I thought of what I don't like in current Gwent, what can be changed to the better. And If you put it all together, I see the only one main problem, which destroys Gwent: developers don't respect and understand the lore.
That's why the design is bad (too dark and with the lack of silver), that's why cards are bad (primitive buff/damage mechanics), that's why cards image and lore in 50% of cases are not represented in the card's mechanic, that's why rows have no metter, that's why there stupid card clicking mechanics exist, that's why new faction isn't compatible with other factions, that's why devs just removed the meaning of leaders. Developers just don't understand what are they doing.
The decision is simple: use lore as a base of game developing.
Listed points in detail:
1. Dark and dirty design lacking silver.
Witcher's world isn't dark. And it isn't light too. It's gray. Grayness, neutrality is one of the main ideas of Sapkowski's books. Silver is a variant of grayness, and it's a material of the sword, which kills monsters. It's the distinctive attribute of witchers comparing to a common warriors. Way of silver, gray way of neutrality - that's the witcher's way.
But what we have now? It's dark and dirty design with the gold elements. There is too much gold actually. So much that u are stopping valuing it. Gold must be rare, only in this case u can value it. But when all the elements are golden, when most of cards are golden, even the armor is golden - it's looking cheap and abnornal.
Ok, even if u choose the golden style of royal game, u must make it more royal-looking: remove dirtyness, remove totem sign of the turn coin, remove ragged frames of cards. If u choose a crown as a symbol, make game worthy of the crown. Make it neat. Dirty and ragged style is ok for dark games. But ur game is partly neat and light (reward book, interface neat and strait elements) and partly dark and dirty (ragged card frames, dirty, dusty ugly bloody fields - these are the most terrible things of the game, which push me away).
Better, use a witcher's symbols and style: the gray and silver, like in Beta. If it's a witcher game (as u call it in a game header), make it witcher-friendly. Witcher's are not dirty, witcher's are not rich as kings, they are lacking of gold. So, use gold in very rare cases. That's why golden cards must be remade to be silver and the leader cards can be golden (not this ugly green like a copper rust).
Another thing I don't understand in design is a fog. U made fog one of the main symbols. But fog isn't compatible nor with the crown, nor with the witcher's way. Fog is a dark element, it borns fear, the fear of obscurity. Looks like u r making some horror game but with the crown and contrast shiny elements. It's just ununderstandable tastelessness, ideas kaleidoscope. U have no the single style. Especially, I don't understand why u ran away from witcher's silver, which is supposed to present in a witcher's game. U have golden and bronze cards, but everyone knows, that there must be silver between them. Better remove golden cards. Or just return all three types of cards as it was in Beta.
2. Primitive and alien card mechanics.
Most of cards are about buff and damage - just health manipulation. But Gwent has many other elements: it's cards' position (hand, graveyard, deck, field), cards' keywords, timers, rounds, armor, effects, card's revealing, cards' milling. It's much better to use more game elements than just health manipulation what is too mathematical and boring. And all this charges and coins just aggravate the boringness.
That is another primitive thing - the card-clicking, because of coins and orders. It's too predictable and boring. It's not cards' style. Cards are hidden until played. But with orders and coins u reveal it and play them after. It's looking stupid. Coins by themselves are alien to other factions. U cannot effectively play coin cards in arena and in a case if u steal them. But it's not logical. Can u imagine that Nilfgaard cannot use some mercenaries or bandits, because they have no coins to pay them? Only monsters may have lack of coins, but other factions? It's so stupid.
Card's clicking is bad because cards are not looking like cards, when u must click them after play. There is no such a card game, whan u click the card after play. Played card is played and u cannot use it second time like a chess figure. May be I cannot clearly explain it, but order-like mechanics are looking ugly. U can say that popular Hearthstone use the same mechanic. But in HS played cards became figures - they even look differently. So there it's looking ok, But in Gwent... I prefer Gwent to be a fully card game as it was in Alpha/Beta. Why copy Hearthstone?
The decision here is the same: just use lore. Lore of the Withcer can born many interesting mechanics, which suit cards' souls. But ur mistake is that u use lore just as a mask of desirable mechanics. Better use controversial way of making game: make lore the main and the mechanics - secondary. That wil make game and cards clear and understandable.
3. Rows does not metter.
The decision here is the same: just use lore. Lore of any battle is that first row is only for melee, the second is for ranged troops. Simple. This will born some interesting strategies and tactics, this will return the meaning. Some cards can be flexible like flyers, which can fly everywhere above the field.
4. Leader's meaning removed.
And the cherry on the pie of this problem is removing leaders' metter. That's the picture of what Reds are doing with the game: removing meaning of everything, making everything just a mask for some abstract mechanics. That's the way to nowhere.
Conclusion:
So, the main problem of Gwent is throwing the lore, trying to make game just abstractly mechanical, just like primitive one-day game with standart lore, which does not metter. If u use such an approach, ur game will not be popular. It'll be just a one day game for the most people. The most popular CCG Hearthstone suits the Warcraft's lore very good. It has the same style, the same mechanics, the same heroes. That's the example how to make games right.
