other guy doesn’t have one of a thousand new taunts.

Clash Royale is a different F2P game, but I am encountering similar breakpoints. Specifically, I had a deck that I focused all my in-game resources on, the meta shifted, and now my deck gets hard-countered very easily. You can switch your cards out, but leveling cards takes increasing amounts of gold, and thus I can only field under-leveled cards against people with focused decks.

How easy should it be to max out your stuff though?

Personally, I feel that answer should be “immediately” for competitive PvP games. What is the point of a ladder in these games if you can buy your way to the top? It honestly reminds me of the gacha games, which have “VIP Levels” that unlock as you spend more money buying diamond currency. Well, except these gacha VIP levels are permanent and don’t reset each time new cards come out.

Alas, this is not the case.

What is worse is the simple fact that these games also do not have logical endpoints. They are fun. Then, gradually, they are less so. At what point on the Fun Gradient can you draw a line? I suppose games like Hearthstone are little more cut-and-dry since expansions are released, cycle out, and otherwise contain clear demarcations on the calendar. Clash Royale, meanwhile, does not. I am having less fun than I did a few months ago, but still more fun than either nothing or another game. So I continue to play, with internal injuries accumulating from the dissonance.

And just to be clear: these games are engineered this way. Payslopes? More like Funslopes. And at the bottom of this slope is just a money-pit that you fill with cash to try and make a softer landing.

Fuzzy Rules

I have been play a bit of Divinity: Original Sin and continue to enjoy it. Mostly.

One thing that I strongly dislike in games though, are fuzzy rules. By “fuzzy” I mean that the parameters of the rules are either not consistent or not entirely clear within the game itself. Divinity has tons of them that were at first amusing, but now are a bit grating.

For example, sometimes when you attack a target, they bleed on the ground. Fine, right? Well… environment effects are super important in Divinity. There is a talent that actually heals you when standing in blood, for example. Blood puddles also apparently conduct electricity, as I discovered when two of my melee team members got stunned after a third one shot a Lightning Bolt.

Things get real dumb though when you fight zombies. See, zombies are healed by poison effects. Guess what zombies bleed? Poison. So… yeah, hit zombies enough and they will bleed poison on the ground, which then heals them. I can kinda sorta maybe see the logic, if the designers were using this self-regeneration mechanic as an explanation for zombie resilience. But it’s far more likely that this is just sloppy game mechanics. Especially when you set zombies on fire, then the fire makes the poison explode, which ends up dealing fire and poison damage simultaneously, which sometimes cancels out the fire damage entirely.

Are there benefits to fuzzy rules? Sometimes. The real world is full of strange situations, so carrying over some of that uncertainty can make virtual worlds more realistic. Plus, fuzzy rules are a de facto increase in difficulty – if you’re not certain something is going to work, you have to be more cautious. Weird situations also make for good stories.

That said, I don’t like unclear rules very much. It’s tough to determine whether vague interactions are intentionally designed, or just designer incompetence. And when you end up failing because of said interactions, it’s difficult to know what you should have done differently. Did you lose to a dice roll? Strategic blunder? Not leveling up enough?

Growth requires not just knowing what went wrong, but what can be done to avoid it in the future. If the answer is “nothing,” there really isn’t any growth at all.

Relative Value of Money

Gaming has gotten pretty complicated for me these days.

The annoying part of this situation is that the complication is all by design. Clash Royale recently celebrated its 1-year anniversary, for example, which means I have been playing this mobile game off-and-on for about a year. Just the other day they teased a “one time sale” that included 100,000g and a Magical Chest for roughly $25. At the stage of development I’m at in the game, that amount of gold would effectively allow me to upgrade two units. Two. For $25.

And I was seriously considering it.

The only real thing that stopped me was that the deal wasn’t as good as the prior deals I did take advantage of. The $25 thing was only a “x4 value” whereas I dropped $25 on a different package several months ago that was a x10 value. At the time, it offered a rather significant boost of power, and allowed me to finally snag an Ice Wizard, which I have used in every deck to this day. Conversely, it is not entirely clear that upgrading two units for 100,000g would see similar returns.

In addition to Clash, I am playing three separate gacha-esque games with similar payment models. Four, technically, if you include Fire Emblem: Heroes in there. I haven’t spent near as much in those as I have in Clash, but I do boot them up every single day for the feeling of incremental progression. And all of them are offering “amazing” deals for $10, $25, even $99.

