Showing posts with label Hearthstone. Show all posts
Showing posts with label Hearthstone. Show all posts

Friday, December 20, 2013

Online Gaming Expenditures 2013

I've been tracking my MMO expenditures for a few years, and the top line makes this year look similar to last year - last year I spent $275 on MMO's and another $60 on Diablo III and this year I spent roughly $321 for online products including MMO's, MOBA's, TCG's, and ARPG's.  That said, the way in which I spent that money was a bit different.

  • I was subscribed to a MMO for most of the year, but these expenses were significantly reduced due to various discounts from retailers.
  • I was generally much more willing to experiment with things that cost $20-30, rather than try to tough out the business model without paying for anything.  

The latter definitely increased my bottom line spending, and some of the purchases are going down in the books as disappointments.  Then again, sometimes a comparatively small purchase made life significantly more fun.  As I have less and less time to spend on games, I'm guessing this trend will continue.

Subscription MMO's
I had a subscription to a traditional MMO for most of the year.  These games were typically, though not always, the go-to place I would go when I had time for an extended play session.  

World of Warcraft - $65 (Pandaria, 60 days timecard, 2x 30 days)
I did very well snagging discounts from retail stores.  This "should" have cost me $100.

FFXIV - $70 (PC + PS3 boxes)
The PC box cost $30 for the license plus a month of game time.  The PS3 box cost $40 for a second month of game time (the two stack) plus the license for the Playstation Network (reportedly to include the PS4 version, when it arrives next year).  I guess I should have taken the time to try the PS3 version in beta - playing on the PS3 was a cool novelty, but I had problems with targeting and would need to purchase a keyboard and mouse to make this work. 

SWTOR - $51 (two 60 day timecards at various discounts from retailers, $10 expansion)
Again, discounted time cards for the win here, "should" have paid $70. 

The Newcomers
In general, these are titles I play as a go-to for shorter play sessions. 

Marvel Heroes - $70 (starter pack, Cyclops, X-Force Bundle Black Friday Sale)
I hesitated until the very last minute on whether to pre-purchase a founder's pack, and I'm glad I pulled the trigger.  I like this game way more than Diablo III because it features characters from Marvel's comics.  It was worth the money to play the game with the character I most wanted to play rather than one of the less interesting starter characters.  I decided to throw them another $50 on Black Friday for an additional bundle of characters and some convenience perks.

Note that I'm counting the $130 Advance pack purchase against next year's budget, as is my longstanding practice for long-term subscriptions and content unlocks that won't be used (or in this case won't be available) until the year after I decided to shell out for them.   We'll see whether they've delivered all of the heroes by the time I publish next year's ledger, and how I feel about that purchase.

Hex - $20 (kickstarter)
Technically, this game isn't out yet, but I'm in the alpha as a backer, so I'm prepared to put this one on 2013's balance sheet.  I have concerns about the business model and was not impressed by a very brief visit to the very early alpha.  Even so, my assessment was that the time it's going to take to see whether or not I am going to like this game will be more fun starting with a minimal base of cards versus nothing. 

Guild Wars 2 - $30
I picked this up when the price finally dipped down to my new $30 impulse buy threshold.  I've logged in twice, so it could be argued this was a fail, but at least now I can play GW2 if I want to. 

League of Legends - $15 (gift cards)
I had some Best Buy reward certificates to burn, so I turned them into the $5 starter Champion pack and a $10 RP code to finally try League.  The purchases probably weren't necessary with my current playstyle - I'm currently enjoying trying whatever new champions are available each week.  Then again, the cost was comparatively low, since it's often hard to find things at Best Buy that aren't $15 overpriced to begin with.   

Played, not paid
TSW - I picked this up for $15 very late in 2012 and was still coasting on the month of included subscription time for most of January.

LOTRO and DDO - played a small amount of each using previously paid content, did not purchase either game's expansion (a first for LOTRO, despite a just-unveiled 50% off sale on their month-old expansion).

Hearthstone - Have not spent any money on the closed beta.

Not Played
Rift - Has an expansion that I got without paying courtesy of a promo and can now access freely due to the game's business model relaunch.  I logged in once or twice to preserve my character names, but I never really played.

EQ2 - SOE went the entire year without discounting the expansion from the fall of 2012, and now there's another full priced expansion box on the digital shelf.  The good news is that the new expansion purchase includes the one I skipped, and there aren't really any charges anymore for playing the content if/when I pay to unlock it, so maybe I will get around to this in 2014.

