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by kmnc
2542 days ago
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I played the game a lot, before giving up. I played only draft and was pretty good (Mostly infinite and highly ranked). I have two opinions on why the game failed. First, while it was a truly satisfying game and wonderfully complex the random elements where both anti Dota and truly fuck you rng where a flip of a coin decides most high level games. Now, the same could be said about most competitive card games but in Artifact it was so visible, felt terrible, and had no ways to play around it. Hearthstone has learned that good rng is about having a range of bad medium to good results. In Artifact it was as either game losing or game winning, every time. Terrible design and in my opinion the game could of removed all rng entirely and it would of been an amazing niche competitive game. The problem though is, the ranking system, tournaments, and pay to play economy made competitive play boring with no rewards. I am not exaggerating when I say the game would of not been a failure if it had a solid visible Elo ranking system. Second opinion: the entire design philosophy was a failure from day one. Dota has over 100 heros. Imagine a hearthstone style game were on day one you had 100 heroes to choose from, each with their own cards added to your deck and having four skills (like hero powers in hearthstone). Games remain fast while still being complex and keeping the spirit of Dota (100s of options). I believe valve has no clue what their audience wants. |
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But in the end I had no way of knowing whether I was getting any better, and the games ended up feeling totally meaningless.