Then look what happened with WoW. There is currently a “sale” on character services, which means it “only” costs $18.75 for server transfers. Since I had over $180 in Blizzard Bux from cashing in WoW Tokens, I decided to use some of those funds to move the survivors of Auchindoun-US over to Sargeras-US. Moved about four toons thus far, and thinking of a fifth. That’s $75 already. Not $75 from my bank account per se, but I could have nearly bought StarCraft 2: Legacy of the Void and 50 packs of Hearthstone’s latest expansion with that same amount of funds.

All of this is why I take a somewhat adversarial stance with game designers. If these were all B2P games, we would not be having this discussion; instead I would be lamenting about how there aren’t enough hours in the day to play all these great games. Instead I’m talking about services within a game, or progression boosters, any of which are more expensive than actual, other games. I just bought Mass Effect: Andromeda from GMG for $41 and some change. That’s roughly two character transfers in WoW, or a few unit upgrades in Clash Royal.

Now, there’s the argument that there aren’t that many games you could even play for a whole year and not tire of. Doesn’t Clash Royal deserve my money for how much amusement it has generated? Isn’t plopping down some cash on these games technically cheaper than paying full price for new releases every few weeks/months anyway?

I think those are the wrong questions, and intentionally engineered to take advantage of cognitive dissonance. Because we aren’t asking those questions up front – we are asking them after having “invested” dozens (or hundreds) of hours into the game. If you told me at the beginning that it took 50,000g to upgrade units in Clash Royal, I would have balked. But having stewed in a pot of nearly boiling water for a year, it all seems reasonable. “Of course it makes sense that I used to get upgrades every three days, and now only get one a month.” Not really, no.

(Especially not when they end up nerfing units a month later. No refunds here.)

The value of money is mostly relative. Going from making $20k to $30k is life-changing, whereas going from $100k to $110k is likely not. However, money is also fungible. Dropping $10 or $25 here and there might make sense in the context of whatever game you are currently playing long-term, but those same dollars could buy anything else.

It is important, IMO, to consider the full picture of what your gaming dollars may or may not be purchasing. A server transfer in an MMO that will save your waning interest may seem a bargain. Hell, it might actually be a bargain in the final analysis. Just be cognizant that the decision should not be “do I spend money or not,” but rather “do I give up X or not.” I decided that two unit upgrades in Clash Royal isn’t worth half a Mass Effect. Framing it this way helps me resist all the fallacies (Sunk Cost, Gambler’s, etc) working on the decision to make it seem reasonable (when it is not), and gives me an answer I can live with.

Maybe your gaming budget is such that you don’t mind dropping hundreds of dollars a month into whatever. In which case, feel free to Paypal some my way, chief. Otherwise, we all have to look out for each other a bit, because the game designers and the in-house psychoanalysts on their payroll certainly are not.

Hearthicide

One of the interesting quotes going around the block this weekend:

“Hearthstone is killing itself” – Superdata
GamesIndustry.Biz

The short version of the situation was summed up by GameRant:

In a February report about the worldwide digital games market, SuperData spelled out a not so positive picture for the Blizzard card game. It says that in February, Hearthstone revenues on iOS and Android hit the “lowest” since those versions of the game launched and is “down significantly year-over-year and month-over-month.” The desktop version of the game has also experienced declining revenue but they have been less severe, likely due to the support from more “hardcore” fans.

SuperData blames this fall on recent “unpopular” gameplay changes to the game, which have resulted in a “sharp decrease in conversion on mobile.” Although Blizzard has attempted to fix problems with the game, such as addressing problems with arena drafts and nerfing certain OP (over-powered) cards, this hasn’t been enough. Several professional players have also ditched the game recently, citing the game’s reliance on randomness (rather than actual strategy), as a reason for them to look elsewhere.

I would kinda like to read the Superdata report itself to see if they provided more context, but the paywall is kinda significant.

Think I’ll pass, thanks.

The dire portents are somewhat interesting, because as recently as January the reports were all glowing about Hearthstone had cleared $394.6 million in 2016. Then again, perhaps that was just your sort of standard end-of-year update, and this February news showing a more concerning trend.