Grand Total
Total - $321

Wednesday, December 11, 2013

Is this MMO Burnout?

December has returned, bringing us to that introspective window for the end of the year.  I think the term MMO Burnout is generally over-used and over-dramatized.  However, looking back at the year gone by, it looks like that may have crept up on me after all.  A few arguments for and against:

Things I have NOT done
  • LOTRO: This was the year I finally gave up on even the token effort to maintain the level cap and epic story.  
  • FFXIV: This is arguably the best pure MMO to (re-)launch in the last two years, there's nothing I would change about the game... and it hasn't made it to the top of my playlist, causing me to stall out midway through the level curve.  
  • GW2: Bought, barely played
  • TSW: Bought at the tail end of 2012, played a bit in early 2013 until the included VIP-time ran out
  • Rift, EQ2, DDO: New expansions, haven't done either
Things I have focused on:
  • SWTOR: Significant amounts of time subscribed here, including clearing the expansion on my main Trooper, finishing the class story for an Agent, and getting most of the way through a Sith Warrior.  That said, I'm playing this game primarily for the single player-like story experience.  I'd consider paying real money to trade the entire game in for an interactive movie where my character wins all the fights automatically and moves on to the next story scene, as I might actually like that product better.
  • Marvel Heroes: Pure action RPG here, I've spent more time helping to sleuth out the hero release schedule on this game's forums than I've spent on several of the above games.  
  • League of Legends: Instant action MOBA
  • Hearthstone: Instant action card game
Overall, the trend appears to be towards instant action and gameplay experiences.  While there is still some progression in all these things, it's very different from the traditional vertical progression model for an MMO. 

Which brings us to the exception that proves the rule - I have spent significant amounts of time subscribed to and actually playing World of Warcraft.  I did technically hit the level cap, and farmed all of the gear out of the first 2-3 tiers of raid finder.  I also skipped the majority of the questing content in the expansion - and incidentally didn't even try to level until my lack of having leveled caused problems for my pet collecting efforts.  In many ways, Azeroth is actually a lobby that I use to access the pet battling minigame, the farming minigame, and sometimes even the daily quest or random dungeon minigame.  I'm arguably not using the game as an MMO.

Is this the new face of MMO burnout?  Or am I just in a rut waiting for the hypothetical next big thing? 

Tuesday, December 10, 2013

Counterpoint on LOL Streaming

Riot has issued the probably inevitable walk-back of their controversial streaming policy.  Contracted professional players will now be allowed to stream whatever games they want so long as they are not paid by competing studios to do so. 

With the benefit of additional information, I can see a bit more of Riot's side of this issue since my post from last week.  Apparently this happened in large part because Blizzard gave Hearthstone beta keys to high-rating Twitch streamers, which just so happened to include a large number of League of Legends pros.  There is some question of whether Blizzard also threw in extra keys for the streamers to give away, resulting in even more screen time spent on Blizzard's upcoming product.

I still think the initial policy was an over-reach, compounded by a denial that it was a problem even though they would be forced to concede the obvious a day later.  I still think the real impact on the policy would have been on regular players watching the streams who had no say in the matter, rather than on the paid pros who are compensated for their time.  That said, Riot's point makes some sense as well.

We as a society have not caught up to the reality that employees' off-hours social media may not always say what employers want it to say.  Personally, I made a decision when I finished school that henceforth I would only blog about my MMO hobby - I strongly doubt that I will ever work in anything related to MMO's.  Many folks don't draw such a fine line, and I don't fault them.  However, when you are posting about something directly related to your employment - and indeed when you were employed in part BECAUSE of your online social presence - I don't think your employer is wrong to ask at least some questions in a situation where it looks like you are being sponsored by a competitor.  Raffling off beta keys isn't the same as getting a sack of money, but it could still benefit your stream's revenue and viewership numbers.   

Interesting times we live in, I suppose. 

Thursday, November 14, 2013

Daily Rewards and Non-Subscription Games

I've been taking League of Legends for a test-drive over the last two weeks.  I play for about 30 minutes per day.  That's how long it takes to win a Twisted Treeline match against NPC bots to collect the daily "first win" award.  Playing a second match after that would yield maybe 1/4 of the rewards, so I'd rather go spend my time elsewhere.  Is this incentive functioning as intended? 

