Hey so remember that card game Valve announced which made a bunch of people who, for some reason, were still waiting for Half-Life 3, real mad? They just did their biggest release of information about it since the announcement at TI7 last year. Lots of artwork, screenshots and a press event.
I don’t know if I’m necessarily excited for this game, but as someone who is tired about so many aspects of Hearthstone, I am very interested to see if Valve can make this work given their insinuations about its limitations (card collection and RNG), though the whole joint sounds much too complex to be a direct competitor. I’m fairly suspicious of how the card market will function, however.
Couple of articles about the game and background:
Stand out points:
- "Valve wants Artifact to do for card games what Half-Life 2 did for singleplayer action games. "
- It will NOT be free-to-play, and is explicitly a trading (as opposed to collectable) card game.
- Cards will have individual monetary value, and may be bought and traded from the Steam marketplace.
- Richard Garfield, creator of Magic: The Gathering, has been working with Valve since 2014.
- It’ll be out in late 2018 (Valve time not withstanding), and will be the first Source 2 game on mobile devices in 2019.
- There’s gonna be a USD$1m tournament in 2019.
- There are 3 boards, an unlimited hand size, and an unlimited amount of units per board? There’s a shopping round, where you can buy items to upgrade your heroes, who have abilities? I think?
- There are cute lil imps which sit on your decks
- There’s a better summary post about the game itself over on r/Artifact
Some quotes from Gabe Newell:
“From a really high level perspective, we really want to stay away from pay-to-win. We think that that actually has a pernicious impact on the design of the game and the evolution of the community over time… There are plenty of very common cards that are going to be super powerful. The whole point is to steer away from pay-to-win and that kind of approach. We always want to reward investment. You always want to feel like, as a player, that the more time you spend on it, you’re getting better and you’re enjoying it more. We’ve all played plenty of games where you put in the hundred hours and you really are done.”
“If time is free, or an account is free, or if cards are free, anything that has a mathematical relationship to those things ends up becoming devalued over time, whether it’s the player’s time and you just make people pay to grind for thousands of hours for minor trivial improvements, or the asset values of the cards or whatever, that’s a consequence.”
Also: here’s an extremely normal picture of Clockwerk: