[00:00:00.06] - Well met. [00:00:02.03] My name is Ben Brode, I'm Hearthstone's game director, [00:00:04.09] and we're going to uncover [00:00:06.09] some of the Unsolved Mysteries of Hearthstone. [00:00:14.05] What's the wackiest card idea [00:00:16.03] that you just couldn't make work? [00:00:17.09] We have a lot of really insane card ideas [00:00:20.04] that we can't make work. [00:00:21.03] One of them was the card called the World Flipper. [00:00:24.02] Literally turned everything upside down, [00:00:26.02] so you had to play the game with your head upside down [00:00:29.01] in order to continue playing correctly. [00:00:31.00] Another was the Auto-Pecker, which was a mechanical chicken, [00:00:34.05] that whenever you moused over the card, [00:00:36.02] it would deal a damage to you, [00:00:37.06] whether it was you or your opponent, [00:00:39.00] and we were worried about hacking the packets [00:00:41.06] so it wouldn't send mouseover packets to the server, [00:00:43.07] so we just said, [00:00:44.09] "Look, let's just not make that card." [00:00:46.03] Another one we tried and was horrible [00:00:49.03] was an ooze that cost three mana [00:00:52.00] and was a one attack, one health minion. [00:00:53.07] Not very good right? [00:00:54.08] But, it had a Battlecry that said, [00:00:56.04] 'Gain +1/+1 for each game you've lost in a row', [00:01:00.02] so, I thought that might be kinda fun, [00:01:01.06] because you would concede a bunch of games, [00:01:03.03] your opponents would win, that would make them happy, [00:01:04.09] and you get to play a 3-mana 600/600, but we decided, [00:01:08.01] "You know, maybe that's too crazy." [00:01:11.00] How many sets are we working on at a time, [00:01:12.08] and at what stages are they at? [00:01:14.05] Well, we just released the Witchwood, [00:01:16.08] so that's out, that's done. [00:01:18.03] Our next set, which I'm not gonna tell you about, [00:01:20.08] is through the final design process, [00:01:23.00] which is the phase where we really focus [00:01:24.03] on the balance and the fun and clarity of the cards. [00:01:27.09] The set after that [00:01:29.05] is currently in the final design process right now, [00:01:32.07] and the one after that, [00:01:33.09] which would kick off the next year of Hearthstone, [00:01:36.06] is in the initial design phase, [00:01:38.05] where we're coming up with the ideas for the cards, [00:01:40.07] and the set theme, and what the mechanics will be. [00:01:43.02] Usually, there are three sets, at least, [00:01:46.00] that we know about, that you guys don't know about yet. [00:01:48.04] What gets designed first, the card text or the card theme? [00:01:51.08] So, we have a lot of cards [00:01:52.06] that are what we call 'Top Down' designs, [00:01:54.08] and a lot of cards that we call 'Bottom Up' designs. [00:01:56.07] The Top Down designs are the flavor-first designs. [00:01:58.07] "Hey, we want a Jaraxxus card. [00:02:00.05] "We must have a card [00:02:01.05] "that's called Lord Jaraxxus in the game." [00:02:03.05] "That sounds awesome. [00:02:04.09] "How should that work?" [00:02:06.04] And sometimes, we have a card design [00:02:07.08] that we really think is going to be awesome. [00:02:09.01] "Hey, wouldn't it be cool if we got you [00:02:10.09] "to build your deck with 30 different cards?" [00:02:13.04] "Here's Echo," right? [00:02:15.05] Let's figure out a card design [00:02:16.09] and a theme that goes with that idea. [00:02:19.08] "Hey, this should have Echo, [00:02:20.09] "it's kind of a ghost, that feels right." [00:02:22.04] So, even cards that feel like Bottom Up, [00:02:24.03] or mechanically designed first, [00:02:25.04] sometimes, those are actually Top Down designs. [00:02:27.01] And, it's really important to do both, right? [00:02:28.05] You have to have a card set that feels [00:02:30.08] thematically tied together, but also, sometimes, [00:02:32.06] you really are pushing a new gameplay type [00:02:34.06] or a new card design, you have to do Bottom Up, [00:02:36.03] and there's real challenge, [00:02:37.04] "What is the fantasy that really sells this card mechanic?" [00:02:41.00] Are there any cool card combos players have found [00:02:44.05] that you never expected from testing? [00:02:46.07] Yes, all the time, yeah. [00:02:48.03] There are a finite number of Hearthstone developers, [00:02:52.08] and a much higher number of Hearthstone players. [00:02:55.04] Things like Freeze