The question I always have: is it really randomness that’s the issue here? Certainly for Lifecoach it was an express reason. And perhaps for the pros at the top where the delta between player skill is so razor thin, randomness effectively makes up a disproportionate amount of the outcome.

But, honestly? As I mentioned a month ago, the problem is Team 5’s fucking ass-backwards balance philosophy. Back on January 13th, the devs officially stated that they were “looking into” the Pirate disaster they introduced in Mean Streets of Gadgetzan. You know, the expansion that came out on December 1st? The nerfs themselves did not occur until the very end of February. So we got 1.5 months to acknowledge a problem, then another 1.5 months to move on a solution. Then, even after the nerf, 14 of the 16 players in the HCT Winter Championships brought Pirate Warrior.

Were the nerfed cards absent? Yes. Does Pirate Warrior still consistently kill you on turn 5? Also yes.

Triple threat.

That is the problem. You have pretty much 100% of aggro decks (and some midrange) running a Pirate package. If you aren’t facing Pirates, you are facing Jade Druid, which completely murders Control decks in two different ways (endless threats + zero fatigue). And if you happen to get lucky and aren’t facing Pirates or Jade Druid, you are facing Renolock, which is a match best described as a JRPG boss fight – get them to low HP, they heal to full, get them low again, and then they transform into Jaraxxus. If you aren’t playing one of those three decks, you are blood for the blood god.

Journey to Un’goro is coming out soon, and I am finding it difficult to imagine the meta shifting that much. Pirate Warrior loses Sir Finley, which is a one-drop Legendary that allows the Warrior to switch his hero power into something else. That is a bigger deal than it sounds, but not something that derails a turn 5 win with decent draws. Jade Druid loses a few cute moves with Brann, but is similarly otherwise unscathed. Reno Jackson himself is leaving, which is a big deal to Renolock, of course. Then again, Handlock did fine for years before Mr. “We’re going to be rich.”

You can see the entire new set yourself. What jumped out at me were the vast increase in Taunt cards, which is good. Taunt Warrior with the Rag hero power Quest is probably going to be a thing. Shaman elementals seem pretty powerful as well. I like the Druid cards, for the most part. But again, all that being said, will whatever new decks emerge actually be better in practice than Pirates or Jade?

I have my doubts.

And we haven’t really even gotten to the other parts of Hearthicide, which is doing practically nothing in the face of competitors like Shadowverse throwing out 10 free packs for their latest expansion. We’re getting some free stuff each day for logging in, I guess, but it’s hard to tell. In any case, Team 5 has got to get off their ass and at least put on the appearance of doing something, or Hearthstone is going to be competing with Heroes of the Storm soon. For last place.

Shadowverse Gameplay

I have talked around Shadowverse quite a bit over the past month or two. The reason is that I haven’t bothered really playing the competitive aspects of the game; I have instead been clearing the “story” mode against the AI. Oh, and logging in every day, because of the rather generous log-in rewards.

Actually, let’s get that out of the way first: one of the biggest draws of Shadowverse is its generosity in the reward department. New accounts receive the same bonus card packs that were awarded to people when new expansions are released, which means you can expect to crack open 30+ packs right after signing in for the first time. On top of that, there are the aforementioned log-in rewards, which ends up being two free packs, a free Arena run, and increasing amounts of gold on 15-day basis. Maintenance at 3am? Have some more card packs. Then there are also Achievements that reward gold/dust. Oh, and three daily quests a day.

In short, there are a LOT of freebies. Especially compared to the misery Hearthstone.

For the most part though, the freebies are kinda required. Decks in Shadowverse are 40 cards, compared to Hearthstone’s 30. Additionally, instead of there being a 1 Legendary limit, Shadowverse lets you stuff three of the same kind of Legendary into a deck. And just as in Hearthstone, getting a Legendary to a class (or Craft, in this case) that you don’t care about is effectively wasted (you can still dust it though). This is why it is important to reroll, as I talked about before.

In terms of gameplay itself, things are remarkably similar to Hearthstone. Players gain 1 mana crystal per turn. There is no interaction on your opponent’s turn, and they can choose to attack you or your minions. There are 5 slots on the board for creatures/amulets (instead of 7). Creatures can have Taunt (Ward), Deathrattles (Last Word), Battlecry (Fanfare), and so on. One interesting wrinkle is Charge, which Shadowverse splits into Rush vs Storm. Rush allows a creature to attack other creatures (not players) as soon as its played, whereas Storm has no restrictions. Given how many issues Hearthstone has had over the years with OTK (one-turn kill) combos via Charge, I feel like Shadowverse’s dual take it superior.

