The Elder Scrolls Legends – Campaign Intro CinematicEdit
Anne Lewis
Senior Content Manager
JUNE 12, 2016
The Elder Scrolls reveal the past, present and future of Tamriel. Told through the eyes of a moth priest named Kellen, The Elder Scrolls: Legends will allow you to change the course of Elder Scrolls history through its rich story-driven campaign and strategic card-based gameplay. Learn more about the story in the intro cinematic for the campaign mode, revealed during the BE3 2016 Showcase.
The Elder Scrolls reveal the past, present and future of Tamriel. Told through the eyes of a moth priest named Kellen, The Elder Scrolls: Legends will allow you to change the course of Elder Scrolls history through its rich story-driven campaign and strategic card-based gameplay. Learn more about the story in the intro cinematic for the campaign mode, revealed during the BE3 2016 Showcase.
[video]
Before leaving the stage, Pete Hines, Bethesda’s Global VP of Marketing and PR, announced that in addition to PC and iPad, The Elder Scrolls: Legends will be coming to Mac, iPhone, and Android tablets and Android phones, so you can bring it with you wherever you go. Thousands of players have joined us for the closed beta, and have been experiencing the fast-paced, intense strategy gameplay for themselves. If you haven’t already, create an account at Bethesda.net for a chance to be part of the action.
Reference: [1]
Moons of Elsweyr Developer Diary – Contemplating Two MoonsEdit
Parker Wilhelm August 13, 2019
When we sat down to design Moons of Elsweyr - before it was even called that, in fact - we knew we wanted our newest expansion to include a special connection to the moons of Nirn. Ultimately, we found that connection in our new Wax and Wane mechanic.
From a theme perspective, we set course for the Khajiiti homeland. One of the most distinguishing aspects of their history and culture is their relationship to the Lunar Lattice, which manifests in more than just how they practice religion.
Back to the set design, our team discussed several ways we could capture a lunar feeling in our game. Should we be literal and represent a moon on the playing surface somehow? Should we give each lane its own moon? Should we perhaps turn a lane into the surface of a moon? We tried each of these things at one point.
Here are three examples of moon mechanics that made it to the playtesting phase but ultimately fell short of what we wanted:
- Lunar was a mechanic found on creatures. When you summoned one, a moon became visible in their lane. That moon then progressed through four phases, one by one. When a specific phase met your Lunar creature’s requirements, you’d get a pretty good output like drawing a card. It also meant that some abilities could align together at interesting times. However, finding a good way for the phases to progress from one to the next got complicated. This led to frustration and lacked player agency.
- Mooncall was like Lunar, but simpler. The lanes got a moon, but you didn’t control the phases. They ticked down by themselves like a timer. Creatures with Mooncall would come into play, then that lane would get a moon for this turn and your next turn. During those turns those variable Mooncall abilities would be active. The idea was that those abilities would remain active for about the average life cycle of most creatures (~1.5 turns). For example, one card we had would shackle an enemy creature while the moon was visible in the shackler’s lane. The interesting part was if the player summoned another Mooncall card on the turn the countdown would have expired, the moon timer got extended by a turn. The bad part was it created a lot of situations where you would avoid contesting Mooncall lanes entirely, hoping to just wait it out or scared it would suddenly turn back on. It created a lot of racing scenarios, the design space wasn’t as wide as we wanted, and it didn’t feel interactive enough.
- Moonphase was a mechanic based on cheap creatures that needed to be played three times. The first two times you played a Moonphase creature would advance one notch on the moon’s phases return the creature to your hand; the third time you played a Moonphase creature in that lane, it stayed in play. The more expensive ones had neat Summon abilities that would justify playing them even if they didn’t stick. The trick was you could mix and match different Moonphase cards since it only cared about the third Moonphase trigger in the lane, not the third instance of those creatures. You could play a 1-cost Moonphase card only two times, bouncing it back to your hand each time, and then play your 3-cost and have it stay in play. The gameplay was cool, but it was pretty redundant and a bit fiddly. You ended up making a lot of clicks for an otherwise simple return. We converted that concept and feel into the Moons of Elsweyr card, Lunar Sway.