Mage, or Miracle Rogue, [00:02:58.01] some of these classic Hearthstone decks, [00:02:59.05] we just never had anything close to that, [00:03:01.00] until we went out to a larger audience, [00:03:02.07] and players started destroying us [00:03:05.01] with cards we never thought would be good. [00:03:07.00] Actually, there's one very recently [00:03:08.07] that happened with the last set, [00:03:09.09] where players could play the Un'Goro card Explore Un'Goro, [00:03:14.05] which turns their deck into cards that cost one mana, [00:03:17.08] they would play King Togwaggle, [00:03:19.06] which swaps decks with your opponent, [00:03:21.08] and then you play Skulking Geist, [00:03:24.02] which destroys every 1-Cost card in players decks and hands, [00:03:28.04] and then your opponent has no deck to play with, [00:03:30.04] which I think is pretty rude. [00:03:32.04] How do you name Hearthstone's minions? [00:03:34.06] Well, some of them are from World of Warcraft, [00:03:36.01] and we just take their names from World of Warcraft, [00:03:37.09] but a lot of them are generic creatures of this world, [00:03:42.03] things like the Goldshire Footman. [00:03:44.00] So, often, we try and come up with names [00:03:45.07] that really marry the mechanics of the card, [00:03:48.06] what that card does, what the card text reads, [00:03:51.02] with the flavor that we're trying to get across [00:03:53.04] in the set or the world or the class. [00:03:55.07] If we can really hit that trio of, [00:03:58.07] "Hey, here's what the mechanic does, [00:04:00.05] "here's what the art is trying to get across, [00:04:02.04] "and here's why this is a Priest card," [00:04:03.09] or Paladin card, or something, [00:04:05.00] and ideally, we also have some variety of names, [00:04:07.07] we don't just want every card [00:04:08.08] to be the something-y something. [00:04:10.05] The adjective-y noun. [00:04:11.05] So, we try and come up with things [00:04:13.00] that are one word sometimes, like Shellshifter, [00:04:15.09] or give guys nicknames, or things like that. [00:04:17.07] We want to be as creative as possible [00:04:19.02] with coming up with names that don't all just sound [00:04:21.00] like the same thing over and over again. [00:04:22.08] Would the optimal state of the game see all nine classes [00:04:26.00] have a Tier 1 deck at the same time? [00:04:28.01] I think, yes, that would be the optimal state of the game. [00:04:30.06] It's also wildly difficult to achieve, perhaps impossible. [00:04:34.00] Players decide what decks and classes they want to play, [00:04:37.07] and then, depending on what the meta is, [00:04:40.01] and which classes and decks are good, [00:04:42.01] then you should actually change what deck you're playing [00:04:43.07] to target those classes, to be better against the field. [00:04:46.09] That, then, changes the meta, [00:04:48.05] because everyone's playing those decks, then, [00:04:50.00] the best decks, now, are being targeted, [00:04:51.06] and aren't quite as good, [00:04:52.05] and so we see this change in the meta over time. [00:04:54.07] Also, there are things that players discover, [00:04:56.08] sometimes late in metas. [00:04:57.09] We saw decks crop up late in cycle sometimes, [00:05:00.08] that were very good, [00:05:01.06] that players weren't playing for months, [00:05:03.05] but then, someone discovered a cool combo, [00:05:05.01] or a weakness in the meta, and they started exploiting that, [00:05:07.06] and creating a new top tier deck. [00:05:10.00] So, things change a lot, [00:05:11.04] and we also want to make opportunities [00:05:14.02] for players to discover things and feel very powerful. [00:05:16.08] It's just really hard to do across nine classes. [00:05:20.05] How big of a deal is hall of faming cards for the team. [00:05:24.04] I think it's a significant deal. [00:05:25.06] This is a thing that happens once a year, [00:05:27.08] this is our opportunity to really deliver [00:05:30.01] on the fantasy and goals of the Standard format, [00:05:33.05] where you get to see new, exciting things every year, [00:05:36.06] and that the meta changes dramatically [00:05:38.01] every time Hearthstone year turns, [00:05:39.08] and the Evergreen sets do significant work for us, right? [00:05:43.08] They make sure that no matter when you come back [00:05:45.01] to Hearthstone, you always have some cards you can play. [00:05:47.03] They really set the base tone