As you may know, I like CCGs, and Magic in particular. However, I'm not in a good position for paper play (and the trend of releasing one set a month is starting to tire even me out), Magic Online is expensive for digital-only cards and has interface issues, and Magic Duels (their F2P option) is even worse (at least for multiplayer; it's good for learning and the story offerings). As such, other online CCGs have taken over the space, most notably Hearthstone. However, Hearthstone has its own problems: the automatic mana system is compensated for by lots of explicit randomness, Hero Powers lead to repetitive game states, the abundance of neutral cards leads to powerful cards becoming omnipresent, Blizzard refuses to balance Arena, etc). What can be done to fix some of these problems, without just being a carbon copy?
Bethesda decided to jump into the online CCG space with Elder Scrolls Legends, but when it was announced last E3 between Doom and Fallout 4, no one really cared. However, that changed when Dire Wolf Digital tweeted that they were developing the game. Dire Wolf Digital was a company made up of a lot of established Magic Pros (Luis Scott-Vargas, Patrick Chapin, Conley Woods, and many), and they had been working for about a year without word on what they were doing--granted, ES:L wasn't the only thing they're working on (their other big project is Eternal, which I have haven't played, but looks so much like a Magic clone I'm surprised they haven't been sued over it), but when gameplay debuted at PAX East it looked great (even if it's clearly a descendant of Hearthstone), and now it's in Open Beta. So what makes this stand out? As a TLDR, it adds a lot of Magic's complexity to the core Hearthstone formula, but here's a detailed recipe:
(I don't know if this should have been here or in the Hearthstone forum, but I feel like it will get more eyes here--it's not like I put the Magic thread there )
Bethesda decided to jump into the online CCG space with Elder Scrolls Legends, but when it was announced last E3 between Doom and Fallout 4, no one really cared. However, that changed when Dire Wolf Digital tweeted that they were developing the game. Dire Wolf Digital was a company made up of a lot of established Magic Pros (Luis Scott-Vargas, Patrick Chapin, Conley Woods, and many), and they had been working for about a year without word on what they were doing--granted, ES:L wasn't the only thing they're working on (their other big project is Eternal, which I have haven't played, but looks so much like a Magic clone I'm surprised they haven't been sued over it), but when gameplay debuted at PAX East it looked great (even if it's clearly a descendant of Hearthstone), and now it's in Open Beta. So what makes this stand out? As a TLDR, it adds a lot of Magic's complexity to the core Hearthstone formula, but here's a detailed recipe:
- Start with Hearthstone, including the starting life total and hand size, mana system, and general creature size (cheap creatures are slightly larger, expensive creatures are slightly smaller).
- Instead of Hero Powers as a mana sink/catch-up system, add in shields and shield triggers from Duelmasters/Kaijudo (runes/prophecies) This also adds to the variance, while making games last longer.
- Have two lanes to put creatures in, which adds a lot more strategy than you would think (replacing the positioning in Hearthstone, which didn't come up nearly as much).
- Increase the deck size to 50 with 3 of each card to increase randomness, while removing most of the explicit randomness from the cards.
- Have five colors of cards, of which you can use two in a deck (creating ten "classes"), allowing you to reuse parts of your collection in different decks without having all the good cards be neutral.
- Add in Artifacts/Enchantments from Magic (Items/Supports) to add variety.
- Have a surprising amount of solo content from the start (a decently-long story, and a Solo Arena mode), which adds up to what feels like an extremely-generous F2P model (which is mitigated somewhat by decks requiring more cards overall, but that doesn't affect Arena).
(I don't know if this should have been here or in the Hearthstone forum, but I feel like it will get more eyes here--it's not like I put the Magic thread there )