Yeah, I'm pretty sure the game will end up being popular. It is Valve after all. I just don't think Garfield's name will have much to do with that.
The game will feature high production values, novel mechanics (such as a "shopping phase"), and an AI that teaches the player how to play.
Much like Dota, Newell says Artifact will not have a single-player campaign, but rather focus on how to play human opponents
Sadly, apparently there's no single player campaign planned for release. Hope they add some later on.
As someone who's stopped playing Dota 2 but still interested in the game, the idea of a TCG version excites me. The confusion surrounding the monetization dampens things a bit though. If I'm paying upfront, then the expectation is that it won't be P2W.
If it's a card game with rarity, it will 100% be a pay-to-win game. I don't really see any way around it.
I'm hoping like in Hearthstone there will be reasonable ways to craft cards or win packs just by playing.If it's a card game with rarity, it will 100% be a pay-to-win game. I don't really see any way around it.
There's no inherent reason for powerful or high utility cards to be the rarest cards.
I'm hoping like in Hearthstone there will be reasonable ways to craft cards or win packs just by playing.
There's no gameplay reason (unless there's a limited game type, I guess), but there certainly is a financial reason for Valve.
I mean... maybe, maybe not - its difficult to speculate.
A super desirable card that everybody wants and sells quickly on the marketplace is going to see a lot of sales of that card, and as Valve take a flat percentage of every transaction, there will be benefits to high volume trades versus a higher percentage of fewer trades.
Its the difference between taking a penny off every transaction for something that gets traded a million times, versus taking $10 from something that gets traded 100 times
Yeah, I think Valve's money goal here is less getting whales buying hugely expensive packs and more taking cents off card purchases on the marketplace. I forget where I read it, but apparently Steam cards earn a surprisingly large amount of money for them.
I imagine they will use the Dota model.I'm hoping like in Hearthstone there will be reasonable ways to craft cards or win packs just by playing.
If they make rare cards strong, they get the advantage of both.
But so would just making the very rare cards fancy ass versions of regular cards with swirling ghosts and fire particles dripping off them and shit to say "look at my MASSIVE EPEEN" to anyone who owns them.
Given valve have pretty much been at the forefront of experimenting with additional monetisation schemes, I just don't see them handicapping their own product from the get go with a pay to win cash grab.
they're not stupid, and they're not egregiously greedy.
... promised every CCG ever. ... accomplished no CCG ever.
Precisely. If they really wanted to do this they would have just made a digital LCG, but that's a lot less financially lucrative than the TCG model.
Those little imp guys rule.Game Informer's write up is up and includes videos.
http://www.gameinformer.com/games/a...-you-play-it-and-how-will-you-pay-for-it.aspx
What happens in some games is that no card is much more powerful than any other card, but the true power is gained with the correct combo of cards. For that, of course, you need to buy/trade a lot of cards to obtain all the cards of a combo, having 4 of 5 won't cut it. So in the end there is a incentive to buy stuff.
I think you're being overly optimistic and more than a little naive if you think Valve is going to ignore the distribution scheme that has made other companies, including their biggest competitors, tons of money.
But not really?
CS:GO didn't charge for mappacks when that was the hotness in its rivals.
DOTA2 doesnt charge for heroes when thats the hotness in its rivals.
TF2 straight up went F2P even though it had no real reason to do so and was still selling.
Like I said; look at the products they already have, and how they are monetised.
They are forerunners for a lot of monetisation
strategies and theres no real indication that they have any interest whatsoever in a short term cash grab.
https://www.pcgamesn.com/artifact/artifact-lore-heroesCard games don't seem like the natural place to push a storyline but Valve are finding using every opportunity Artifact affords them to develop Dota's world. This includes having heroes talk with each other when they share a lane.
Gabe Newell told us at the Artifact reveal event that the card game wouldn't have a single player mode beyond an AI to train against. That doesn't mean Artifact won't tell a story, though.
"We said no campaign, not no story," Valve developer Jeep Barnett tells us in an interview. "We treat our cards as characters that exist within [Dota's] world. Just like in Dota, they banter with each other - if you put two rivals in a lane together they're going to yell at each other and comment on the spells that you're playing.
