The digital card game genre dominated is by ‘Hearthstone’ , so can ‘Faeria’’s unique board game inspired twist help it find an audience on Switch?
Developed by Abrakam Games
Published by Versus Evil
Released in 2020
Today Governments around the world can’t decide if Loot Boxes count as gambling and therefore shouldn’t be bought by children. Banned in Germany and Belgium, Republican senator Josh Hawley is certainly not a fan. "When a game is designed for kids, game developers shouldn't be allowed to monetise addiction. Game developers who knowingly exploit children should face legal consequences." In Britain, The House of Lords Gambling Committee says video game loot boxes should be regulated under gambling laws. The Lords say they should be classified as "games of chance" which would bring them under the Gambling Act 2005. "If a product looks like gambling and feels like gambling, it should be regulated as gambling," their report says.
Its lucky congressmen and Lords didn’t know what I was doing
as a youngster. 25 years ago, 13 year old me was openly gambling with teachers in
the “War Games Club” at school. We played ‘Warhammer’, we played ‘Star Trek
Customizable Card Game’ and we played ‘Magic: The Gathering’. While the first
required players to spend hundreds of pounds buying lead figures, the second
two, like the loot boxes of today, rewarded children that were willing to
blindly buy packets of cards. Where other table top games were sold as a
complete product, Magic cards would come in randomised packs, like Panini
stickers. The most powerful cards would be rarer than others, making collecting
and trading them as much a part of the experience as actually playing matches.
Players would assemble their own decks, with a near-limitless ability to
personalise their game and develop their own tactics. In my school club, there
was no greater accolade than beating an older student. So I would spend all my
pocket money, buying packets in the hope that I would get that one powerful
card that would assure victory.
“A lot of kids grew up playing [card] games like ‘Magic: the
Gathering’ and ‘Yu-Gi-Oh’, and are now at an age where they can unleash their
creativity" says Jean-Michel Vilain, CEO of game developer Abrakam.
"'Faeria' is a strategy game, mixed with a card game, mixed with a board
game [and] of course 'Magic : The Gathering' was a big influence". While
‘Faeria’ was not the first computerised deck-builder, nor is it the most
popular, it is well regarded online. Sometime even called “the thinking man’s
digital card game”.
Intriguingly 'Faeria' was originally conceived as a physical
board game that used tiles and meeples rather than cards. "The major
gameplay inspirations behind ‘Faeria’ are [the board games] 'Settlers of Catan'
and 'Carcassonne'" claims Vilain. When it became a PC game, out went the
miniatures and in came the decks. "We were inspired to add cards to the
game years into its development at a time when ‘Magic Online’ was the only
popular digital card game." Frustratingly for Abrakam games, during the
protracted development of 'Faeria', there was a dramatic influx of digital card
games. 'Legends of Runeterra', 'Slay the Spire', "Gwent: The Witcher Card
Game', 'Eternal Card Game', 'Shadowverse', 'Thronebreaker: The Witcher Tales',
'Hearthstone' , 'The Elder Scrolls: Legends', 'Hex: Shards of Fate', 'Magic
Duels', 'Ascension' , 'Kards', 'Griftlands' , 'Ancient Enemy' and ' Duelyst',
all enjoyed massive commercial success before ' Faeria' found its audience.
"Now, there are heaps of online card battle games vying to be among the
best card games on PC" says PC GamesN. "It is one of the quickest
growing genres in the industry". "We had no idea that the market
would be crowded because the first concepts for ‘Faeria’ predate 2010"
laments Vilain. "An incredible amount of digital card games have followed,
something we would never have believed when we first started. The variety of
card games is huge now. We've been blown away by the wave of innovation coming
to the genre. It truly has been a renaissance of sorts that we could never have
predicted."
For the developers the most significant difference between
'Faeria' and the dozens of other similar titles isn't what you do in the game,
it is how you pay for it. "The key difference is that 'Faeria" is not
a free-to-play. We really didn’t want to have micro-transactions messing with
our gameplay experience. Purchase the game and play. All cards can be unlocked
in under 100 hours". Despite Vilain's obvious disdain for games that
demand a continuous financial investment, it has been something that Abrakam games
have themselves dabbled with. 'Faeria' may well have initially been a "pay
once and play forever" game but in August 2016, it too went free-to-play.
This lasted till July 18th, 2018 with the release of the "Fall
of Everlife" expansion when it reverted back to an up-front fee. "Our
initial idea was when we Kickstarted the game [we would do a] purchase premium
card game" says Vilain. "It was actually because of the release of
'Hearthstone' [that] we didn't stay true to ourselves. It's a classic example
of learning the hard way.” Internally its believed that 'Farria' should always
have stayed as a pay-up-front game. "I have personally been very
frustrated by how much money you need to drop on ‘free’ games in order to keep
up competitively" says developer Christopher Lewis. "I hope games
like 'Faeria' can demonstrate there are other business models available”.