Lastly, we found the set’s new Khajiit Mechanic:
- Wax and Wane: When cards with Wax and Wane are played, a bonus effect is triggered. At the end of your turn, which bonus effect switches between Wax and Wane.
From a flavor standpoint it showed the passing of time associated with moon phases changing. The dual nature of the mechanic also highlighted the two moons and the variable relationship they have with the Khajiit. From a gameplay perspective, it played well from the start. Once we had the visual reminders in place to make it clear which ability would be active on which turn, things started to shape up.
One of the final pieces we ironed out were the theories we’d apply for why some abilities went off on Wane and some on Wax. We tended to place effects that affect your opponent’s stuff on the Wane turns to give opponents a safe window where their cards wouldn’t be messed with.
Lastly, the mechanic paired well with Consume. Consume let you get a more powerful version of a card when you leverage your other resources. Wax and Wane focus on flexibility, letting you find more uses internally with planning and patience.
We think it hit all the right notes for us, and we hope you love it!
- Jason Hager
Moons of Elsweyr Developer Diary – Creating ConsumeEdit
Sparkypants Studios August 07, 2019
When designing Moons of Elsweyr, we wanted to portray the battle between the Khajiit and the forces invading their land. We spread the Khajiit (and consequently Pilfer) out among all attributes and we wanted a mechanic that would represent Euraxia Tharn's conquering army to contrast with that. One of the identifying features of this army was its use of necromancy, so we figured that was a potential avenue for us to explore.
We already had some necromancer and resurrection-based cards but they were all in Endurance. Our biggest challenge was to find a way to portray these characters and spells in other attributes without making Endurance give away part of its identity.
Our first attempt at a necromancy mechanic was called Soulbound - a keyword that resurrected the creature as a 1/1 upon dying (for example, a 3/3 Lethal creature with Soulbound would die and come back as a 1/1 Lethal). Necromancy was being portrayed as creatures being resurrected rather than the necromancers themselves, meaning any attribute could have a necromancy-flavored card.
After playing with those, we decided they created game states that were more repetitive than we wanted. Soulbound got the point across, but having to kill creatures multiple times was exhausting, especially since they often relied on Summon and Last Gasp effects for the ability to make sense. We still thought the mechanic had potential but wasn't quite there yet, so we decided to explore other alternatives. One of the original Soulbound cards survived this process, however, and ended up being released in Moons of Elsweyr with the name of Wandering Skeleton.
Our next attempt was inspired by ESO's necromancer skills that consume corpses. Eventually, this mechanic evolved into the Consume ability we have today, which was different enough from resurrection that we felt safe putting it in all attributes without taking anything away from Endurance's attribute identity:
Consume: Remove a card in your discard pile from the game to get an effect.
Since the condition of having a creature in the discard pile (all Consume cards in Moons of Elsweyr consume creatures) happened naturally in most games, we felt that Consume cards could see play in many different builds. However, we also wanted to make sure players could play a Consume-focused deck if they wanted to. For that, we created the Imbued creatures, or as we called them, "Consumables" - creatures with fair stats that gave you bonuses if they're Consumed.
Each attribute has one with a characteristic keyword and we included two Neutral ones as well to make sure every attribute combination could have enough cards for a Consume shell. On top of that, cards like Seeker of the Black Arts and Discerning Thief were also included to give the mechanic some new angles.
From a gameplay standpoint, we were happy with how Consume turned out - the mechanic itself encouraged trading and playing to the board, which is a style that we generally want to incentivize. We hope you liked playing with Consume as much as we did!
- Paulo Vitor
Alliance War Developer Diary – The Expertise of EmpowerEdit
Sparkypants Studios May 30, 2019
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Jason Hager.
