Why Gwent is heading in very wrong direction?
Very short answer: because devs don't understand, why players really keep playing card games
Explenation:
CdPR is amazing developer of adventure RPG games, what they proved with they Wither series, that is for many considered for the best TPP RPG of the last decade. Gwent, from the other hand, is totally different experiment for them, an online card game, that was created basing of popularity of simple card game placed inside a Witcher 3. And because creating amazing adventure RPG games is something that CDPR is doing perfectly, they made one big assumption mistake: they assumed, that players playing in online cards game's expects the same things to motivate them to keep playing, that players expects from successful RPG games, and that is a thing that I call: "a more and more syndrome"; they assume, that players wants more creatures, more factions, more cards, more mechanics, more abilities, and more and more and more. Just like in Wither series: they gave new expanstlions with nowe more and more, and the players love'd it. But here come a problem: because online cards games are not RPG games where people are playing to have fun from finding new great loot, discover new places, and solving new quests. In card games the people have only one thing, that make them really happy: they just play to win, crush the opponent, and they love it. And everything else, is only a background for it. And here the problem starts, because the more and more new things devs are introducing to the game in belive that it make the game more interesting, in the reality after initial excitement with new things after a while the more complex game is became more and more irritating for players, because no matter how much time they spend with the game, they are unable to create a decks or strategies to be able to win with almost every opponent even with a great hand and very high skills, because are way too many different mechanics that You are unable to predict or counter effectively. For example: You don"t include artifact destroyer in the deck - you play with opponent with play artifact's and You loose. You include- he play two scenarios NG and you can't counter them. So you include two destroyers in deck to counter artifacts - you get opponent with no artifact's and Your destroyers are a brick; or sameone else plays avallach - You than take Iris to deck, and is another brick in game aginst deck with no avallach.
Or poisons: You play puryfy, it is a brick with opponent without; you don't play: poisons kills You; Or boosting decks like MO Kikimora Queen or SC Harmony: You almost can't beat them without Yerden or igni. But in next game You get control tactical Nilfgaard of control NR and your Yerden and Igni are brick for few points and 10-11 provinsion. And on, and on, and on, I can gave more example's, but I think You get a point: these more and more complex of the game if forcing You to prepare deck that is able only to win with same decks, boy it will be let's say 75% loose aginst others. And that is something, what in my opinion shouldn't be that way.
I personally don't mind to spend for example 200 hours of more playing searching for the best of the bests set of cards that my favourite faction can have. But I want to know, that when I will finally find these set, I wI'll have chances with them , and a good hand, and a good skills, win with any other faction and any other set of cards of opponent as a reward. And in Gwent for same time it was like these: in the times when there was only 5 factions, the leaders had they unique skills and when You seen a opponents leader, You knew what he will be playing, and he knew what You will. You've seen Woodland, You knew it will be thrive. You've seen Adda, and You knew it will be Hubert. You've seen Crah an Crate, and You know it will be full control. And You both with opponent had chances to win eith eatchother with good skills and hands . And that was fair, predictable to a point, and the time spend with game and working on perfect deck was rewarding. And now it is not.
Intelligent person ask a question: why there is meta, and many many players are playing the same decks. Because they like it? Or because it is new inttoduced to the game? No. There are many new things in game that nobody use's. And they don't like spam of elves in one month, and love syndycate in other month. They are playing it, because they have biggest chances to win with them. And if CDPR really wants to gave players satisfaction from game and keep them playing, they have to gave them possibility to win if they deserve it for they skills and hard work in decks, no when they play with decks that they luckly have counters aginst.
So IMO the last thing that the game needs in these moment, is a new expansion with new cards and new mechanics. The devs should do the opposit: reduce number of mechanics, faction abilities, and even number of cards. Every leader (faction ability) should have his "personality" and You should be able to predict what mechanics he will play. The all "binary" counters should be kicked out from the game: artifact's, poisons, defenders, armor. The game should be goin' back to the basics, when it was most playable. And passibility to win and counter every deck with Your deck , if it is good eough, will be something, that will keep players playing, not the new cards, new backgrounds, new journeys, and more and more. The chess or standard card games like poker didn't change for hundreds years, yet still the people love to play it. Because in these games, unlike adventure game's, the people play to win, no to have fun from new things. And in Gwent is the same, and as sooner the devs will get it, the less players they will loose.
