Tuesday, November 12, 2013

Why I Like Hearthstone Better than Magic - The Atmosphere

Before anything else, let me reiterate that this is my opinion and that, objectively, both games are great!  But as the title states, Hearthstone is going to by my card game of choice for the foreseeable future.  Here's why:

Let's face it - at the core of it all, this is just a card game; nothing more than a cards and a health tracker are required to make it work.  But Blizzard is "working the crowd" in Hearthstone.  As a generality, there's just something about the Warcraft aesthetic and ambiance that is charming, and that charm is highly played upon.  At every login, a set of saloon-style swinging doors adorn the load screen, then a dwarf heartily acknowledges you and invites you in with a line such as "Welcome to my inn!" or  "Ehohoh!  It's good to see ya again!"

The main menu plays a cheerful track that evokes images of sitting around a hearth with a group of fellow adventurers, ready to relax and have a laid-back evening of brews, stories, and (of course) gentleman's rounds of Hearthstone.  The menu itself is presented as a wooden treasure box, with the main gameplay options prominently displayed at the center.  Choosing one "unlocks" and opens the box to reveal an interior that could not be mistaken for anything except a vessel for treasured gaming cards.  It's beautiful.  

Other options for deck management appear as a drawer, pulled out from the treasure box to reveal options for both opening new packs and managing your current decks.  It makes perfect sense that a drawer would represent reserve decks and cards yet to be opened.

Blizzard has mentioned that this game should not merely be viewed as a card game based on WoW; it should be imagined as a card game based in Wow.  That's to say, the goal is to create an atmosphere such that one can imagine the denizens of Azeroth, after a long day of adventuring, shedding their armor, taking to the refuge of an inn, and spend the evening reminiscing about the day, and those gone by, over ale and a game of Hearthstone.  This is a resounding success!

And no mention has yet been made of the actual playing areas... simply stated, they are equally as engaging as the "overworld."  There are battlefields are based on Stormwind, Orgrimmar, Pandaria, and Stranglethorn Vale (I think?!).  Any way about it, none are bland and there is welcomed variety; it's nice that the battlefield isn't the same every single time.  And the inevitable future additions will always be appreciated in enhancing this variety.

Oh, and they are slightly INTERACTIVE!  This is great anyone that may be a little ADD (like myself) during the other player's turn or has simply played so many rounds in a sitting that the distraction is needed!  For an example, let's look at the Orgrimmar battlefield:


Each corner has something that can be interacted with to some degree.  The airship can be clicked to have it flutter around for a few seconds.  The city gate can be continuously clicked until enough force has been "created" to make it shut; then it can be opened again to repeat the process.  The smokestack atop the foundry(?) can be clicked to make fire shoot out of the chimney.  Finally, my favorite for this field, the catapult can be loaded with a stone, shot across the field, then "ratcheted" back to its original position by repeated clicking to do it again!

Admittedly, Orgrimmar is probably the most intricate with interactions, but every battlefield does have multiple items that can be manipulated (sometimes permanently for the session!).  It's silly.  But it's fun and adds that unique attention to detail that Blizzard fans have come to love.  It should also be noted that anything you manipulate in your battlefield instance (as a whole - not just your side) will not be represented in your opponent's battlefield.  This separation of player experience is something that I will touch on in a later post, but I will say that it is a very good thing.


Soooo.... When I first outlined what I wanted to cover in this post, it looked something like this:
  • Atmosphere
  • Deck Limit
  • Mana Limit
  • Draft Mode
  • No Phases
  • Player Separation
    • I think there's an argument here that it can foster community rather than inhibit it
  • Spells that bypass defense
  • Stats, while basic, only track wins
    • Creates a sense of progress and positivity
At this point, I still have some more things that I'd like to touch upon concerning the atmosphere and aesthetic (like, ya know, the whole core of the game: cards).  So, let's call it a day for now and return to this and all of that other stuff in some later posts.

Until next time, may all your battles be glorious!