"Empower: When your opponent takes damage, effect increases for the turn."
Sometimes the search for the right mechanic begins with the needs of another one. The story of the Aldmeri Dominion's Empower mechanic starts with the context created by the Alliance War's first designed mechanic, the Guildsworn's Expertise:
"Expertise: Bonus effect at the end of your turn if you played an action, item or support."
One of the first jumping off points was to look at the card types that fueled Expertise and see how the set would handle them. We thought, ideally the triads in the set that shared classes with the Guildsworn (Strength/Intelligence/Willpower) should also be triggering Expertise on a regular basis. Wouldn't it be nice if the mechanics themselves played well together?
The Daggerfall Covenant (Strength/Intelligence/Endurance) which shares Battlemage (Strength/Intelligence) with the Guildsworn felt like a natural place to try an Item mechanic (which became Mobilize). The Aldmeri Dominion (Intelligence/Willpower/Agility) which shares the Mage class (Intellgence/Willpower) with the Guildsworn began with a general exploration of actions and ultimately became Empower.
"Actions" as a design goal was a pretty wide net. Certainly we were going to include actions anyway, so how would this help our search for the Dominion mechanic? The next step was to make some constraints and examine how actions are already used in the game.
One Mage triad already existed from Houses of Morrowind. The "good stuff" version Tribunal has a reputation for providing reactive and removal-heavy gameplay. We had already played enough general games with the new triads to see what a "good stuff" version of the Dominion might be regardless of our new mechanic. How could this new Mage triad engage with actions without feeding into more of the same? Could we provide incentives for more proactive play patterns?
We shifted within the triad to emphasize Assassin (Intelligence/Agility) and Monk (Agility/Willpower) more than Mage. We examined the more aggressive elements; dealing damage - often with creatures, sometimes directly. We also looked at the groups that make up the Aldmeri Dominion for inspiration, especially the High Elves and Khajiit (less so the Wood Elves, which seem to be a bit more reactive).
Swindler's Market, Descendant of Alkosh, Lillandril Hexmage
Some early concepts lived in the 0-cost action space, using trinkety spells like Completed Contracts and Curses. Unfortunately, nothing we designed there really struck our fancy. Next, we looked at the typically-Khajiit mechanic Pilfer. In what space does Pilfer play with actions?
A promising early prototype for the action mechanic included actions that could attach to creatures (at a higher alternative cost) like a custom Pilfer ability. With each instance of future damage from that creature, that action could be played again and again. It had potential, but once the designs went from paper to our test games we immediately found a big problem (other than Lillandril Hexmage infinite loops).
The new mechanic created a constant stream of undesirable snowball effects and mini-games where removing and protecting the build-a-Pilfer creature became the only thing that mattered. This was especially true of sticky creatures, of creatures in lanes that were abandoned and of weak creatures that now needed premium removal to stop them. It was difficult to find reasonable and appealing recurring effects that didn't completely warp the game. We wanted the mechanic to affect the game, certainly, but we didn't want it to define every game. Back to the drawing board.
A breakthrough came when we transferred the spirit of Pilfer from the creature to the action itself. What if instead of making the creature better with the action, we made the action better with the creature? Another important breakthrough came when we stripped the necessity of creatures from the equation entirely. The mechanic expanding to any damage brought a lot more cards into the discussion. This felt like a great place to explore! Off to the races!
The next challenge was: if we wanted the actions to be variable, what should those variables be?
Some early card pitches for Empower proved to be perfect matches. Spoils of War and Channeled Storm, using fairly common knobs as variables, were pitched in the first few hours of the discussion and remained unchanged throughout testing.
Spoils of War, Channeled Storm
Beyond cost and damage, other effects didn't play as well with our new mechanic. Here are some examples of the problem cases we ran into:
- Attack sequencing: Imagine a simple action that gives all of your existing creatures +1/+1 with Empower: +1/+1. With this action, it becomes very difficult to sequence, since it tells you to attack with lots of your creatures to increase the Empower total, but not all of them. You'd want to hold back a few attackers to have them use the benefit this turn. This led to very complicated situations, especially when boards got wide. When we narrowed the stat increase to one creature, the card ended up being too burst-y, almost like one large direct damage action. Result: not great.