Very short answer: because devs don't understand, why players really keep playing card games
Explenation:
CdPR is amazing developer of adventure RPG games, what they proved with they Wither series, that is for many considered for the best TPP RPG of the last decade. Gwent, from the other hand, is totally different experiment for them, an online card game, that was created basing of popularity of simple card game placed inside a Witcher 3. And because creating amazing adventure RPG games is something that CDPR is doing perfectly, they made one big assumption mistake: they assumed, that players playing in online cards game's expects the same things to motivate them to keep playing, that players expects from successful RPG games, and that is a thing that I call: "a more and more syndrome"; they assume, that players wants more creatures, more factions, more cards, more mechanics, more abilities, and more and more and more. Just like in Wither series: they gave new expanstlions with nowe more and more, and the players love'd it. But here come a problem: because online cards games are not RPG games where people are playing to have fun from finding new great loot, discover new places, and solving new quests. In card games the people have only one thing, that make them really happy: they just play to win, crush the opponent, and they love it. And everything else, is only a background for it. And here the problem starts, because the more and more new things devs are introducing to the game in belive that it make the game more interesting, in the reality after initial excitement with new things after a while the more complex game is became more and more irritating for players, because no matter how much time they spend with the game, they are unable to create a decks or strategies to be able to win with almost every opponent even with a great hand and very high skills, because are way too many different mechanics that You are unable to predict or counter effectively. For example: You don"t include artifact destroyer in the deck - you play with opponent with play artifact's and You loose. You include- he play two scenarios NG and you can't counter them. So you include two destroyers in deck to counter artifacts - you get opponent with no artifact's and Your destroyers are a brick; or sameone else plays avallach - You than take Iris to deck, and is another brick in game aginst deck with no avallach.
Or poisons: You play puryfy, it is a brick with opponent without; you don't play: poisons kills You; Or boosting decks like MO Kikimora Queen or SC Harmony: You almost can't beat them without Yerden or igni. But in next game You get control tactical Nilfgaard of control NR and your Yerden and Igni are brick for few points and 10-11 provinsion. And on, and on, and on, I can gave more example's, but I think You get a point: these more and more complex of the game if forcing You to prepare deck that is able only to win with same decks, boy it will be let's say 75% loose aginst others. And that is something, what in my opinion shouldn't be that way.
I personally don't mind to spend for example 200 hours of more playing searching for the best of the bests set of cards that my favourite faction can have. But I want to know, that when I will finally find these set, I wI'll have chances with them , and a good hand, and a good skills, win with any other faction and any other set of cards of opponent as a reward. And in Gwent for same time it was like these: in the times when there was only 5 factions, the leaders had they unique skills and when You seen a opponents leader, You knew what he will be playing, and he knew what You will. You've seen Woodland, You knew it will be thrive. You've seen Adda, and You knew it will be Hubert. You've seen Crah an Crate, and You know it will be full control. And You both with opponent had chances to win eith eatchother with good skills and hands . And that was fair, predictable to a point, and the time spend with game and working on perfect deck was rewarding. And now it is not.
Intelligent person ask a question: why there is meta, and many many players are playing the same decks. Because they like it? Or because it is new inttoduced to the game? No. There are many new things in game that nobody use's. And they don't like spam of elves in one month, and love syndycate in other month. They are playing it, because they have biggest chances to win with them. And if CDPR really wants to gave players satisfaction from game and keep them playing, they have to gave them possibility to win if they deserve it for they skills and hard work in decks, no when they play with decks that they luckly have counters aginst.
So IMO the last thing that the game needs in these moment, is a new expansion with new cards and new mechanics. The devs should do the opposit: reduce number of mechanics, faction abilities, and even number of cards. Every leader (faction ability) should have his "personality" and You should be able to predict what mechanics he will play. The all "binary" counters should be kicked out from the game: artifact's, poisons, defenders, armor. The game should be goin' back to the basics, when it was most playable. And passibility to win and counter every deck with Your deck , if it is good eough, will be something, that will keep players playing, not the new cards, new backgrounds, new journeys, and more and more. The chess or standard card games like poker didn't change for hundreds years, yet still the people love to play it. Because in these games, unlike adventure game's, the people play to win, no to have fun from new things. And in Gwent is the same, and as sooner the devs will get it, the less players they will loose.
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