That’s not to say there aren't "pay to win"
options available to impatient players. If you don't want to grind for 100
hours to unlock things, you can buy DLC that immediately speeds up the process.
For the game's launch half a dozen "upgrades" can be bought from the
eshop and as the developer says these "unlock the premium 'Faeria'
experience". As the game states a premium package "provides a mixture
of accelerated progress and exclusive items. Looking to get the most out of 'Faeria'?
This content is for you". Evidently, if you only buy the base game, while
you'll technically have eventual access to everything, to be competitive
against other human players from the outset, you'll need to spend more. For the
developer this is easily excusable. "We don't give all the cards right
away to the players for the simple reason that it would be overwhelming.” Abrakam
believes that you might be buying the best army, but without battle experience
you won't be able to use it properly.
The problem though is obvious : Most people don't have a
spare 100 hours to invest in game, just to have access to all the content they
have already paid for. Its seems for Abrakam, the best business model is to let
players unlock content through playing the game, while offering the option of
letting the cash-rich/time-poor player buy short cuts to the top-tier cards.
Ultimately while 'Faeria' may not be a freemium game, you may well find
yourself paying more than you intended just to be competitive when you battle
others online.
A less controversial way that 'Faeria' separates itself from
the other digital card games is the inclusion of a hexagonal grid on which
players battle each other. "It takes place on what we call a “living
board,” which means each player builds the landscape as they go" explains
Vilain. "This ensures the title has a never-seen-before depth compared to
other card games. [...] The game has an important board game vibe, and
constructing the board is entirely part of the gameplay". With this
manipulate-able playing field 'Faeria' feels more like a strategy game. There
are no simple plays or obvious moves which makes the game ideal for the
tactically minded.
A game starts on a completely empty ocean so it’s up to the
players to build the terrain around them. In between playing cards, each player
can lay two blank or one specific piece of ground. For the developer it’s a game
changer, but one that is entirely complementary to the card laying mechanics. "Do
you want to summon big giant tree creatures? You’re going to need a lot of
forests. Want to jump around with some frogs? Make some lakes. Devils shooting
fireballs? Mountains" explains Vilain. "You can even combine any
combination of colours. You can make mountains and lakes to summon a
fire-breathing frog, for example."
"I like how the board and land placement leads to lots
of subtle differences and improvements you can make to your play" adds Christopher
Lewis. " In 'Hearthstone' you either play card A or card B. In ‘Faeria’,
even with just two cards you can play, you have to decide which land to play
and where to play it, then where to place your new creature." According to
Vilain success in the game comes from understanding how to best modify the game
map to take advantage of the cards in your deck. "The lands you build—be
they mountains, forests, deserts, or lakes—dictate the type of cards you are
able to play. It is up to you how many lands and of what type you want to
build."
'Faeria’ offers one of the most versatile deck-building mechanics
in the genre, and it is especially accessible for card game newcomers. Cards
are grouped into various types, based on what ground they need to be laid on. So
to use your strong green forest creature, you need to have enough cheaper green
cards to ensure you can build a big enough forest for the beast to be placed
in. Because they share the same terrain type, you'll be able to play the
majority of your deck by focusing on building one specific ground type on the
map. The more you play, the more you'll come to understand which cards work
best with each other and before you know it you’ll be tailoring favoured decks
to suit specific foes or missions. It wouldn't be unrealistic to say you’ll
probably spend longer picking cards to build your decks than you actually do
battling with them. "A lot of thought goes into each card and it’s a
meticulous process considering all the different options, trying them out and
reiterating until I feel satisfied" says professional 'Faeria' player
Dennis "Modgnik " Norrgård.
"My success, while assisted by having a strong foundation in other card
games, has come from thousands of hours simply building different decks."
There's a magical feeling when things come together perfectly and you play a
string of cards raining down attacks on an opponent’s God. Victory can be
grasped from the jaws of defeat by the simple arrival of one card. Of course,
if you’ve filled your deck with unnecessary cards, you're risking the chance of
the best cards not showing up in battle. Mastery of deck building is what will
determine if you win matches, and the best combination of cards will include
ways to get resources, boost creatures and defend your God. Only a fool will focus on just including all
the strongest cards you have. "'Faeria' allows you to build your own
decks. Naturally we want that process to be a fun strategic puzzle" says
senior game designer Dan Felder. "Decision-making is the heart of most
gameplay, particularly strategy titles. "
If you've paid to unlock everything, you'll be confronted
with over 600 unique cards, each one of which features its own distinctive art
and its own function. It’s a lot to take in and, as the game advises, "completing
solo content is the best way to get started". Opening single player
missions act as a tutorial, although even these present a challenge if you’re
new to this whole card collecting business. "We've spent tremendous effort
on making sure 'Faeria' could be easy to pick up. There are over a hundred
hours of single-player content that slowly teach you every aspect of the game,
before you can go test yourself in the player-vs-player matchmaking," says
Vilain.