Influence in the League
For context, in League of Legends gold and items are all temporary resources that are granted and used in a given match.  The biggest things that are persistent are your roster of unlocked champions - each week there are ten champions available to try for free and beyond that list you can only use your unlocked champions - and the Runes attached to your summoner's Rune pages.  These things are earned with two currencies.  
  • Riot Points, named for the studio, are used in the cash shop to unlock Champions, cosmetic skins for the Champions, and a few other things such as boosts for additional rewards.  There is a one-time grant of 400 RP for new accounts to unlock permanent access to one basic Champion (so you aren't totally dependent on the weekly rotation), but otherwise this currency is only obtained by spending real world money. 
  • Influence Points are earned in-game by playing matches.  These can be used as an alternative to Riot Points to unlock Champions (though not the other stuff like the skins), and are also the only way to purchase the runes for your rune slots.
There is more precise math on Influence Points but I find that 2 IP/min on a match that you win (which will be all matches against NPC bots, since probably one good player can carry your team to victory if needed) is not a bad estimate.  This means that a 20-30 minute Twisted Treeline match against the bots is offering up somewhere around 50-60 IP base.  The cheapest basic Champions are available for 450 IP but from there it quickly goes up as far as 6,300 IP, which means you're looking at 100+ matches for the high end Champions.

The wrinkle here is the daily award for winning a match, which is a flat 150 IP.  That's a big deal because suddenly you're looking at only 30ish matches for the high end Champions - i.e. the Champion of my choice for free every month (more if I choose cheaper characters this month).  As a result, if I know I will want to play around 5-10 matches this week, I have a strong incentive to make sure that's one per day rather than all on the same day. 

(Two asides: Losing cuts your IP rewards significantly.  I doubt this is the only reason why this game's community is known for being so toxic, but it can't help your teammates cope with a loss when they know their IP salary just got docked.  Also, the need to buy Runes with this currency undermines the "you can unlock all your heroes in game" model a bit, as in the long term you're looking to fill 30 rune slots with runes that can run 400-2000 IP each.  You can actually pay with Riot Points - i.e. cash - to earn IP faster, and I assume this is almost exclusively for Runes, since you can just buy the Champions if you already have the RP.) 

The Daily and the Non-subscription
The daily quest system in a traditional MMO has an obvious path for netting the studio more money - players are paying for access to the expansion, game time in which to complete the content, and can be enticed to purchase any other perks the studio offers for sale. 

By contrast, the League of Legends model seems to have the opposite effect - with some patience, a less frequent player who wants to get a new champion each month goes from paying $5-10 for that character to paying nothing.  And, to be clear, League is not alone in this regard.  Hearthstone's daily quest system functions similarly, while Marvel Heroes' cash store alternative is NOT on a daily cooldown but can similarly compete with real cash purchases.

Any business model is going to cause some revenue to fall through the cracks.  Of the customers they could be losing out on, players with my level of patience may be the best group to write off if we aren't that common or wouldn't spend that much in the store anyway.  Perhaps they're thinking that if I find I don't even need the real cash store currency to buy Champions I'll be more willing to spend it on cosmetic skins.  Whatever the case, I appear to be in a position where I can see a little bit of a lot of games for very little money down.  Not sure it's working as intended but I guess I'll take it. 

Monday, November 11, 2013

What is Blizzard's Direction?

If imitation is the sincerest form of flattery than WoW's newly announced expansion is a remarkable condemnation of what has come before.  On paper, being willing to re-evaluate anything and everything is commendable.  The problem is that smart people implemented the things that Blizzard spent the weekend backpedaling from, and they did these things for a reason

Blizzard's genre-defining MMO has always struggled to reconcile its two heritages - the social, progression-heavy virtual worlds MMO's like Everquest and the accessible online gameplay of Blizzard's own Diablo II.  The trade-offs needed to allow these demographics to co-exist are no longer scaling well in an increasingly crowded marketplace, but I'm not yet convinced that willingness to change alone will prompt a longer-lasting solution.  