- Natural limitations on variables: Imagine another action that summons a 1/1 creature with Empower: +1 additional creature. This action would immediately be limited by the space available in your lanes. This could be really frustrating if you were triggering Empower with lots of small creatures; if you lived the dream for a really high Empower number, you often got less output, not more. That's not living the dream at all. We also tried putting the output creatures in your hand instead, but then we ran into the hand limit! Results: again, not great.
One of the most appealing things we found about Empower was living that dream. You want to see that number growing. You want to make it get as high as possible and scream from the top of Chalman Keep, "ta-da, I did it!" In game design circles, that is sometimes referred to as a Fiero moment. Anything that fought against that feeling was kind of a bummer.
We ultimately found several variables that we thought turned out great! And even though Empower proved to be one of the more difficult mechanics to design around in the set, we think it gave us both the rewarding play pattern and the link to the other Alliance War mechanics that we were after.
The real test will be how it plays in the real world. I'm excited to hear from the players as to which Empower cards you like best. How big of a creature were you able to Wish for? How many swings did you get with Volendrung because of Alchemy? Also, what types of Empower variables would you like to see in the future? We value your Expertise.
Alliance War Developer Diary – Better in 50Edit
Sparkypants Studios May 23, 2019
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.
As we designed The Alliance War and introduced the other five three-attribute combinations to the game, we were constantly on the lookout for ways to also make the 50 card decks more enticing in ways that didn't disrupt what people were already doing.
We felt we could accomplish this organically by printing more synergy-based cards, (since these are naturally stronger with fewer cards in your deck) but we also liked the idea of having more cards like Galyn the Shelterer and Ungolim the Listener, which directly benefit smaller decks by themselves. So, the cycle of what we internally dubbed as "50 Cards Matters" came to be. The idea with these cards is that, much like Galyn and Ungolim, they can be played in 75 card decks but they are clearly stronger in 50.
With this cycle, our biggest challenge was finding something that would play in a similar space to these Uniques while not just being copies of them. We also didn't want them to be Unique Legendary cards, so their power level had to be different. In the end, this is what we came up with:
The first three are pretty straightforward - they get better if you draw multiple of them (though there are certainly ways to artificially draw more copies of them). Salvage is similar, except it wants you to draw multiples of a different card rather than multiples of itself - in this case, an Item.
Baandari Opportunist is the most different of them all, but still plays on the "better in 50 card decks" angle in the same capacity that Ungolim and Galyn do, by adding powerful cards to your deck. I thought it might take some time for players to figure out that Baandari Opportunist was the Green card of the cycle, since it's a little different than the others, but as soon as it was previewed people immediately connected it to the other cards; ironically enough, as I'm writing this, Salvage is the one that slipped people's attentions - I guess they were expecting a creature!
Alliance War Developer Diary – Making MobilizeEdit
Sparkypants Studios May 16, 2019
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Paulo Vitor Damo da Rosa.
Of the five alliances in the Alliance War set, Daggerfall was the easiest to slot - the fact that the coalition was made of Orcs (which are represented in Warrior), Bretons (which are Sorcerer) and Redguard (Battlemage) meant it was clearly the choice for the Intelligence/Strength/Endurance triad. In fact, if the Intelligence/Strength/Endurance triad had already existed, we might not have been able to do the Alliance War as a theme, since Daggerfall is so strongly associated with this combination.
From very early on, we also knew we wanted its mechanic to have to do with Items. Strength, Intelligence and Endurance are individually the attributes with the most Items and the attribute pairs have strong associations to them already - the Redguard theme, for example, is Items and Item Sorcerer is a popular deck. That, plus the fact that there had never been an Item-exclusive keyword before, made it particularly appealing. So, we set to work on exactly what Item mechanic we would want.
