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Dota underlords meta reddit8/10/2023 ![]() Artifact's insistence on "retaining the market value of cards" made balance changes rare. Artifact doubled down on random elements that players could not control and that greatly and negatively affected players, such as random attack directions for units, random unit placement, and card designs such as Cheating Death that players utterly despised. Card games rely heavily on variance to produce interesting games, but card game players are also extremely resistant to unusual sources of variance (things other than draw RNG, for instance). Figuring out who was winning/losing required you to manually switch between multiple lanes and remember what was on others. In attempting to pursue a game design that imitated a MOBA, Artifact managed to create a game state that could not be read in a single screen. To acquire Artifact cards, you either paid real money to buy packs, or you paid real money for entry tokens that might earn you packs if you won more games than you lost. Artifact gave you literally nothing for free. Every single other CCG rewards you for simply playing it. ![]() Every single one of Artifact's competitors in the CCG space were free-to-play. Valve somehow managed to muck up every single aspect of a successful video game when they released Artifact:
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