Three major focuses from the last five years of WoW that are now out of favor:
  • Blizzard is touting that Warlords will feature few if any daily quests at max level.  Pandaria featured a heavy push on daily quests - Blizzard stated that a third of the quests in 5.0 were level 90 dailies so that players would be offered a variety of dailies in rotation.  Also worth noting, Blizzard probably wasn't the first to stick a daily progress limit on repeatable quests back in Burning Crusade, but they certainly helped popularize the format.    
  • Cataclysm devoted a massive level of effort to replacing low level content, in the process removing more content from WoW than most MMO's ever produce.  In revisiting Draenor, Blizzard is making the entirety of level 1-90 optional instead of repeating the probably futile effort to update the content.  They are also preserving the current incarnation of Outland (possibly through the Caverns of Time, which I had thought might be a good idea back in 2011).
  • Wrath introduced the dungeon finder and near single-handedly made it a mandatory feature for all MMO's to have an automated system that puts players in a group that will defeat the content quickly and painlessly.  Blizzard is now saying that they want random groups feel like your last resort.  This would be a much bigger deal except that I doubt they will follow through.  
  • (Two other reversals that aren't as relevant to my theme:  Re-forging items?  Gone, along with some of the stats that made this system necessary (especially hit rating, which was hard-capped for casters.  Also, as Nils notes, the entirety of Pandaria will be optional, though seeing Pandas in Draenor presumably will not.) 
For people who play the game for accessible gameplay, having to slog through 90 levels to get to their friends is unacceptable, and there is an expectation that the game will provide something to do - dailies and random dungeon groups - once you do get to level cap.  For people who play with an eye towards progression with their friends, however, constantly wiping progress (both the levels, and the gear resets every 6-12 months - a sacred cow that's not on the table at the moment) undermines the point of the game, while all of the intentionally non-challenging dailies become a chore. 

The coalition of the smaller but more stable demographic of social MMORPG players and the siginificantly larger but less committed masses of more independent online game players held in WoW's prime from 2005-2007.  Today, Blizzard faces much more competition for the online instant action crowd (both from other MMORPG's, and from action-RPG's and MOBA's that cut out the persistent world for even faster access).  At the same time, when you have 90-100 levels and over a dozen tiers of raid content it becomes harder and harder to retain critical mass amongst the progression MMORPG players.

Personally, while I expect to return to WoW frequently, I suspect I will spend more total hours in Hearthstone and the Blizzard MOBA Heroes of the Storm (which was by some accounts the surprise hit of the show).  Moreover, when I do visit WoW, I expect to continue to focus on more accessible minigames like pet battles and the new and bigger version of the Pandaren Farm in garrisons.  (Aside: The Garrisons are being widely called "player housing", but Blizzard also stated that they don't want to make systems - such as the farm - from previous expansions mandatory.  Wonder how they're going to deal with this in three years.) 

I suggest it's no accident that Blizzard is focusing on these areas.  It would be really interesting to know whether the version of Titan that got killed this year was guilty of the offense of being an MMORPG in an era in which that's no longer where the money is. 