That's why the design is bad (too dark and with the lack of silver), that's why cards are bad (primitive buff/damage mechanics), that's why cards image and lore in 50% of cases are not represented in the card's mechanic, that's why rows have no metter, that's why there stupid card clicking mechanics exist, that's why new faction isn't compatible with other factions, that's why devs just removed the meaning of leaders. Developers just don't understand what are they doing.
The decision is simple: use lore as a base of game developing.
Listed points in detail:
1. Dark and dirty design lacking silver.
Witcher's world isn't dark. And it isn't light too. It's gray. Grayness, neutrality is one of the main ideas of Sapkowski's books. Silver is a variant of grayness, and it's a material of the sword, which kills monsters. It's the distinctive attribute of witchers comparing to a common warriors. Way of silver, gray way of neutrality - that's the witcher's way.
But what we have now? It's dark and dirty design with the gold elements. There is too much gold actually. So much that u are stopping valuing it. Gold must be rare, only in this case u can value it. But when all the elements are golden, when most of cards are golden, even the armor is golden - it's looking cheap and abnornal.
Ok, even if u choose the golden style of royal game, u must make it more royal-looking: remove dirtyness, remove totem sign of the turn coin, remove ragged frames of cards. If u choose a crown as a symbol, make game worthy of the crown. Make it neat. Dirty and ragged style is ok for dark games. But ur game is partly neat and light (reward book, interface neat and strait elements) and partly dark and dirty (ragged card frames, dirty, dusty ugly bloody fields - these are the most terrible things of the game, which push me away).
Better, use a witcher's symbols and style: the gray and silver, like in Beta. If it's a witcher game (as u call it in a game header), make it witcher-friendly. Witcher's are not dirty, witcher's are not rich as kings, they are lacking of gold. So, use gold in very rare cases. That's why golden cards must be remade to be silver and the leader cards can be golden (not this ugly green like a copper rust).
Another thing I don't understand in design is a fog. U made fog one of the main symbols. But fog isn't compatible nor with the crown, nor with the witcher's way. Fog is a dark element, it borns fear, the fear of obscurity. Looks like u r making some horror game but with the crown and contrast shiny elements. It's just ununderstandable tastelessness, ideas kaleidoscope. U have no the single style. Especially, I don't understand why u ran away from witcher's silver, which is supposed to present in a witcher's game. U have golden and bronze cards, but everyone knows, that there must be silver between them. Better remove golden cards. Or just return all three types of cards as it was in Beta.
2. Primitive and alien card mechanics.
Most of cards are about buff and damage - just health manipulation. But Gwent has many other elements: it's cards' position (hand, graveyard, deck, field), cards' keywords, timers, rounds, armor, effects, card's revealing, cards' milling. It's much better to use more game elements than just health manipulation what is too mathematical and boring. And all this charges and coins just aggravate the boringness.
That is another primitive thing - the card-clicking, because of coins and orders. It's too predictable and boring. It's not cards' style. Cards are hidden until played. But with orders and coins u reveal it and play them after. It's looking stupid. Coins by themselves are alien to other factions. U cannot effectively play coin cards in arena and in a case if u steal them. But it's not logical. Can u imagine that Nilfgaard cannot use some mercenaries or bandits, because they have no coins to pay them? Only monsters may have lack of coins, but other factions? It's so stupid.
Card's clicking is bad because cards are not looking like cards, when u must click them after play. There is no such a card game, whan u click the card after play. Played card is played and u cannot use it second time like a chess figure. May be I cannot clearly explain it, but order-like mechanics are looking ugly. U can say that popular Hearthstone use the same mechanic. But in HS played cards became figures - they even look differently. So there it's looking ok, But in Gwent... I prefer Gwent to be a fully card game as it was in Alpha/Beta. Why copy Hearthstone?
The decision here is the same: just use lore. Lore of the Withcer can born many interesting mechanics, which suit cards' souls. But ur mistake is that u use lore just as a mask of desirable mechanics. Better use controversial way of making game: make lore the main and the mechanics - secondary. That wil make game and cards clear and understandable.
3. Rows does not metter.
The decision here is the same: just use lore. Lore of any battle is that first row is only for melee, the second is for ranged troops. Simple. This will born some interesting strategies and tactics, this will return the meaning. Some cards can be flexible like flyers, which can fly everywhere above the field.
4. Leader's meaning removed.
And the cherry on the pie of this problem is removing leaders' metter. That's the picture of what Reds are doing with the game: removing meaning of everything, making everything just a mask for some abstract mechanics. That's the way to nowhere.
Conclusion:
So, the main problem of Gwent is throwing the lore, trying to make game just abstractly mechanical, just like primitive one-day game with standart lore, which does not metter. If u use such an approach, ur game will not be popular. It'll be just a one day game for the most people. The most popular CCG Hearthstone suits the Warcraft's lore very good. It has the same style, the same mechanics, the same heroes. That's the example how to make games right.
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