Adventure mode is intended for single players and this is
divided into two main mission types. There’s Quests where you are battling a
single adversary, much like you would play online in a God vs God duel. Attentively
stages are marked as Puzzles, where you must complete a specified goal within a
specified number of moves or while meeting a specific condition. These also
serve as a fun way of reinforcing some of the games more advanced techniques;
reminding a player to think about the order to best perform movement and
resource allocation. While it sounds like a small addition, it actually feels
like another game. Indeed, I’ve played puzzle games that have less scale and
scope than the Puzzle section of ‘Faeria’.
Along with improving your deck, unlocking new cards is great
as it allows you to see a new piece of art work. Each of the hundreds of cards
has a different illustration, and ‘Faeria’s art work is incredible. Jean-Michel
Vilain believes that good gameplay isn’t enough, it needs to be supported by
attractive visuals to be truly effective. Vilain claims that it boils down to a
“dialogue between designers and artists” to best “convey the idea while being
visually innovative and attractive.” While you may only be laying cards and
looking at hexagons appearing on a map, the game feels like a glimpse at an
intricate and deep fantasy world that expands way beyond what you can see in
your digital hand. "From the start, we were looking at developing a modern
take on the classic Faeries, the world of Brian Froud,” says Vilain. Froud is
best known today for his ethereal fantasy illustrations for the novel Faeries.
With their lush and otherworldly designs, Froud’s influence is immediately
apparent in ‘Faeria’s visuals. Less threatening than the Tolkien or Magic
universes, the creatures here feel fanciful and otherworldly, like the
inhabitants of some dream. It’s hardly a surprise when you look at the other inspiration
the designers drew on. “If Brian Froud is a pillar, then Hayao Miyazaki and
Studio Ghibli are certainly another one,” Vilain adds. The films ‘Princess
Mononoke’ and ‘Spirited Away’ have clearly been influential. “We certainly have
a few illustrations which [contain] obvious inspiration from Miyazaki"
admits Vilain. "But I think we’ve managed to take from his universe and
use that to go a different route, to our own fantasy world.” Despite the
countless cards, there’s an impressive cohesion across the game. But that’s not
to say it is predictable. "Artists were given a lot of freedom on the
concepts, [and] I think that’s the reason why the world of ‘Faeria’ looks so
rich and diverse” Vilain concludes. “More than what you would usually find in
other digital card games.”
With an opening introduction with an Ian McKellen sound
alike, ‘Faeria’ feels lush and extravagant, a game with an epic scale. However,
the game is really a tranquil journey, with twinkles when you draw cards and
occasional sound bites or spoken quotes when you lay the more powerful cards.
Nothing ever feels distracting and it’s easy to get lost in the splendour of
the game. It is certainly a “just one more go” experience, where you convince
yourself that you’ll best a particularly taxing God if your cards are revealed
in a slightly different order or if you simply swap one card in your deck for
another.
While there is a lot to enjoy here single player, the game
does get repetitive when played alone. Due to the nature of the genre what you
do, is largely the same all the time. The true strength of a game like this
depends on how popular it is online and how effective the game matches you
against a similar opponent. Thankfully the Switch version of the game does
include cross play against opponents on the PC and while a thriving friendly
community exists online, they won’t hold back when battling you in the game.
Hopefully, the release on the Switch edition will bring new players in at the
same time, so the online barrier to entry doesn’t feel so high.
It’s a shame that competitive digital card games will always
be dominated by discussion about their cost. ‘Faeria’ is certainly a good game,
with depth and complexity to keep people playing for a long time. But to truly
get to the good stuff, you need to invest a lot of time or money. Whether
Switch players have the patience or resources for this remains to be seen. I
may get continually thrashed by both computer and real people, but it has been
enjoyable, I hope this continues to be the case. At the very least, there’s a
satisfaction when a carefully constructed deck performs well in battle, a joy
when you best laid plans unfold perfectly.
For me it’s been a nostalgic reminder of how much I used to love battling with cards as a young’un. Even if now it’s harder to justify spending all my available cash on the hunt for that allusive strongest card.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.