Gwent is an interesting case in seeing how far a design will go. Originally a minigame in the Witcher 3, the popularity of it gave CD Project Red the motivation to turn it into its own full-fledged F2P game. Having not set out to design a CCG from the start, it presents us with one that is very different from the big names.
Hearthstone has been one of those mysteries for me over the last few years. On four separate occasions I’ve tried to play it, and each time I’ve walked away frustrated. Despite being one of the surprise hits from Blizzard, I just cannot play it. Trying other F2P CCGs, it occurred to me why I’m feeling like this, and the problems I have with Hearthstone’s game design and competitive model.
Competitive titles have been growing in renowned and popularity over the last few years. The rising interest in e-sports has led to many developers trying to be the next big game. For today’s post, I want to look at what it means to make a competitive title, and the issues to watch out for.
On a recent cast, I spoke with Mike Lee of Fakedice about their upcoming game Dicetiny. On the cast, we got on the discussion of the difficulty of breaking into new markets for up and coming developers. One of the points that came up was a good lesson that game developers need to learn, and it has to do with trying to copy the success of other games.