and fantasy of the game. [00:05:50.09] They help make sure there's base level of cards [00:05:53.01] that interact with other things, right? [00:05:54.05] We can make one new Mage secret, for example, [00:05:56.08] in an expansion, and it's okay, [00:05:58.05] because you still have to consider [00:05:59.07] the other Mage secrets that exist in the format, [00:06:01.08] so we don't have to make [00:06:02.08] two Mage secrets a set, for example, [00:06:04.03] to make sure there's enough secrets to play with. [00:06:05.09] We have a really fun card idea [00:06:07.05] that we're really excited to print, [00:06:08.08] but there's cards in Standard [00:06:10.06] that would make it way too powerful. [00:06:12.07] Now, Wild has a much higher power level already, [00:06:16.00] because it contains every card ever printed. [00:06:17.08] There's crazy synergies there [00:06:19.07] that are super, super powerful, [00:06:21.06] and so the bar for power is so much higher in that format, [00:06:25.01] that these cards can interact there and not be too powerful, [00:06:28.00] but for Standard, some of these Classic cards [00:06:30.08] could sometimes make it hard for us [00:06:32.04] to design exciting new cards. [00:06:34.06] So, sometimes that's why we move cards [00:06:36.05] to the Hall of Fame, as well. [00:06:37.08] What cards have you been surprised [00:06:39.09] didn't make more of an impact? [00:06:41.08] I think there's a lot of cards [00:06:42.07] that we position to be at a certain power level, [00:06:45.09] and then, we sometimes miss up or down about 10%. [00:06:48.03] A good example of that is from Knights of the Frozen Throne, [00:06:51.03] in Valeera the Hollow. [00:06:52.08] It really has a great defensive ability, [00:06:54.06] in making your hero immune for a turn, [00:06:56.05] gives you some armor, and really gives you [00:06:58.06] an incredible value engine throughout the rest of the game, [00:07:01.05] and we didn't end up seeing decks [00:07:03.02] go in that direction too much. [00:07:05.00] We saw a lot more Tempo Rogue, [00:07:06.05] and aggressive-style Rogue decks. [00:07:07.09] Certainly, that card is very powerful, [00:07:09.07] and we might see it come back in the future, [00:07:11.06] but we definitely thought [00:07:12.06] it would make a bigger impact in the meta that it was in. [00:07:15.00] What is the most elaborate secret [00:07:16.08] you've hidden in the game board? [00:07:18.05] There are a lot in there, let me just say that first, [00:07:20.03] but there's one that I think is just hilarious. [00:07:22.05] Lich King is, of course, [00:07:23.05] known for using the players powers against them, right? [00:07:26.09] Depending on which class you queue up against the Lich King, [00:07:29.07] he's gonna wreck you in a very specific way. [00:07:31.07] For example, the Paladin, [00:07:33.08] when he plays against the Lich King, [00:07:35.01] anytime one of his minions dies, [00:07:36.05] the Lich King with rez it on his side of the battlefield, [00:07:38.08] as a servant of the undead. [00:07:40.01] And, every class is a different deck-building challenge, [00:07:42.06] but the Priest has the most humiliating effect, [00:07:47.01] where if you queue up as Anduin, the Priest, [00:07:49.03] against the Lich King, he silences your hero. [00:07:52.08] And, it doesn't really have any gameplay effect, [00:07:54.04] it just means you literally cannot emote [00:07:56.08] for the rest of the game, and you're playing against an AI, [00:07:59.00] so, presumably, your emotes don't matter all that much, [00:08:01.03] but it just feels bad. [00:08:08.08] - [Lich King] Silence. [00:08:09.07] - But, there's a cool thing you can do, which is, [00:08:12.01] there's a one-cost card called Mind Vision, [00:08:15.01] which copies a card out of your opponent's hand. [00:08:17.07] And, if you are playing as Priest, [00:08:19.05] and you always get to go first against the Lich King. [00:08:21.08] If you happen to draw Mind Vision, and play it, [00:08:23.09] and you happen to steal the card [00:08:26.04] that silences your opponent, [00:08:27.07] you can play it against the Lich King, [00:08:30.00] causing your Lich King to be unable to emote [00:08:32.04] for the rest of the game. [00:08:35.04] - [Lich King] But wait, you can't. [00:08:37.09] - We recorded an entire series of muffled Lich King sounds [00:08:41.07] as he tries to emote at you for the rest of the game. [00:08:49.03] Very rarely happens. [00:08:50.06] We had a more complicated one [00:08:52.03] on our Journey to Un'Goro board, [00:08:54.03] where if you hit some of the clickables [00:08:56.06] just the right way, in the right order, [00:08:58.04] you can cause the volcano to explode on that board. [00:09:01.03] And, for a long time, [00:09:02.01] players had a suspicion that that could happen. [00:09:04.01] In fact, one person accidentally got it to happen [00:09:06.05] on a Twitch stream, so they knew it was involved [00:09:08.03] with some of the clickables in the bottom right. [00:09:10.03] So, somebody mapped click points [00:09:11.09] to different keys on their keyboard, [00:09:13.04] and just randomly started spamming it. [00:09:14.05] And, he got it to happen, as well. [00:09:16.02] So, they backtracked that, came up with the right sequence. [00:09:19.02] It turns out those clickables make some tones. [00:09:21.08] If you play the cinematic melody [00:09:24.05] from Journey to Un'Goro, that is the melody [00:09:27.03] that causes the volcano to explode on that map. [00:09:42.00] How do you decide which characters [00:09:43.04] to take from World of Warcraft [00:09:44.07] and when to create brand new ones? [00:09:46.05] We love World of Warcraft. [00:09:48.01] We all play World of Warcraft. [00:09:49.04] I've led guilds, and raids, and done a lot of [00:09:53.05] the Heroic Challenge Modes, and things like that. [00:09:55.05] So, we play just a ton of World of Warcraft. [00:09:57.03] A lot of that game really resonates with us, [00:09:59.00] and we're excited about characters, [00:10:01.00] which we try and get those characters into Hearthstone. [00:10:02.09] Most of the characters in Hearthstone [00:10:04.04] are from World of Warcraft in some way. [00:10:05.09] But, sometimes, we create our own characters, [00:10:07.09] and often, that's because we're looking [00:10:09.05] for a specific representation of a class. [00:10:12.05] Let's say we have to make a Rogue Legendary minion, [00:10:15.05] and we want it to have this kind of effect. [00:10:17.02] But, there isn't a great example of a Rogue [00:10:19.05] that does that in World of Warcraft, [00:10:20.09] and so we dip a little deeper and use things [00:10:23.08] that are from the world, [00:10:25.00] but not necessarily explicit in its representation. [00:10:28.06] Hearthstone, we actually painted Rexxar [00:10:31.01] with a bow and arrow in his art, [00:10:33.01] to push him more into that classic, iconic player fantasy, [00:10:36.04] even though he's never appeared with a bow and arrow [00:10:38.05] in World of Warcraft. [00:10:39.07] What happens over time to the Classic set [00:10:41.07] as it continues to lose cards each year? [00:10:43.08] This question's referring to the Hall of Fame rotation [00:10:46.06] that we recently did with the Year of the Raven, [00:10:49.07] where a couple cards from the Classic set [00:10:51.07] get rotated into the Hall of Fame [00:10:53.07] and become exclusive to Wild. [00:10:55.04] And, we do this for a very specific reason. [00:10:57.01] We really want the Standard format to change every year. [00:11:01.05] It needs to feel fresh and different, all the time. [00:11:03.07] That's why the Standard format exists. [00:11:06.01] And, the Wild format is a place [00:11:07.07] where you can play all your cards. [00:11:09.02] It's a place where there's huge diversity in decks, [00:11:11.02] because there's so many cards that you can play with. [00:11:12.06] And, to make sure that the Standard format does succeed [00:11:15.06] in having that fresh, new take every year, [00:11:17.08] if there's cards in the Evergreen sets, [00:11:19.05] which are the Basic and Classic sets [00:11:21.00] that are causing the same decks to appear year after year, [00:11:23.09] those are sometimes a problem [00:11:25.04] for making Standard feel fresh, [00:11:27.00] and we take those cards and we rotate some of them [00:11:29.03] into the Wild exclusive set, the Hall of Fame. [00:11:32.06] As we do that over time, the biggest offenders [00:11:35.00] are now in he Hall of Fame already. [00:11:36.07] Now, that said, there are some fewer number of cards now, [00:11:39.09] and some of them are class cards, [00:11:41.01] so there's a disparity between the number of, [00:11:43.03] for example, Mage class cards in Standard [00:11:45.03] versus, for example, Hunter. [00:11:46.07] And, so that's an opportunity [00:11:47.09] to