Friday, September 21, 2018

Why Artifact has me interested

Artifact is an upcoming digital card game from Valve.  My initial reaction was that Valve was cashing in on the Hearthstone trend (the same reaction as the audience booing the game during it's original reveal at The International 2017).  While there are similarities it is becoming clearer that Valve is looking to differentiate Artifact from the Hearthstone-a-like crowd.  A quick look at the differentiators:
  • It is NOT free to play; players buy the game and buy the cards and packs
  • Focus on playing with friends and social gameplay; not on "grind" modes
  • Steam Marketplace integration for trading, buying, and selling individual cards
  • Lane-based gameplay (i.e. there are three game boards active at one time)
  • Any number of creatures in play
  • Any number of cards in hand
I want to tackle the "it's not free to play" first because it sets a tone for the rest of the items.  Valve could have made Artifact free 2 play and integrated numerous methods for players to "grind" away at gaining cards all while dangling a cash shop with loot boxes booster packs.  But Valve didn't and its evident that the other differentiators result from that decision.


Integrating with the Steam Marketplace enables the capability to trade and sell individual cards which brings Artifact closer to cardboard TRADING card games (TCGs) that made it's designer, Richard Garfield, famous.  Yes, there is a word in all caps there.  I am firm believer that the trading and collecting of single cards is a key component in the enjoyment of these games; physical or not.


Trading cards is just the first part of a return to more social-oriented gaming that Valve has planned for Artifact.  They are also very talkative about their social gaming approach.  They want to focus on players playing with their friends and not beholden to "game modes" in which players feel forced into the most efficient method to "grind" for cards.  This is why the ability to trade/sell/buy individual cards is key.  If players are going to play with their friends then they need to know they aren't losing out on progress that could be made towards something else.


The last three items on the list do not wrap themselves into the free to play or social aspects, but none the less are important to peaking my interest level in Artifact.


Lane-based gameplay is not new.  In fact; upon seeing Artifact's lanes it immediately made me think of another digital card game Richard Garfield was involved with; SolForge.  SolForge was played across five lanes and enjoyed moderate success after it's Kickstarter campaign (and is still going in an unofficial capacity). 

Artifacts approach to lanes is a step above SolForge's approach.  Where SolForge only offered a single card per lane; Artifact is offering an entirely new gameboard within each lane where any number of cards can be played to "win" in that lane.  This appears to create three games within one which means every match of Artifact will feel like three separate games.  This will really up the strategic level; especially as more cards are released with mechanics that influence other lanes.


Lastly I just wanted to touch base on the idea that "any number of cards/creatures" bullet points.  YES!  Finally; a digital card game that takes advantage of the ability for a computer to manage any number of cards for the player while still keeping the game organized.  In physical card games sprawl can be a real issue (as anyone having played a Magic the Gathering squirrel token deck can attest to).  In the digital space sprawl can be managed via a clean user interface and good mechanics that keep players moving along each turn.

Artifact is shaping up to be a Valve classic and like DOTA2 before it; Valve is taking a tried and true genre and giving it the Valve polish and common sense we've all come to expect.

Tuesday, July 03, 2018

Games Made Me: THAC0

Back in 2013 I had this idea to blog about gaming experiences that "made me" the gamer that I am.  I posted the first "Games Made Me" post and then failed to create any other (even though my mind is swimming with topics).  Real Life has gotten in the way of blogging for the last... oh... six years or so, but a recent jaunt back into Dungeons and Dragons with my son resurfaced a Games Made Me topic.  That topic is THAC0 (To Hit Armor Class 0).

THAC0, in it's simplest explanation, is a calculation to determine whether an attack hits or misses in 2nd Edition Dungeons and Dragons (D&D).  Read more about THAC0 in this excellent Reddit post detailing it's history.  That post does it better justice than what I could write here.

Armor Class was a carry over wargames played by the creators for D&D; applying the "armor" of a ship or tank to the "armor" of a fantasy hero.  A method was needed to determine whether an attack could breach that "armor".  THAC0 was the answer and also a simplification of previous iterations of  "to hit" tables from those wargames.

As a simplification it to it's wargames origins it made sense.  Tables in the D&D books helped outline baselines across class and level.  Math was not required as the expectation was that THAC0 was a value that was written on the character sheet and referenced against the tables.  When rolling a D20 for an attack; players would know what they needed to hit.

The challenge comes in when you take into consideration the amount of shifting that occurs during a typical D&D encounter.  The player character's values as well as the monster values were subject to constant change.  Player's would receive buffs that increased attack strength or that changed armor class values for their target.  With each change in number came a new change in THAC0 calculation.  A good D&D group needed a proficient player that could calculate THAC0 reliably through any number of variable situations.  Otherwise the session would bog down as pencil and paper were whipped out (a hard to imagine scenario with the current state of tablets and smart phones).

For my D&D group in high school I was the THAC0 calculator.  My mind was built to focus on detailed rules like THAC0 and to ensure they were executed correctly.  A major difference between classes in D&D was their calculated THAC0.  It ensured priests were not going to be as effective combatants as warriors.  Screwing up THAC0 calculations (often purposely) allowed classes to be the combat hero.  Enforcing THAC0 correctly ensured that classes that were not meant to be hack'n'slash super stars relied on the other defining aspects of their "role".  The benefit being better "role"playing.

My THAC0 calculator mindset extended into other aspects of the rules.  I was known to crawl through class, weapon, and other rules to "keep the table honest" (as I was known to say).  With that approach I became known as the "rules lawyer".  That moniker followed me through numerous editions of D&D and even as THAC0 became a thing of the past and was replaced by much simpler "base attack bonus" modifiers I found other places to focus.  Most recently with D&D 5E and playing with 8-12 year olds (father/son group) I've stepped right in to make sure the barbarian is using rage in every battle, that the bard is providing inspirations, that players are using that inspiration when applicable, or that our rogue isn't forgetting to apply advantage on attack rolls.

This rules lawyer (or alpha gaming) approach has been part of who I am as a gamer.  It is likely evident to anyone that has followed this blog for any amount of time.  While video games don't require someone to stay on top of all the calculations and rules there is always the analysis of what is best combination of things that result in the best outcome.  I have the tendency to insert my opinion in those combinations from time to time.

It is hard to say whether having to be the THAC0 expert for my group made me into this style of gamer or whether I was destined to be this way.  I would bet on the latter, but at the same time I can trace my gaming roots back to THAC0 as it influenced my view on where I fit into games.  THAC0 made me the gamer I am today.