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Mobile Attributes

As I have begun my homebound tour of baby duty, I have a new appreciation for mobile gaming. Because it is the only gaming I can conceivably complete. While there are only three games in particular that I’m playing at the moment, I’m becoming well acquainted with the specific attributes of each one.

Time-to-Play

How long it takes from the moment you press the icon until you can start making selections. This probably shouldn’t matter as much because if you’re counting seconds you likely weren’t going to be having a lot of fun to begin with. That said, it became important to me once I realized that it takes Hearthstone 38 seconds to boot up.

Thirty. Eight. Seconds.

That’s just to get to the quest screen, by the way, not actually playing. In contrast, Clash Royale takes 17 seconds and Gems of War takes… huh, 32 seconds. For some reason, Hearthstone seemed more egregious.

Minimization

How the game reacts to being minimized or otherwise losing focus. This attribute is a bit tough to precisely quantify because apparently it matters for how long the interruption lasts. Sometimes you can minimize to shoot off a text and be fine, and other times the app requires you to log back in.

Hearthstone used to be the worst at this, not only requiring a re-login, but also counting a Dungeon Run as a loss if you minimized in the middle of a boss instead of on the reward screen. As of some patch ago, you can safely minimize without losing progress.

Clash Royale is finicky, but even when there’s the equivalent of a re-log, it’s very brief. Things are significantly different if you are in the middle of a battle though. In some cases you can get back in, but you are generally penalized as “leaving the match.”

Gems of War, in my experience, doesn’t care and will be right back up instantly.

One-Handed Play

Can the game be played with one hand… if you know what I mean. Because you have a baby in the other hand.

Both Hearthstone and Gems of War are perfectly playable with one hand. Both games are basically turn-based, and even if you’re playing a human opponent in Hearthstone, you have a minute and a half to complete your turn.

Clash Royale on the other (one) hand is technically playable, but sometimes entire matches can be decided on pixel-perfect placement of troops at precisely the right moment. So in this respect, I’d say this isn’t a one-handed game.

Fun

Pretty standard.

Depth

Same.

Microtransactions

They all have them.

Overall, I will say that Hearthstone’s Dungeon Run modes have been the MVP for me this far. When I said I had no desire to play Dalaran Heist anymore, that was before I got stuck watching a baby for 12+ hours a day. I’m already halfway through beating Chapter 1 heroic mode with every class, and being grateful I have something to do.

Disposable Progression

As I am playing a lot of mobile games lately, my nose is being rubbed in perhaps the most annoying design “feature” I have encountered in years: disposable progression.

The game in question is Gems of War, but it’s not specific to this title. Basically, you create a four-member team of monsters and use their abilities to fight your foes. There are hundreds of different monsters available, across a number of rarities, with all sorts of possibly interesting combinations. Each monster can be upgraded with a certain currency, special traits unlocked with a separate currency, and a third currency (extra copies) can upgrade the rarity of the card itself.

The problem is that you aren’t likely to use the first four monsters you pick up. So any currency you use to level them up and otherwise bridge the gap between completing missions and unboxing better monsters is effectively wasted. Maybe it can be considered “the cost of doing business,” but it nevertheless creates perverse incentives when I play. “Do I really need to level this guy up?” The answer is generally no, or at least never feels like a solid yes, so I don’t. And thus not only do I make the game more boring and harder for myself, I also rob myself of whatever pleasure can be derived from improving one’s characters.

I mean, it’s possible things were designed this way with the goal of actually getting players to waste currency in a bid to pad out game time. After all, if you sufficiently hoard currency, it’s technically possible to max out a new monster the minute you unbox it. That is not a particularly good outcome for anyone. And perhaps there isn’t really a way around things anyway – this may be a systemic issue the moment you design a game to have dozens and dozens of party members.

Regardless, it still feels bad. I have used the same monster team for the past two weeks, so I possibly should just bite the bullet and spend all my currency leveling them up. But the moment some cool legendary monster or whatever pops out of a box, I’m going to be quite miffed. And miffed to me is not opening the wallet to spend real currency buying fake currency, but uninstalling the game.