A lot has been said online about how Shadowverse is a deeper game already than Hearthstone. In some ways this is accurate. Amulets are a type of card that can stick around on the game board (taking up a creature slot), having constant or triggered effects. We really haven’t see that design space explored in Hearthstone beyond Tavern Brawls. And while there are some random effects, there certainly aren’t nearly a fraction of the kind in Hearthstone.

Oh look, even the computer drops 8/8s on Turn 3.

One of the bigger deals in every Shadowverse match is Evolve. Starting around Turn 5/6, players can spend 1 Evolve point per turn to beef up a minion on the board and possibly trigger extra effects. The default bonus is giving the minion +2/+2 stats and Rush. Sometimes it’s those stats plus something else. Sometimes the minion doesn’t get buffed at all, and instead a powerful effect occurs. Regardless, knowing when you must Evolve and when to hold it is a tremendously important part of every game. And given that you can Evolve any creature, the dilemma comes up in each match.

Beyond that though… I’m not actually certain how much deeper Shadowverse’s gameplay actually is in practice. There are certainly way more mechanics than Hearthstone already, including ones that would be “too confusing” for people unable to handle more than 9 deck slots. But when you look at the top meta decks in Shadowverse as of 3rd week of March

  • Daria Tempo Rune 9.54%
  • Midrange Sword 9.15%
  • D-Shift Rune 7.37%
  • Face/Aggro Sword 6.45%
  • Aggro Blood 6.28%

Runecraft decks account for nearly 17% of the meta, with Swordcraft bringing up 15.6% (technically 20% in top 10). In other words, nearly a third of the meta consists of two classes, just looking at the top 5 decks. Looking at the top 10, nearly 30% of the meta is made up as aggro/tempo. Is that worse than Hearthstone’s current Pirate meta? Nope. But when you look at these top decks, it is not as though there are particularly deep interactions going on with convoluted cards. Even with D-Shift Rune, you are basically stalling the game long enough to drop a 7/7 and a few “take another turn after this one” spells. The average Renolock in Hearthstone has more turn-to-turn decisions to make.

What you can give credit to the Shadowverse devs for is their dedication to relative balance. Three weeks ago, Daria Tempo Rune was a whopping 19.31% of the entire meta by itself. Roach Tempo Forest was 10.59% by itself. Key cards in those decks were nerfed, and the meta shifted over the past few weeks to its current situation. Compare that to Hearthstone, where Ben Brode and company sit on their asses in the hope that the problem goes away on its own, or that the next expansion (months from now) fixes it. Because… reasons.

In any case, we’ll see how things go. Shadowverse is apparently the #2 digital CCG on the market out there, although it is facing competition from Gwent, the Elder Scrolls one, and other such games. I haven’t played those others, but I will say that at a minimum, Shadowverse is about 1000x times better than Hearthstone on mobile. Which makes sense, as Shadowverse was originally a mobile game that was brought to PC, whereas Hearthstone is the opposite. If you’re just looking for a CCG to play on PC though…

…well, let’s see where Journey to Un’goro goes. If the meta is still pirates/Jade, we’ll have issues.

The (Lewd) Art of Shadowverse

One of the most contentious things about Hearthstone’s main competition in the CCG space is its art. Shadowverse is primarily a mobile-optimized CCG that originated in Japan and closely follows typical Japanese gaming conventions style-wise. And while it may seem silly for the art of a card game to be a factor into its overall gameplay feel… let’s just say that it matters in Shadowverse’s case.

By the way, this post is probably NSFW – due solely to me posting Shadowverse cards.

While I am padding space for the NSFW warning, I also want to stress that I actually really enjoy anime aesthetic, generally. As you might have noticed in the sidebar to the right, I have a link to a MyAnimeList detailing pretty much every anime I have seen. Some of them are more graphic than others, but even the more tame ones typically have “hot springs” or beach interludes featuring rampant fanservice. This sort of thing does not turn me off (or on), but I do recognize that it limits the possible appeal of these shows.

On the other hand, sometimes (anime) fanservice is a reason to start or continue playing a game at all. There are undoubtedly individuals who choose Shadowverse for precisely that reason. And if so, good for them.

The real question then becomes the interval and degree of fanservice you are willing to accept. Luckily for you, I have some numbers: 62% of currently available Shadowverse cards are perfectly fine. This of course means that over one third of the remaining Shadowverse cards are either borderline or outright lewd. And, in fact, a full 26% of cards are total fanservice.

These numbers are fairly exact because I looked at all 624 pieces of Shadowverse artwork. Well, technically there are more than that, because each creature in Shadowverse has one normal and one Evolved state. Regardless, I went and looked at every card in Shadowverse and made a corresponding entry in this Google Drive sheet. Art is subjective though, so let me walk you through my thought process.

First, Normal cards are Normal. In fact, some of them are quite amazing:

The colors, lines… everything.

I want to stress that Shadowverse isn’t just about anime. There are absolutely some cards in there that follow the sort of grand Magic: the Gathering style. The variety of art styles is decently impressive. Well… for at least two thirds anyway.

Revelation in particular, wow. That’s cool.

The second category are the borderline cards. I considered something borderline if it featured technically unnecessary cleavage/upper thigh but otherwise fit with the theme of the card. Or if the clothing was fine, but the pose deliberately sexual (which happens a lot). Some examples:

Other than the pose, and the camera angle, and clothing choices, these are good.

Some of the cards that were borderline borderline, are cards like Vampiric Kiss, Elf Prophetess, and Desert Rider. In those cases though, the angles and focus points appear both reasonable and in reasonable taste. With those, I erred on the side of Normal.

These are probably fine.

Others like Serpent Force might might be debatably lewd – the bare legs, the dragon tail coming through the crotch, etc.

Maybe not so debatable, now that I think about it.

At the same time, I didn’t get the impression that it was being deliberately sexual. Which might sound odd given how “phallic object coming through the crotch” is pretty classically sexual, but we really haven’t gotten to the actually overt lewd section yet.

If you want overtly lewd, Shadowverse has you covered. Or uncovered, as the case may be:

Nothing to see here.

Among the lewd cards, some stand out on an egregious tier all their own. These I have marked with an entry in the Max column. Examples of those are:

Oh my.

While some of those may technically make artistic sense – Beast Dominator might be taking its theme a bit too on the toe nose, for example, but it at least has a theme – many of them do not. Could you guess what Arcane Enlightenment does based on its art? It draws cards. Actually, it draws more cards the more spells you cast while it is in your hand. What that has to do with a dress made of belts, I have no idea.

And honestly, that’s one of my biggest problems with a lot of these cards. Yeah, I get it – a card called Succubus is probably going to “sexy.” In fact, it might be easy to give Bloodcraft in general a pass considering that class is all about vampires and demons and such. Overall, 45.68% of Bloodcraft cards are borderline or lewd, so that’s one hell of a pass, but whatever.

The problem is that Runecraft is also 45.68% borderline+. Why is Multipart Experiment and Fiery Embrace in competition with Succubus?

Seriously?

“What’s the big deal?” “Who cares?” A reasonable enough question. I personally care for two reasons. First, unless you are trying to take an ideological stance on a venture, it matters what kind of headwinds said venture might run into. Shadowverse has already grown into the #2 mobile CCG on the market, so it is probably fine over the long term. That said, the above cards limits the appeal of the game, period. Perhaps there are enough hentai whales out there to make up for it, but it is a strictly unnecessary risk nevertheless.

Second? I find the game kinda embarrassing to play. I am not offended by the titillation, but I still wouldn’t actually want people to walk by and see that shit up on my screen. There is something to be said about how videogames and anime in general only became normalized by the people willing to subject themselves to derision by admitting they partake in it. Still, Shadowverse as it is, is not the hill I’m willing to die on.

Be my guest.

If you want to defend cards like Shrine Knight Maiden, go ahead. The newer sets might have fewer extreme examples, but the most recent Bahamut set still has Sadistic Night, Luxhorn Sarissa, Necroassassin, and so on. I think it is safe to say that this type of art is part of the Shadowverse aesthetic now and going forward.

As for Shadowverse gameplay, that will need to be saved for another post.