Thursday, October 31, 2013

A Nomadic MMO Autumn

I've spent most of 2013 subscribed to one primary MMO and dabbling in maybe a single other non-subscription title at any given time.  For whatever reason, I ended up resolving to tackle some of the backlog and logging into seven different online games in the last week.  I dunno how folks routinely cover as many games as Syp or Chris from MMO Reporter manage this, because it's exhausting.  Anyway, what I've been up to:
  • FFXIV: This game has quietly been my go-to since mid-September.  It's a good mix of keeping enough of the new school - public quests, group finder, and solo-ability - but with some old school elements that are a welcome change of pace.  I don't mind that I was playing for over a month before I qualified for a mount or that I'm less than half-way to level cap after six weeks.  In some ways, this game caused my current "crisis" by pushing everything else off the plate. 
  • Guild Wars 2: This went on a one-day sale for $30, which is the price point at which I'm willing to snag a AAA buy-to-play game as an impulse buy.  I had a ton of trouble actually playing the game because their email authenticator would not work and it took seven CS tickets to get someone to read the ticket and agree to remove this feature.  (Aside: the only other MMO where I have ever needed an extended exchange of tickets due to new login restrictions that the provider added - Guild Wars 1.)  I spent an evening, gained a few levels, and it didn't leave much of an impression.  I definitely could have been looking in the wrong places, or this might just not be a title that I'm going to like (which was why I didn't buy it earlier).   Not going to rush this one, pinging some folks I trust for suggestions on where I should be looking before I spend more time heading in the wrong direction. 
  • LOTRO: Turbine has turned on double exp for an entire month in advance of their upcoming expansion.  I've been behind on solo content in LOTRO since a few months after the game's launch, but 2013 has been the year when I haven't even managed the token effort to finish the epic story and hit the level cap.  At this point, my favorite part of the leveling game are the non-combat quests where I wander around the towns of Rohan doing things that feel like the belong in Middle Earth, but that interactive story isn't quite enough to convince me to come back.  Also, possibly odd decision by Turbine to try and bring back inactive players just before a major class revamp that is drawing much concern from current players - it might actually have been easier to get the new system if I didn't just take a refresher on how things used to be. 
  • Hearthstone: I'm not playing this thing daily - maybe once or twice a week - and I'm still losing the overwhelming majority of my games, but I am at least starting to get a hang of which characters not to play or at least how to revamp their decks so that I might have a chance against the non-overpowered heroes.  Game imbalance may play a larger role in my mixed experience in this game than I initially realized.
  • Rift: Not sure this one counts, but I did log into four characters long enough to tell Trion not to recycle all my names.  I sympathize with the intent, but I feel these drives are misguided - you're still not going to get the name DeathKnight because A) your current characters are already named and B) someone else is going to beat you to it if it does get freed up, which means you're going to have to go back to either spelling it wrong or adding non-English characters that will make it harder for normal players to type your name in a day or two at most. 
  • Marvel Heroes: I forget why I popped back into this game - probably for the sole reason of continuing the "different game each day" trend that I had going.  Well, there was a bonus exp/loot weekend that kept me involved long enough to finish the story and explore all the improvements.  This game had a rocky launch week and I'm really impressed with how far they've come - both quality of service and quality of life are dramatically better for such a short time post-launch, and bode well for the team's ability to set and meet a schedule.  My biggest complaint now is that there are so many heroes in the queue that it's going to be months before the ones I really want get added to the game, and secondarily that you need to download a second 12 GB client to access the test server if you want to try before you buy.  That's not bad in the broader scheme of things.
  • SWTOR: I've been mostly out of game for a few months now, and thus have missed two content patches.  The new stuff is great as always, but it doesn't seem like it's going to last that long.  I've also got an unfinished Sith Warrior about to tackle Hoth followed by his final story chapter, after which I may move a character over to play with the Ootinicast folks. 
Have you found yourself wandering the halls of multiple MMO's, or is it just me?  

Wednesday, October 23, 2013

Incorrect Blizzcon Predictions for 2013

It's been so long since a Blizzcon that I've forgotten how I used to post my comically incorrect predictions before the show to see how badly they would turn out.  Coming in late means there are some gaps that have already been filled, but there's plenty of room for me to write stuff that we'll be mocking in a few weeks!

WoW
  • New expansion is all-but confirmed and I'd say level 95 is a given - no reason they'd suddenly go back to 10 levels now, but I doubt they'd do fewer than 5.
  • I suspect the foe will be the Burning Legion.  For one reason or another there seems to be a ton of nostalgia for TBC and we're running out of things that are on Azeroth that anyone has heard of but that we haven't fought before.  I'm suspicious that the end of the Garrosh raid leaves a loose end that the Burning Legion would be happy to tie up.  
  • I'm going to go out on a limb and predict no new adventuring classes or races.  We had three races in the last two expansions, and Blizzard had historically said this was a huge load on the art people.  Meanwhile, with holy trinity imbalance being what it is, they cannot add any more classes that are unable to tank or heal, and at some point there are going to be unsustainable balance issues if they have to keep juggling more tanking and healing specs every expansion.  
  • Instead, I'm going to predict a continuing focus on minigames and other things that offer progression but NOT direct adventuring advancement.  The Farmville minigame and Pet Battles have been two of Pandaria's best-regarded features.  A significant overhaul to professions, possibly including one or more new ones and profession-based content would make a ton of sense.
  • Blizzard will NOT announce the game is going Free to Play.  The Blizzcon crowd is the demographic who signs up for the annual pass subscription, not the crowd that wants to pay less.  Even if WoW was going non-subscription, the news would NOT play well to this audience.  
  • I don't expect to see any faster than Blizzard's normal 20-month time table, placing the expansion in summer 2014.  If they were to stand up for the keynote and say "oh by the way, beta starts on Monday and you're all in", that would certainly be the show-stealing headline, but Blizzcon has not been that good at show-stealing headlines.  
Diablo III

The expansion is already announced, will be playable (I think they've confirmed this?), and presumably going to be a big push of the show.  Ditto the console ports.  If there is any major Diablo news, it will be some sort of new cash shop or other form of ongoing revenue to replace the soon-to-be-closed real money auction house. 