One of the biggest issues with Item-heavy decks is that you might not draw any creatures, or your opponent might kill all of them and then you end up with a lot of cards you can't play - there's nothing worse than having two Items in hand just waiting for a creature and then drawing a third Item. If we wanted to make a mechanic that incentivized Items, we would have to find a way to solve that as to not punish the player for drawing too many of them. The simplest way we found was to make items that could just be played as creatures if you wanted, which in turn would let you equip your other Items if that was all you had in hand.
Ornamented Sword, Covenant Masterpiece, Staff of Ice
The first iteration of this mechanic had the "Animated Weapon" flavor - think a sentient sword that does the fighting on its own, or Dr. Strange's cape. We thought that was pretty cool but it had one main problem - the Item version was just dominating the creature version. Items are naturally better than creatures since they effectively have Charge and can be used to set up good trades. Steel Scimitar is a very strong card and Solitude Stalwart sees little play, even though they have the exact same stats - if we ever printed a "Solitude Stalwart/Steel Scimitar" card, then it would be played as Steel Scimitar the vast majority of the time, and the creature option would just be a last resort if you had a ton of Items and nothing to equip them with - which was fine, but not ideal.
We left that idea dormant and experimented with a couple of different Daggerfall mechanics. One of them was Forge, which let creatures spend their turn to create an Item that they could equip somewhere else. Another was Refine, which let you upgrade all or some of your Items, (one version, for example, upgraded all your Steel weapons). We even played with the idea of Dual Wielding. Ultimately, we didn't feel like any of these mechanics were doing what we wanted for Daggerfall from a game-play perspective, even if they were good flavor fits.
The breakthrough for Mobilize happened when someone suggested that, if the issue with the original mechanic was that the Item version was just better, we could simply create a 1/1 token to equip it. Suddenly you weren't choosing between +2/+2 or a 2/2, but between +2/+2 and a 3/3, which was a much closer choice. The flavor also captured the Alliance War feeling much better than an "Animated Weapon" did - the Weapon here wasn't sentient, but merely inspired someone to take part in the war. We felt that this flavor really conveyed the idea that the war was happening and it was happening for everyone - even elderly and young people were being dragged into the fight.
Originally, one of my favorite Mobilize cards was this:
- Orc Mail
- Cost: 3
- Mobilize
- +2/+3
- The wielder is an Orc.
I thought it was pretty cool because it would either turn a creature you already have into an Orc to receive Orc synergies or, more importantly, you would be able to play it in your Orc deck knowing that, if you Mobilized it, the Recruit would be an Orc. On the other hand, this drew our attention to an issue, because, if the Recruit wasn't originally an Orc, what was it? It had to be something, it couldn't just be a Recruit with no race.
Ultimately, we settled for just assigning a Recruit type to each Mobilize card, which unfortunately meant Orc Mail's reason to exist was sort of gone. Instead, if you want to Mobilize some Orcs you can, for example, use Covenant Mail.
In the end, I think the coolest part of Mobilize for me is that it enables a completely new style of deck, as it allows you to play a critical mass of items that wasn't possible before (because you would also need a critical mass of creatures). This might not seem like much, but some of the Item synergies currently in the game are very strong, so I look forward to seeing what players can do when they have the option of playing basically as many Items as they want.
Alliance War Developer Diary – Infinite Combos and Swapped AttributesEdit
Sparkypants Studios May 10, 2019
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the learnings from our latest release, Alliance War, with commentary from card designer Ryan Siegel-Stechler.
Dominion Battlereeve and Ayrenn, Dominion QueenEdit
Dominion Battlereeve started life as a proposal for Ayrenn, Dominion Queen, (we'll get back to her in a second). We really wanted the leader of the Dominion to be able to trigger Empower easily, potentially multiple times in a turn. Well, what better way to trigger Empower than to have multiple pinging triggers? The original design, however, had one minor difference:
"Summon, Slay, Pilfer, and Last Gasp: Deal 1 damage to your opponent."
