If the price was the only problem, you'd still expect to see people playing draft regularly, at least in the interim, especially since there are free drafts you can play. But there's more wrong with this game than just how they priced it. It 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…
> If the price was the only problem, you'd still expect to see people playing draft regularly, at least in the interim, especially since there are free drafts you can play. But there's more wrong with this game than just how they priced it. Fwiw, price _was_ my only problem and i still stopped playing. Why? Because it felt the game's intentions differed from mine. It felt like the game was trying to be Magic, where a…
How Artifact became Valve's biggest failure
51–60 of 64 posts
Re: How Artifact became Valve's biggest failure
#52No the biggest issue wasn't the pricing structure. Artifact was just not fun at all. I've been playing a ton of MTG, HS, Gwent, MTGA, bought Artifact, played 5 hours, never touched the game again. It's overengineered, unnecessary complex, too slow, too long, too random and at the end exhausting, frustrating and not that interesting. Most people played one or two games of Artifact a day then moved too something else.
At the end of every game of Artifact, I felt like I needed to take a break and get some water. Talk about stream poison, if you have to psyche yourself up to get into every new game.
Re: How Artifact became Valve's biggest failure
#53Earlier quoted context omitted.
You could say that about anything though.
Depends on how much you have to lose. Valve has a lot, and what they could win is a drop in the ocean next to "the steam tax". The icing on the cake is that there is value for them in competing less with those who publish on steam.
Re: How Artifact became Valve's biggest failure
#54Earlier quoted context omitted.
DotA was a well established Warcraft 3 custom game with the same name before Valve copied it.
Right, DotA was a mod no one asked for. Portal was actually a similar thing. It started as a student game called Narbacular Drop. Valve hired that team, who turned the concept into Portal. Likewise they hired Icefrog from DotA to work on DotA 2. That's a good strategy.
Re: How Artifact became Valve's biggest failure
#55Nobody asked for a Valve card game. We're all waiting for a '3' of any of their franchises.
Nobody asked for the '1' of their franchises. It worked out well tho.
Re: How Artifact became Valve's biggest failure
#56I 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 A…
> I believe valve has no clue what their audience wants. Maybe that's the problem - if they were trying to make something they think the audience wants. The audience itself doesn't know what it wants, let alone anyone removed from it making guesses on their behalf. The audience didn't know they wanted DotA or Minecraft until they were made.
Re: How Artifact became Valve's biggest failure
#57If the price was the only problem, you'd still expect to see people playing draft regularly, at least in the interim, especially since there are free drafts you can play. But there's more wrong with this game than just how they priced it. It 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…
The worst part about the in your face RNG of Artifact is that Richard Garfield knew players don't like that type of RNG, and it was one of the main factors that killed off the Star Wars TCG he developed [1]. He decided to try it again in Artifact, and to nobody's suprise, people still don't like super visible RNG affecting the outcome. https://magic.wizards.com/en/articles/archive/making-magic/k...
Everybody says this, but the problem is that RNGs are friendlier to noobs.
The real problem is that any game like this has two markets--noobs and experts. And you have to win over both--that's a tall order.
You have to have a continuous influx of noobs or your game dies. However, the experts have to be able to fleece the noobs and gain enough money consistently or they will leave and you will have nobody encouraging the noobs.
Re: How Artifact became Valve's biggest failure
#58They tripled down on the worst part of card games, paying to win.
https://dotesports.com/dota-2/news/the-international-2019-pr...
However, why should the company ever spend the effort to build games? Making the Battle Pass content is vastly easier. I don't see how they are going to be able to wean themselves off such a juicy revenue stream.
Artifact was a result of this new reality. The game was designed from the get-go to optimize revenue from in-game digital items. Why should a digital card in a computer game cost $100? A rational person would realize it is an insane idea. I'm glad that Artifact crashed and burned.
I don't think Valve learned their lesson. The whole game industry is moving that way. E.g. free to play games with paid in-game items. I wish they could figure out a more healthy way to fund game development. Human nature being what it is, I'm not holding my breath.
Re: How Artifact became Valve's biggest failure
#59Re: How Artifact became Valve's biggest failure
#60If the price was the only problem, you'd still expect to see people playing draft regularly, at least in the interim, especially since there are free drafts you can play. But there's more wrong with this game than just how they priced it. It 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…
> If the price was the only problem, you'd still expect to see people playing draft regularly, at least in the interim, especially since there are free drafts you can play. But there's more wrong with this game than just how they priced it. Fwiw, price _was_ my only problem and i still stopped playing. Why? Because it felt the game's intentions differed from mine. It felt like the game was trying to be Magic, where a…
I would have been the natural convert to artefact. Yet they missed on players like me