1. Those are entirely different genres of games so there's no real point of comparison there.
2. MTG is celebrating its 25th anniversary this year. The traditional TCG model most certainly isn't a "short term cash grab"
At the end of the day this sort of discussion is pointless because there's no evidence supporting either of our arguments. They could decide to make the first ever TCG that people with a deck filled with penny commons can compete in the upper echelons with, or they could not. Just don't get your hopes up.
I would argue that SolForge is his best game, but also kinda dead, yet still on life support from the community over at solforgeladder.com -- I still play it.Just a FYI, Richard Garfield didn't have a stellar track record developing card games after MTG. Most died very quick deaths.
I would argue that SolForge is his best game, but also kinda dead, yet still on life support from the community over at solforgeladder.com -- I still play it.
You give all the Hearthstone Pro players and Gwent players with early Beta keys.Completely forgot this is existed. Then I remembered the reveal.
Is Valve not a bit late entering the digital card game scene?
The difference between SolForge/Netrunner and Artifact is Valve. They have unlimited cash to make it work. I will remain optimistic.Netrunner kind of is too. But the point still stands MTG was his one huge hit and everything after that kind of flopped quickly.
Card games are card games.
If you are good at math/bluffing/RNG you will be good at Hearthstone, Gwent, Pokemon, Magic
You give all the Hearthstone Pro players and Gwent players with early Beta keys.
Yeah, but every time he comes back to MtG he makes a killer set. Odyssey and Return to Ravnica are amazing sets.Just a FYI, Richard Garfield didn't have a stellar track record developing card games after MTG. Most died very quick deaths.
Team member Brandon Reinhart described how the game's eventual "starter pack" will be pretty good... but ultimately not good enough.
"When you pick up the initial starter experience, you'll have a lot of stuff to do," Reinhart told Ars. "Play in leagues, play competitively, a lot against the game's AI. You wouldn't expect to buy the starter deck and take it to end of a pro tournament. You'll have a lot of runway." When I pressed about the starter deck's pro-tourney weaknesses, Reinhart responded, "It isn't the case that that deck wouldn't be competitive because it has bad cards. It's because everyone will know that deck. Those decks won't have the same metagame advantages you get from doing intentional deck design."
I do have one takeaway to offer that makes me feel like Valve's onto something here, and that's coming from someone who jumped into Artifact as neither a hardcore TCG fan nor a major Dota 2 one. My testing assistant, Valve's John Morello, pointed out the Robo Rally-like programming challenges that can play out as players must make various blind and simultaneous decisions. (Unsurprisingly, Garfield worked on the original Robo Rally board game.) Morello shamelessly praised the game he's working on for how it allows competitors "to pose a problem and solve one at same time."
Based on how I watched card placement and hero comprehension play out—as I learned how each side can expose and hide its best strategies for interesting "how do I win" scenarios—I absolutely agreed with that sentiment.
Not even kidding, that's the best article written about it yet.https://arstechnica.com/gaming/2018...hands-on-with-artifact-digital-trading-cards/ - this reiterates some points from other press at the event, obviously, but if you're hungry for more info and insight on it, plus conversations w/ other Valve staffers about game economies, knock yourself out.
https://arstechnica.com/gaming/2018...hands-on-with-artifact-digital-trading-cards/ - this reiterates some points from other press at the event, obviously, but if you're hungry for more info and insight on it, plus conversations w/ other Valve staffers about game economies, knock yourself out.
Draft mode definitely should be free. I can't imagine spending money every single time I want to play it.The presentation images in this article also confirm limited modes (draft and sealed deck), which is something I didn't catch anywhere else yet (although I didn't read every other article).
But since the game isn't free to play and there are no way to earn packs for free (are there? this is the one thing I didn't see clarified anywhere) does that mean you'll essentially have to pay real money for every draft you want to play. Because that sounds very disappointing for someone like me who prefers limited modes in card games (and while free to play games usually suck when it comes to building a competitive collection, some of them (like Eternal) are actually really generous when it comes to letting you draft without spending real money. Even Hearthstone is pretty good here).