It took exactly one playtest to realize what we'd accidentally done. When you summoned Dominion Battlereeve, she'd deal one damage to the opponent...which would trigger Pilfer...which would deal one damage to the opponent. Over and over until they died. Oops!
Dominion Battlereeve, Ayrenn, Dominion Queen
However, that experience ended up being incredibly valuable later on when we continued with the design of Ayrenn, Dominion Queen. We still wanted her to be able to trigger Empower multiple times per turn. Another proposal for that ability that we all liked and were close to locking in was:
"Whenever you draw a card on your turn, deal 1 damage to your opponent."
Because of the accidental infinite combo we'd created with Dominion Battlereeve, however, we were able to identify the major problem with this line of text. Can you spot it?
Another infinite pinging combo! After trying it in decks, we quickly found that between Dark Rebirth, Altar of Despair and Bandit Ringleader just being good on its own in the Empower shell that the combo was a major problem and amended Ayrenn, Dominion Queen to her "draw an action" version. It's important to learn from your mistakes!
Abnur Tharn and Sai Sahan:Edit
Sai Sahan is a master swordsman. Abnur Tharn is a consummate politician. But would you believe that they once had each other's ability?
We had slotted Abnur Tharn into Agility as the Empire was already increasing the number of Imperials in Agility, while Intelligence was a natural place for Sai Sahan as a Redguard. Originally, we conceived of "Summon: Sai Sahan uses the summon ability of a creature" to play into the trope of a master martial artist using their opponent's greatest strength against them, and "Immune to enemy Wounded creatures. Summon: Give all enemy creatures -1/-1." as representing Abnur Tharn's political machinations.
We met in Baltimore (where the Sparkypants studios are) for a design conference, both to talk about Alliance War and the next set in the future. On a walk to dinner, almost as a joke, it was brought up that maybe we should just swap Abnur Tharn and Sai Sahan. The more we thought about it, though, the less it felt like a joke. Convincing an opponent’s creature to use their ability against them was totally a political move. Sai Sahan is renowned for defeating two armies of assassins and emerging unscathed.
What better way to represent that than an ability that allows him to single-handedly take down an army and not receive a scratch in return? Gentleman Jim Stacey and Speaker Terenus meant these wouldn’t even be the first Redguard and Imperial in their swapped attributes! Sometimes keeping an open mind in design allows you to find a very different perspective. In this case, we were all very happy with the result.
Dev Diary – Tuning Tutors & Manic MonstersEdit
Sparkypants Studios February 18, 2019
Welcome back to another Dev Diary! Last time, we looked back on the design of double cards and how to design a lane condition. Next, we thought it'd be interesting to take a look at specific examples of some of Isle of Madness' recognizable cards and delve deeper into their creation!
Crucible Blacksmith and Wake the DeadEdit
An important design goal is to make every game unique - we want each game to feel different and present players with new game states and decisions. Cards that let you draw a card of choice from your deck, commonly referred to as "tutors" by the card game community, are inherently problematic because they potentially allow decks to consistently do the same thing each game.
Crucible Blacksmith, Wake the Dead
However, tutors also have the potential to lead decks in the opposite direction. They can cause players to run single copies of cards they wouldn't normally play, expanding their options to search for with the tutor. This can greatly increase the diversity of cards you play with and against. For Isle of Madness, we set out to find tutors with restrictions that would keep players sticking to the latter strategy over the former, with the goal of including a tutor in each attribute.
Sadly, we failed in that goal. We tried a wide range of different restrictions, including magicka cost, power, health, keywords, creature types and even rarity. However, most suffered either from being too broad and exploitable, or too restricted to be interesting. Two tutor designs managed to hit the sweet spot between those extremes, Crucible Blacksmith and Wake the Dead, and I'm optimistic that ideas for even more tutors will become viable as the card pool for Legends continues to expand.