Starcraft II

I haven't heard anything about the second expansion (a.k.a. third game in the trilogy, to justify a $60 price tag for a new game rather than a $40 price tag for an expansion).  I assume Blizzard will remedy this.

Heroes of the Storm

Blizzard re-titled their upcoming all-stars MOBA, suggesting that it is moving along.  There will probably be an early build playable.  I doubt this will be launchable anytime before mid 2014.

Hearthstone

Probably the closest launch window of Blizzard's projects, so I expect a fair amount of chatter, but probably not a lot of real news with the beta already well underway.  I predict that all attendees will be given closed beta invites. 

Titan

Nothing to see here (back in January, I'd predicted this would finally be the year).  

Cross-promotion
Say what you will about WoW's decline, but Blizzard actually has four separate projects that are in the plausibly live and charging money for something new in the next year (NOT counting SC2, but their expansion is recent by Blizzard standards).  They're pushing a new integrated launcher for all their games through the Hearthstone beta, using one Battle.net friends list across their entire platform, and handing out cross-title goodies in their Collector's Editions.

I predict they are going to go a step significantly further, to SOE's model with a single in-house currency shared across all the titles (probably re-branding Battle.net Balance and no longer expressing it in real world dollar amounts), and increased incentives to try multiple games. 

At a minimum, I expect the WoW subscription will include a nominal amount free gold in Hearthstone and possibly free gold or other cash store currency for DIII (if I'm right about expanding that game's cash shop) and Heroes of the Storm - WoW's own longstanding pet and mount shop may move onto this new model.  (Not innovative, SOE has done this for years, even before they were champions of non-subscription models.)  I don't expect to see a higher premium plan along the lines of SOE's All-Access plan because it's not clear what they would offer players of the non-subscription titles other than more Blizzard Bucks.   

What do you all think is coming in just over two weeks?  Are you likely to care? 

Sunday, October 20, 2013

Blizzard: Last Bastion of the Real Beta

In a comment over at Azuriel's place, Zardilann says my post about Hearthstone had him worried about the game's business model.  It hadn't occurred to me that my post might be an example of the trend which has caused us to cease to have real MMO beta's anymore.

Hearthstone hits two of the three main criteria for a free to play title that claims to remain in beta for marketing reasons, but has actually soft-launched.  The game has a functioning cash shop and recently conducted its last wipe of beta account data.  It also has a level of polish - albeit not necessarily balance - that most live launched titles would envy.  Thus, I'd all but forgotten the final missing piece - the beta is still a closed beta (not open to the general public). 

I wasn't thinking of this product as a beta because MMO's don't do public closed beta testing anymore.  Say what you will about them, but Blizzard is basically the only studio that still does multi-month NDA-free come-as-you-please public testing of its upcoming products.  Pretty much every studio out there uses one or more restrictions:
  • Many beta tests remain locked down under a non-disclosure agreement until the last possible moment (see increasing grumblings about LOTRO's Helm's Deep expansion), while heavily marketing non-refundable pre-purchases.  Some titles have gone so far as to offer long-term or lifetime subscriptions as an offer that expires before the NDA on the beta test does. 
  • Games that do conduct public testing often restrict access to limited time weekend events.  These are unrealistic for three reasons - they artificially cram word of mouth into a single weekend because that was the only time when people could play an upcoming title, they prevent players from digging too deep (both due to the short time and restrictions on available content/levels) and by doing so they create unrealistic populations for open world events during the beta weekend that will not be seen in the live game as players spread out in levels.  
By contrast, Blizzard's approach is to let their product speak for itself.  To be clear, Hearthstone's positive buzz is not in any danger from a negative post on Player Versus Developer.  If anything, more than one lower profile title has taken an overly critical article and turned it into a publicity stunt for the game by calling media attention to protest how their poor little game was wronged.   The real concern is that if the underlying title is actually bad, it won't just be one post on one blog, but bad posts on all of the blogs.  This is why we don't get to have nice things such as real beta tests anymore from anyone other than the too-big-to-care Blizzard.  It never occurred to me that in accurately reporting my experiences, I might be part of the problem.

Aside: More Hearthstone commentary
Not the main point of today's post, but I figured it only fair to address some of the comments about my earlier Hearthstone impressions. 

