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Hearthstone

A digital collectible card game from Blizzard.

hearthstone.blizzard.comApp Store4 sources6 tips

Where Hearthstone comes up4 episodes and tests

Gcreator of Game Maker's Toolkit testThe Power of Video Game HUDsGcreator of Game Maker's Toolkit testThe Two Types of Random in Game DesignGcreator of Game Maker's Toolkit testHow Synergies Make Slay the Spire FunGcreator of Game Maker's Toolkit testMaking Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability
In short

Hearthstone appears in Game Maker's Toolkit videos as a case of UI shaping rules: the seven-minion cap exists because that many fit on screen, and some hero powers were simplified for the same reason. It also allegedly uses a pity timer for legendary cards. Lesson: design the interface with the mechanics, and note that its large constructed decks can overwhelm newcomers.

At a glanceSlay the Spire avoids Hearthstone's deck-building overload
Hearthstone
  • Choose from hundreds of cards at once
  • Constructed deck building feels daunting
  • Synergies drive the game
Slay the SpireWon
  • Cards handed over one at a time
  • Offered during a run
  • Synergy thrill without the paralysis

One card at a time keeps synergy discovery without paralysis

From Mark Brown on deck building

What was said about Hearthstone

  • Hearthstone let what fits on screen set the rules. Players can have only seven minions in play because that is how many fit on the screen. Some hero powers were changed because they were too complex to express through UI elements.

    Zach Gage describes the game as a constant wave of things being brought to your attention, with information moving between first, second and third reads as the game changes. Because it is interface-driven, it is also named as a good fit for screenreader support. "In Hearthstone, the reason why you can only have seven minions in play at once, is because that's how many fit on the screen."

  • Hearthstone reportedly bends pack odds so legendaries feel fair. It allegedly uses a pity timer for legendary cards, guaranteeing one after a run of bad luck rather than leaving drops to pure chance.

    It is cited alongside Fire Emblem and Civilization as games that quietly adjust probabilities so outcomes match how players feel about chance. "the probability in games better matches the broken probability in our heads"

  • Building a deck from hundreds of cards can overwhelm players. Hearthstone runs on card synergies, but Mark Brown finds constructed deck building daunting because he must choose from hundreds of cards at once.

    Slay the Spire hands over cards one at a time during a run, which keeps the thrill of discovering synergies without the paralysis of a huge pool.

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