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We Shouldn’t Take Hearthstone for Granted

by - 8 years ago

Often times, we are extremely critical of Blizzard and its games. We are no strangers to blunt statements such as my claim that the Hearthstone client is unacceptable for high end competitive play, or the calls of many for the ladder system to be reworked. I’ve flat out said that The Grand Tournament sucked, and some people even claimed that this whole shift to a set-rotation model with the new standard format is just a way for Blizzard to make more money.

Despite all of the critique, Hearthstone does have a lot of big positives, and we often times seem to take them for granted. Personally, I consider myself a fair reviewer, and I will sing the praises of Blizzard when I feel they deserve it. I’ve stated multiple times that League of Explorers is perhaps one of the best things that Blizzard has ever done, and I’ve even looked at the positives of the current ladder system.

But there is one huge feature of Hearthstone that is very easy to take for granted, and perhaps we could be a bit more appreciative of it, at least actively. Despite being very vocal about the flaws of the Hearthstone game client, its strengths are probably an important factor that has helped build Hearthstone’s immense popularity.

Online Card Games

Magicthegathering

When you look at collectible strategic card games, you can’t help but to talk about Magic: The Gathering (MTG). Magic is a 23-year old card game that despite carrying-over outdated and overly complicated mechanics reminiscent of the old-school tabletop RPG scene, still manages to remain very popular to this day. While Hearthstone did some serious improvement over game mechanics, especially when it comes to resource management, combat phase, and its overall simplicity and fluidity; the biggest edge that Hearthstone has over MTG Online is its user-friendliness, its superior aesthetics, and  its well-thought free-to-play model. Art Direction and the UI Team have made sure that Hearthstone is an enjoyable, simple and, immersive experience; this is something that’s pretty easy to overlook.

I’ve played a lot of different card games both online and offline, but when it comes to the online games I’ve noticed that having a solid client is a huge factor when it comes to enjoying a game and wanting to invest both time and money on it. Take for example Solforge, which is probably one of the most interesting card games I’ve played as of late, the mechanics of Solforge were very appealing to me, but I thought their game client was absolutely trash and made the entire game almost unplayable. Don’t even let me get started on how bad its collection manager and deck builder was. Now to be fair, I haven’t played that game in a while, and they probably knew they needed to fix their client, and they appear to have been working on it quite a bit. The Game-Client for Spellweaver was a bit better, but still felt pretty subpar, and it quickly led to me deciding not to play that game.

The Faerian Lightbulb

FaeriaScreenShot

But I didn’t really understood how important the Hearthstone client is, until I started playing Faeria. Faeria is an incredible game developed by Abrakam Entertainment, a game company based in Liège, Belgium. Their game has been in development for a long while, and has been through plenty of iterations. Its latest incarnation is currently an early access game on steam, and it really appears to have learned a lot from Hearthstone, both from its strengths and weaknesses. I was instantly hooked on this game; mechanically, it really felt like Hearthstone 2.0. Additionally, Faeria seems to have borrowed A LOT from Hearthstone; navigating the interface feels very intuitive for someone who’s accustomed to Blizzard’s CCG, and this really helped make the transition from one game to another be as seamless as possible. Faeria also has cool aesthetics and a solid UI, to the point where I’d consider it to be an objectively good game.

When I compared the game clients of some of the other previously mentioned online card games to Hearthstone, it was painfully obvious that were highly inferior. When something is really bad (like those game clients were), pretty much everything is better. But when I ran into Faeria’s very solid in-game client, it was like somebody turned on a light-bulb inside my head. Despite Abrakam developing an enjoyable user interface, and some strong art, it still doesn’t begin to compare to what Hearthstone brings to the table.

I was so used to Online Card Game Interfaces sucking, that I dismissed Hearthstone as being merely not bad, or average. It took me running into a decent-to-good game client such as the one boasted by Faeria before I realized how truly top-notch the product that Blizzard is offering is.

Faeria’s game mechanics make me feel like I’m playing an improved version of Hearthstone, but even if the overall game client is solid and nothing to complain about, it really feels like a poor man’s Hearthstone. Making a strong game experience like Faeria’s feel underwhelming in comparison speaks volumes about the great work that the Hearthstone UI Team has done, and when you mix in all the high quality audiovisuals, Hearthstone really is an untouchable card slinging experience.

 


 

I’ll probably still be very critical of Hearthstone, but now I know I’ll never underestimate the strengths of Hearthstone UI and artwork. What about you? Have you been taking Hearthstone for granted? Let me know using the comment section below.

AboutDannieRay

 


JR Cook

JR has been writing for fan sites since 2000 and has been involved with Blizzard Exclusive fansites since 2003. JR was also a co-host for 6 years on the Hearthstone podcast Well Met! He helped co-found BlizzPro in 2013.


0 responses to “We Shouldn’t Take Hearthstone for Granted”

  1. minddrifter says:

    Hello! I have to agree. I mentioned this in another post but I have played numerous CCGs since starting with paper magic in the early 90s, both paper and digital. Throughout that time I eventually came to the conclusion that MtG is truly the best game out there. Over and over again it was just better in nearly every way. Then I got into HS. I finally found a game that is every bit as good as MtG.

    They both have pros and cons and playing both is basically what I do with most of my free time (not that I have much of that now days, lol). To make things short they both play quite a bit differently so it really is comparing apples and oranges but one considerable difference gives HS the edge imo and that is cost to be competitive. In paper magic (not counting the digital duels format I will get to later), it was costing me hundreds to stay competitive after every expansion. I just couldn’t keep up and I’m too competitive to just get slammed by powerful decks I can’t pay for. With HS I’ll throw down $100 for an expansion and the $20 or so for adventures and I’m 100% on the same level as anyone. This is huge and the main reason I would say HS is truly the best CCG out there to date. As for play and mechanics I like both equally in their very different ways.

    What is now “Duels Origins”, MtG’s digital tamed down version of magic, is everything I ever wished for with MtG. The cost is very cheap and everyone is on the same level. I’ve been playing it since it came out in ’09 and I love it. Except, once again, HS blows it out of the water in one crucial way: interface and stability. I still play daily, but it can be so frustratingly buggy it is almost painful. I went 3 months not even able to play the game because of launching issues. I can count on one hand the minor bugs I have encountered on HS and typically never see them again. It is an extremely solid platform (I love Blizzard for their passionately and consistenly emphasis on detail, I’ve played Blizzard games since the original WarCraft on floppy discs). So once again, HS takes the cake.

    There was one other CCG I really really liked as much as magic or HS and that was the Heroes of Might & Magic digital CCG which is amazing but sadly is also just an extreme money sink to stay competitive.

    I can’t wait to try Faeria. I have never heard of it but look forward to giving it a shot!

    Anyhow, this is my take on why HS is truly the cream of the crop. Nothing’s perfect, but HS is about as close as it gets in my decades of experience.

    • Dannie Ray says:

      Nice, although I had the complete reverse experience with MtG. I started with Magic, and then tried a lot of real life TCGs, and I found most of them to be either on-par or simply vastly superior. My personal favorite was Decipher’s old Lord of The Rings TCG.

  2. Dorkmaster Flek says:

    I completely agree that the UI and overall client is extremely important to Hearthstone’s accessibility and success. I’ve played MtG on and off for the last 20 years, since basically Ice Age. I know how to play the game, but despite that, I found the MtG Online client just frustratingly clunky to figure out. I did one draft and basically quit.

    Now to be fair, MtG is a much more complicated game than HS and it clearly was designed as a tabletop game first. Nonetheless, it is the current alpha dog of CCGs so you can’t help but compare the two. HS just blows it out of the water for user friendliness.