maybe put a couple of Mage cards [00:11:50.00] back into the Classic set. [00:11:51.04] We have to be very careful, [00:11:52.03] because we don't want to put very powerful cards [00:11:54.04] that have the same problem that we had, [00:11:56.02] where now Standard is not feeling fresh [00:11:58.02] and different each year, 'cause these are Evergreen sets. [00:12:00.02] I think our goal was to make sure [00:12:01.01] that we sell the classic fantasy of Hearthstone [00:12:03.03] and set up the class identity for the classes. [00:12:06.04] So, one of the cards we've talked about [00:12:07.08] is Shatter, right, it's a two mana card. [00:12:10.02] It says 'Destroy a Frozen minion', [00:12:13.01] and it's not very powerful, [00:12:14.05] but it is a card that sets up that Mage class fantasy [00:12:19.00] of freezing minions, and tells you a little bit [00:12:21.08] about their class identity, [00:12:22.09] so I think that actually has, potentially, [00:12:24.07] a space in the Classic set in the future, [00:12:27.01] even though it's not a very powerful card. [00:12:28.03] I don't think we're going to end up in a world [00:12:29.08] where all of the Classic set rotates to the Hall of Fame. [00:12:33.00] I think we did less with the Year of the Raven [00:12:35.01] then we did in the Year of the Mammoth. [00:12:36.01] It's possible to continue to do less over time, [00:12:38.03] and I definitely could see a time [00:12:39.03] where we just stop doing these Hall of Fame rotations, [00:12:41.03] because the Classic and Basic sets [00:12:42.07] are in a really good place. [00:12:43.06] There still very powerful, but they're not stopping [00:12:46.00] the Standard rotation from happening. [00:12:47.06] How did you come up with the fatigue mechanic? [00:12:50.01] I love this story, [00:12:51.00] because this really came down to one moment. [00:12:53.06] We were doing a play test, and we asked Jeff Kaplan, [00:12:56.02] who's the game director on the Overwatch team, [00:12:57.07] to come over and try the game. [00:12:58.09] And, he got really into it. [00:13:00.00] He started playing minions, and attacking, [00:13:01.07] and he was having some fun figuring out what cards to play, [00:13:04.06] and he had never played it before, [00:13:05.09] he was excited to get into it. [00:13:07.08] And, he was very close to winning, and then, [00:13:10.02] the computer he was playing against passed the turn. [00:13:12.02] It said 'Your Turn', 'You Lose'. [00:13:16.00] And, what had happened was, [00:13:17.01] he'd run out of cards. [00:13:18.01] Traditionally, in a lot of these card games, [00:13:19.08] when you run out of cards, you lose, [00:13:21.00] 'cause, what else can you do? [00:13:22.03] And, it was such a stark moment. [00:13:24.08] It made the whole game feel completely useless, [00:13:27.00] because it didn't matter the decisions he made [00:13:28.04] during the game, he was just going to lose [00:13:29.05] as soon as he ran out of cards anyway. [00:13:30.06] And so we said, [00:13:31.04] "Hey, after watching Kaplan have that experience, [00:13:33.07] "we need a different solution for running out of cards." [00:13:36.04] And so, we designed the fatigue mechanic, [00:13:38.08] where it ratchets up the damage [00:13:40.02] every time you try and draw a card but your deck is empty, [00:13:42.07] you starting doing one, then two, then three, then four, [00:13:45.00] it increases over time how much damage you take. [00:13:46.09] And, what that does, is it connects back in [00:13:49.07] with the whole rest of the game that's happened before it. [00:13:51.04] If you were one damage away from killing your opponent, [00:13:54.01] he's going to die to fatigue. [00:13:55.02] So, that whole game where you got him [00:13:56.06] to that point mattered a lot. [00:13:58.00] If you have a huge amount of minions, [00:13:59.07] you have time to attack and deal the damage you need to [00:14:02.04] to kill your opponent. [00:14:03.03] The game matters again. [00:14:04.08] It isn't a huge surprise and moment [00:14:07.07] when you run out of cards. [00:14:09.02] It slowly ramps up to let you know, [00:14:11.00] "Hey, this game will end. [00:14:11.09] "You do need to get it going." [00:14:13.07] But, it isn't breaking you out of that gameplay experience. [00:14:17.04] It's good fun going through [00:14:18.05] the Unsolved Mysteries of Hearthstone with you. [00:14:21.01] This is ARS Technica, thanks. [00:14:23.00]