Max McCall on Keywords in Standard Format
Max McCall was out on the forums recently and talked about Keywords in the Standard format. Specifically, he mentions:
- Too many keywords would be overwhelming.
- Keywords aren't needed to give people new strategic options and to make for interesting deckbuilding.
- Less keywords means more support for those mechanics through special interactions.
Check out his full post below. What are your thoughts on keywords in Hearthstone? Are there any that you'd like to see more of?
Quote from Max McCallHaving too many keywords in Hearthstone would be overwhelming. Most of our sets have a new keyword, and some of them have more than one. If, in addition to a set’s new mechanics, we also kept around Spare Parts and Inspire and so on, we’d quickly reach Peak Keyword. Every set is someone’s first set, and learning Hearthstone is tough enough without a bevy of cards with words you don’t understand.
The marginal benefit of the twentieth keyword in the same Standard environment is small. We don’t need many keywords to make deckbuilding interesting and give people new strategic options. So, we do most of our keywords on a set-by-set basis, and they naturally sunset when Standard rotates. Because we have fewer keywords, we can support those mechanics more; having a theme is more fun than having a card or two with Inspire. Instead, we can layer cards like Maiden of the Lake and Garrison Commander on top of Inspire to give the mechanic more depth. We wouldn’t be able to do that if we had more keywords, because we don’t have enough cards in each set to do so.Couldn't this be relatively easily rectified by simply adding some sort of appendix or something the website that lists all the in-game words as well as what effects those words apply? Screen shots for a visual aid could help a lot as well.
Far be it from me to question your design philosophy, but it just seems like a non-problem that could be easily fixed with a new player section on your website that provides useful information pertaining to the game as well as a list of key words.New players rarely use resources like these. It's a lot to ask for someone who may have only played the game for a couple of hours to hop out of the game, go to a website, and look up relevant information. It's even worse if you're playing on your phone and you need the information immediately.
I get the impression that some people think that reducing the number of keywords in Standard is catering to new players at the expense of experienced ones. It's not. It does reduce comprehension complexity, but it doesn't reduce the space for strategic decision-making. Consider if every card in a set had its text replaced with a keyword: the set would be no more or less complex strategically. It would just be harder to understand. Indeed, doing fewer mechanics and devoting more cards to them gives people more options for deck construction.
For those who are curious, here are the Magic: The Gathering expansions that were released in the last 5 years (from most recent to least recent) and the new keywords introduced in those expansions (and the number of new keywords):
But at the same time Magic the gathering is mostly a paper card game where as hearthstone is a online card game. point is that Hearthstone has a GUI that can be changed and edited so that they can just make it when ever you hover over the card that they can show what the keyword mean. while magic being paper card game doesn't have a GUI to tell people what keyword does what.
And I remember more that are fairly common to cards in general: First strike, haste, deathtouch, ... etc. I can't remember the gain life one but that's there too. There were a lot in MTG and you needed to be trained in the previous 2 years content (up until rotation) to keep them straight.
Why not admit that Inspire is a failed mechanic? It's a win-more mechanic, which reduces the diversity of games.
It's not a win more mechanic, all the current inspire cards just happen to be win more cards. Imagine a minion with "inspire: deal 4 damage to all characters" for example.
It's not a failed mechanic, they just failed implementing it. Inspire cards should be a lot stronger but also less snow balling and more situational to not break the Arena.
Why are they concerning themselves with new players?
New players most likely won't play the game just because of how expensive it is to get in lol. Don't get me wrong I love this game, but it isn't something that I would reccommend to my friends, because it is unlikely for them to catch up and will probably end up not liking the game.
If a game isn't attracting new players, it's dying. You can't expect an existing playerbase to continue to play (and spend) at the same rate indefinitely.
Because HS is a Free Mobile game. And that means it competes with all the other free mobile games on the market. When you install HS, try it and you end up completly confused, you probly wouldn't continue playing it and just play other mobile game.
Again, the thing these new players would likely be put off the most how expensive it is to start, not how complicated it is.
I have plenty of friends who play CCG but can't get into HS cause it's not new player friendly in the cash department. They should cater to new players by adding more things like the welcome bundle instead of making design decisions based on these seemingly mythical "new players".
One thing I can totally understand is that if they kept printing every keyword with the newly introduced ones, all the cards would be a mess of different abilities and it would be super hard to create the "depth" they talked about. Fewer synergies would exist, and it would kinda be chaotic.
And while you could say they could eliminate new keywords, we know that the game would become stagnant pretty quickly.
hovering over cards is to hard for new players
New player this new player that,
instead of makign the game simple for new players give them any way to actually catch up with the average 5 months player in some way they on't be useless by the end of the year expansion like happened in MSG if you didn't had patches or reno you couldn't win 2 months ago..
The new player experiance is abyssmal ATM.
Yea. Blizzard seems to love catering their design decisions around this mythical "new player", but new players aren't going to be put off by the complexity of cards. They're going to be put off by the hundreds of dollars they'll need to spend to be able to be relevant in the metagame. If they really care so much for this new player, they'd have expansion launch rewards be permanent, and they'd have daily login rewards as a normal thing. Then we can talk about whether or not new players are getting confused, after there are substantial amount of them that continue playing.
Other cards games now have a strictly better F2P rewards and system to assist new players HS has the same damn system since beta except tavern brawl, they don't even bother updating the tutorial at all.
I can't think how a F2P would start now like there's so much to complete now you have 3 expansions and 1 adventure not counting classic too.
and now they are adding 3 expansions a year, it's mostly not my problem since I play a lot and keep up but a new player have a hard time getting into the game without experiancce since to get stuff in the game you need to be good at it or just have stuff to be able to do anything.
I really wonder how new players even start now.. They really should revamp the reward system.. not like HOTS 2 which made everything easy to get (Cause the game failed to be interesting so they made it rewarding to play, still bad BTW) but adding daily rewards or just some new stuff to do would do wonders for the game.
All the new content in the game is 3 times a year a card expansion and tavern brawls.
I tried some other card games which I would probably play over HS but require some time inversment I just don't feel like switching by now but new players would have better time on other games.
I doubt Blizzard will change stuff since HS is so successful for them now, HS needs to be abandoned game (like HOTS) for it to get some work why change something that isn't broken, right?
Do you guys have any idea what the experience of being a new player is like? please, go open a new account and tell me about all the legendaries and T1 decks you encounter in casual
I'm saying cause I'e done it 3 times now, twice as an experienced player, and it takes a loooong time and very good winrate to encounter a deck that would be impossible to beat with a basic deck
Please refrain from taking absolute positions unless you have direct experience, it's just tiresome to read
I actually tried to build decks for some friends of mine who didn't invest much time or are new and I couldn't recommend them anything to do it's all too much time or really expensive to get even a single deck.
yeah but are you building decks for rank 10 or for begginers mmr casual. If you can't figure how to make a decent basic deck, that's on you
Just explain mechanic when you go over the card, thats easy
It's also about being able to anticipate what your opponent is going to play.
Imagine there being 100 keywords, of which even experienced players can only remember half. You would forget playing around stuff all the damn time.