How Artifact became Valve's biggest failure
eurogamer.net
How Artifact became Valve's biggest failure
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Re: How Artifact became Valve's biggest failure
#2Re: How Artifact became Valve's biggest failure
#3"However, it seems the biggest issue for Artifact was the pricing structure. First off you had to drop £15.99 to just buy the game, which would give you two starter decks and 10 bonus packs of cards. If you then wanted to get more cards, which would have been necessary if you wanted to build a top level deck unless you got incredibly lucky, you would either have to buy more packs at £1.49, win them in the game modes that require a ticket, which cost £3.75 for a pack of five, to enter, or simply buy the cards from the Steam Marketplace.
But the rarity of the strongest cards such as Axe, "a card you needed in 80 per cent of competitive decks," according to Swim, meant prices shot up. Within two days of launch a single Axe already cost more than the game itself. It felt like you had to put down a lot of money if you wanted to play with a competitive deck in the most competitive modes in the early days."
Re: How Artifact became Valve's biggest failure
#4Re: How Artifact became Valve's biggest failure
#5I'd say not capitalising on one of their greatest games is another huge failure as well..(HL3)
Re: How Artifact became Valve's biggest failure
#6I'd say not capitalising on one of their greatest games is another huge failure as well..(HL3)
Re: How Artifact became Valve's biggest failure
#7Re: How Artifact became Valve's biggest failure
#8Re: How Artifact became Valve's biggest failure
#9I mean, this is exactly how card games work. People don't seem to have an issue buying into expensive Magic decks. You don't NEED to have the best though, no shame in drafting and pauper decks.
Artifact uses the microtransaction model to the very extreme, to the point where it costs real money to play a ranked game (not even to get new stuff, just to play a game). This has understandably turned off a huge number of people. With AAA games that have microtransactions, at least your initial outlay is buying a lot, and you don't have to continue putting in money just to play it.
Re: How Artifact became Valve's biggest failure
#10It may be that RNG is actually less of a factor in Artifact than in other similar games, but boy does it FEEL stronger. Every turn in a CCG lets you draw cards, and maybe you don't get the card you need, but maybe your opponent didn't also, you don't know, but instantly. But in Artifact, every turn drops creeps in the lanes for both you and your opponent, so you can instantly see if RNG has blessed you or cursed you.
It doesn't even feel great to win when RNG is on your side sometimes. Your opponent has built a huge bruiser in an early lane that will just demolish you there and win the game, except a creep spawns in front of him, blocking all that damage. I mean, I didn't do that, that was just luck. I didn't make a good play or build a good deck to get that one extra turn, I just got lucky with creep spawns.
Sure, there's definitely more around it that got me to that point where I could get lucky, I understand that, but that other work doesn't feel emphasized, the last-second luck does.
And the biggest failure of the Artifact team isn't in the design of this, it's the hubris of not listening to the players complaining about it. It doesn't matter if you build the fairest CCG in the land, if it feels like swingy garbage, nobody's going to play it and it's going to fail. Standing above in their white tower, yelling down "but the math says you're wrong" doesn't matter if nobody's having any fun.