| In order to balance the game I am working on, I am planning to use a somewhat similar automated system (although its good to note, you can get a very interesting statistical analysis by ignoring the AI and just playing random cards/skills/whatever you are testing against each other). This of course works best if you are selecting two discrete subsets of one superset and playing with card variance (random decks, control decks with only one different card between them, etc). Off topic: I've played Heathstone enough to appreciate it. It is a good game (I'd give it maybe 4.5 stars), but not perfect; my critiques: - Chance of winning is based largely on luck - the same deck drawn two different ways can be almost a guaranteed win/fail, even if it is balanced. - Card starvation is way too common of a problem. Could not count how many times I ended up exhausting the deck, even with plenty of cards to counter it. When you only have one card to play at a time, the game becomes rather dull. - Classing leads to a certain lack of permutation and surprise - most decks have a few basic strategies. - Cards outside of the class decks tend to be fairly generic feeling for the most part. Many cards feel a bit mundane compared to other CCGs. - Free to play model hurts the game a bit - I don't mind paying money, but many aspects of the game feel too grindy (in order to get you to pay money). |
- You're right: card games inherently involve luck. But games like Hearthstone and MTG let you control your deck so that less luck is involved. And I would argue Hearthstone actually has the better model -- there's no way to get screwed out of mana or flooded with mana like in MTG.
- Card starvation exists, but is typically a problem with deck construction or gameplay rather than the game itself. Two ways about the problem in deck construction: more card draw, and bigger cards. Playing is more complicated, but consider keeping your options open rather than playing things immediately, since you can gain card advantage if you can 2-for-1. Consider the HandLock deck in which a warlock draws a huge hand to abuse abilities involving hand size. Rarely will their games go past 30 cards, and yet their hand is filled with options all the time.
- You are right, each class has but one or two competitive deck styles and are predictable. But knowing the meta is part of any card game, and I think as Hearthstone grows this will be better. Coming from MTG I found classes brought quite a variety of play styles (at least 9!), if somewhat unbalanced and artificial.
- Again you are right. This issue arises as a necessary consequence of classes. Blizzard has actively done this for balance. Cards outside class decks need to be generic or else they would make some decks too powerful in combos. For example I might want more spell power cards for my Druid deck but that would make Mage control decks unbelievably strong.
- This is a subjective point and your view is valid. IMHO their quest system is a pretty versatile option of getting gold. If you want you can play 2 games a day and earn 40 gold, or you can play 10 and earn 100, depending on the quest.