There is something that has been on my mind lately about Gwent: The tactical depth is rather shallow.
The reason for this is quite simple: the design of the game in itself is very simple, both players alternatingly play a card, who has more points than the other wins a round, who wins 2 rounds wins the game. The decisions to remove a row and to lock a deck to 25 cards make the game even simpler.
Compare that to other games like MtG or Hearthstone, where there is a mana system for playing cards, and a hp system for deciding the game. This adds way more layers one can operate on, that can't exist in Gwent.
Now, here is my question: Is that simplicity bad for Gwent?
A lot of people talk about how boring the game is, and I think a lot of that comes down to the simplistic gamedesign. I would enjoy Gwent way more when there would be more tactics involved, the question is, how to make this possible?
I think the only way to do so, in my opinion, is doing something, that the devs always try to do the exact opposite of: making the cards themselves more complex.
With that I don't mean to just add more conditions to cards (well maybe somtimes more conditions are good), what I mean is, adding more different keywords.
Examples for existing keywords are Immune or Spying. How about adding tags that for example give immunity to spells? Give resistance to weather? Maybe even some negative keywords, like doomed kind of is, for example weakness to weather (added damage from it).
And here is another question: If you don't think cards (card effects) should become more complex, what would you propose cards for future expansions should look like? There is only so many simple effects that can be used, and the strict game design of Gwent limits that even more.
I'm really interested what people think^^
The reason for this is quite simple: the design of the game in itself is very simple, both players alternatingly play a card, who has more points than the other wins a round, who wins 2 rounds wins the game. The decisions to remove a row and to lock a deck to 25 cards make the game even simpler.
Compare that to other games like MtG or Hearthstone, where there is a mana system for playing cards, and a hp system for deciding the game. This adds way more layers one can operate on, that can't exist in Gwent.
Now, here is my question: Is that simplicity bad for Gwent?
A lot of people talk about how boring the game is, and I think a lot of that comes down to the simplistic gamedesign. I would enjoy Gwent way more when there would be more tactics involved, the question is, how to make this possible?
I think the only way to do so, in my opinion, is doing something, that the devs always try to do the exact opposite of: making the cards themselves more complex.
With that I don't mean to just add more conditions to cards (well maybe somtimes more conditions are good), what I mean is, adding more different keywords.
Examples for existing keywords are Immune or Spying. How about adding tags that for example give immunity to spells? Give resistance to weather? Maybe even some negative keywords, like doomed kind of is, for example weakness to weather (added damage from it).
And here is another question: If you don't think cards (card effects) should become more complex, what would you propose cards for future expansions should look like? There is only so many simple effects that can be used, and the strict game design of Gwent limits that even more.
I'm really interested what people think^^