Commenters make a case that my criticism was unduly harsh given the game's beta status.  There is some question about whether match-making is working as intended, or at all, at the moment.  Meanwhile, my win-loss record seems to vary dramatically based on what class I'm playing, which suggests some combination of balance issues and/or nuance to certain classes.  I lost six games in a row - including a 0-3 Arena elimination - playing as a druid, and then immediately won two games to finish the daily quest after blowing up my custom deck and starting over from scratch with a completely different strategy. 

Because they are accepting real money for entry into arena tournaments, I maintain there is a limit to how far the "it's still beta" excuse can be carried.  Moreover, if there is no good way to learn to play the game because of the game's focus on sending players to be slaughtered by general PVP population, that is a legitimate flaw with the title.  Time will tell, especially as more of the general public gets into the game. 

Tuesday, October 15, 2013

Hearthstone Constructed Match-Making: Profiting From the Stomping of Newbies

Blizzard's Hearthstone is a well polished game that I would have enjoyed greatly if not for its trading card game (TCG) business model.  After a few hours in the beta, I am finding my newbie basic decks consistently demolished in un-ranked one-on-one play by decks stacked with epic and legendary cards.  Based on where Blizzard does - and does not - get paid for their work, I am not optimistic that things can or will change going forward.

I would rather be paying....
Hearthstone is free to download.  Playing against "basic" and "advanced" NPC AI decks is completely free, and allows you to unlock all nine heroes with 20 "basic" cards each.  Once you are satisfied that you know how the game works, entering the game's one-on-one constructed PVP lobby is completely free.  And here is where my experience went south very very quickly.

My experience makes me suspect that the "unranked" play mode operates on a hidden ranking system.  I faced roughly equal opposition for my first ten or so games, but as I had half a dozen wins under my belt I found that the games were increasingly lopsided against me.  I have slowly clawed to about a dozen wins, and I'm increasingly getting stomped into the curb five or more times in a row before barely winning the occasional match.  

In a one-on-one card game, one of the players is going to lose each and every game.  A perfect match-making system would aspires to pair opponents who have a roughly even chance against each other - which would mean that streaks of wins and losses are going to happen.  For that reason, the way in which you lose the game matters.  Losing because you made a poor choice or because the odds weren't with you or because your opponent built a deck that you could not answer can still be fun.  Losing because the other person has more and better cards than you do - the entire basis of the TCG business model - is not especially fun. 

Right now I am spending an hour at a time losing five or more games in a row because the match-making system is pairing my out of the box basic decks against players with cards that are objectively better than the cards I have.  I have had my entire health pool go from full to zero in a single turn as an opponent somehow strung together a combo in which they played a dozen cards due to draw and cost reduction mechanics.  And, to be clear, because this is a free to play game that I have not bought into, this abuse is the price that I am to pay in exchange for being able to play the game. 

Blizzard wants me to get stomped so I will want to buy more cards.  Failing that, they categorically don't want me to be able to click an option for "other people with basic - read unpaid - decks only" because that not only denies the people who have spent money the opportunity to stomp me, but it also means higher queue times for those players who are actually supporting the product. 

I would gladly pay a one-time fee for this product.  I would consider paying a subscription for this product.  I have zero willingness to pay into a system where I spend money and get a random assortment of cards that probably aren't the cards I wanted.  And as to the free option - on paper you can "win" booster packs every few days - the experience is not worth my time.

Alternatives
Two alternatives worth noting, that will probably be the only way I spend more time on this product:

1. You can supposedly challenge specific friends if you have their Battletags.  This would mean that you could come to an out-of-game handshake agreement to use the basic decks, and, ironically, not pay a dime for the product as a result.
 
2. The game's other format is the Arena.  Normal TCG's offer "sealed" formats in which you buy new packs of cards for a specific tournament (thus ensuring that the game maker gets paid) and then pay an additional entry fee, in exchange for a comparatively level (random card draws aside) playing field.  This is potentially fun but guaranteed to be costly - the sealed cards you bought are yours to keep, but you're probably never going to assemble a competitive constructed deck with these small random draws. 

The Hearthstone twist is that you do NOT get to keep the cards in your Arena deck, but that the format only costs $2 per draft because the entry fee is all you are paying.  As Azuriel notes, this does mean that a losing streak costs you real money per loss, but at these prices you're going to have to draft, play, and lose very quickly to be racking up more than $1-3 per hour in entry fees.  That's potentially high compared to MMO's (or potentially not if you subscribe to a game where you don't spend 15+ hours per month) but very very low compared to any other TCG on the market.