this post was submitted on 05 Jul 2023
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It's Hearthstone for me. Spent a lot of time and even some money on a game that was just getting shittier every year.
I just couldn't click with Hearthstone. Wanted a time killer that I could jump into for a quick game or two and just couldn't figure out what was going on really.
Even at my lowly beginner level it seemed that everyone else knew what was going on and would ace me. And I was just left dumbfounded. Couldn't figure out if it was just me not getting the game or a load of smurfs.
Also doesn't help that there's years and years of content to catch up on and anyone new is just in an ocean of it.
Yeah, it was a bit overwhelming to get into. You only got the ball rolling once you had a good library of cards and could start experimenting.
Maybe get a template/concept from the Internet and then start changing things was how I learned the most.
But the barrier to entry became way too high over time
The single player mission packs were great. I loved Naxx and League of Explorers. I wish Blizzard could have just made that a separate game, since there was no incentive for unfun power creep in a single player experience. I guess Slay the Spire fills that void at least.
The main game is just impossible to catch up nowadays if you want to have competitive decks and not spend money.
However, I love Battlegrounds and buying the stupid season pass doesn't do much 4 me (4 hero picks instead of 2 and cosmetics that I don't care about).
Yeah, BG is definitely the choice these days, I never really could get into it though. Hearthstone was most fun for me when setting up elaborate decks around weird cards or combos.
I wish there was a way for games like this to not have an annoying, expensive, ever-changing meta! That's always the reason I end up dropping games. Did the same for Hearthstone and League, it was either too expensive to try and have a feasible deck and/or too difficult to have to constantly keep up with changing metas.
It would be possible I think, but corporate greed is a thing.
Like if it was $10 a year to get everything, maybe with a slow free to play option.
But there is also a certain addictiveness of cards actually being rare and getting a rush when opening something cool. I don't know how you get that without limiting content and user experimentation, which is where most the fun comes from.
That makes sense. I agree that opening card packs and whatnot was part of the excitement and draw. I wonder if there's a way to get the best of both worlds. Maybe a (one-time) paid game rather than free to play, and still have packs and rarity and whatnot, but lock packs behind game experience/quests/challenges/winning/etc, rather than having them available to buy.
I know that probably wouldn't be a popular model for companies trying to wring out as much money as possible from the almost-basically-gambling model where you can buy packs, but I feel like as a player I'd like that a lot more!