Giant Chicken and Tiny DragonEdit
Giant Chicken and Tiny Dragon had a troubled upbringing. They started life not as collectible cards at all, but as cards created by an early version of the Intelligence attribute's double card, then known as Manic Jack & Demented Jack.
Manic Jack was a creature with "Summon: Transform a card in your hand into a Giant Chicken", and Demented Jack did the same for a Tiny Dragon. At this point, Giant Chicken and Tiny Dragon were "vanilla" creatures (they didn't have any abilities) but we fell in love with them nonetheless. Manic Jack and Demented Jack were problematic, though. While either would have been fine designs on their own (and you can find a similar card in the set in Fortress Guard, included because of how well it played with doubles), they didn't work well as a double card.
It was incredibly unclear what you were supposed to do with Manic Jack & Demented Jack - how to evaluate it, what decks you might want to play it in and how to best use it when playing with it. The sheer number of choices the cards presented was overwhelming, doubly so because the value of each half was dependent on the value of the other half since they could transform each other. Because double cards inherently give you extra options, we found that they were a bad place to do designs that provide further flexibility.
Thus, we transformed Manic Jack & Demented Jack into Manic Jack & Manic Mutation, killing our beloved children Giant Chicken and Tiny Dragon. We couldn't live with the guilt, or in a world devoid of the cards, so we struck a deal with Sheogora-I mean, set out to design cards to do these delightful concepts justice.
That's all we have for now – we look forward to shedding more light on what it means to work on Legends at a later date and in the meantime, we hope you enjoy playing Isle of Madness!
Dev Diary – Double Cards & The Art of Lane ConditionsEdit
Sparkypants Studios February 11, 2019
Greetings, Outlander! I'm so excited to finally have players joining me here in Isle of Madness. You might be wondering how you got here, so I invite you to journey with me through tales behind the design of Madness.
The craziest part of the story is the beginning…or was it the end? While the team at Sparkypants Studios brought the vision to life, the initial design and creative groundwork for Isle of Madness was completed over eight months ago by Direwolf Digital.
The Isle of Madness design team, from left to right: Sam Pardee, Andrew Baeckstrom, Josh Utter-Leyton (that's me!), Yuri Tolpin, Kevin Spak, Matthew Nass. Not pictured: Chuck Kallenbach. It appears that one of us has succumbed to the madness.
Double CardsEdit
For our visit to the Shivering Isles, a theme we knew we wanted to capture was the duality of Mania and Dementia. How could we show that two cards were two sides of the same coin? Our answer was to show them both in one card and double cards were born. The story doesn't just end there though. While we thought the concept of two cards in one was really cool, double cards did have some gameplay concerns we tried to address.
The first is a problem we call "hand glut" - double cards contribute to filling your hand with too many cards. Having close to ten cards in hand is an overwhelming number of options to process every turn, plus running into the maximum hand size and having newly drawn cards destroyed is not fun. To combat this, we made sure that at least one half of each double card (with the exception of the Unique Legendary Rayvat & Tavyar) was cheap.
Drawing multiple double cards greatly exacerbates the hand glut problem; we didn't want players jamming decks full of double cards and having overflowing hands as a result, so we made the decision to do just one double card per attribute. That said, double cards are a mechanic we can do plenty more with and are likely to return to again before too long if they are received well.
Speaking of, double cards being well received was our second concern. Because they have built in card advantage, each component card - when fairly costed - should be significantly weaker than a regular card at the same cost. We worried that the comparison to similarly costed single cards would make these look weak and that they'd be unappreciated as a result.
It's also way more exciting to play with cards that feel powerful, so even if the double card as a whole is playable, it can be unsatisfying actually playing the weaker component cards. Our solution here was, honestly, just to make them powerful. They aren't all tournament-winning caliber, but I do expect several of the double cards to become staples in their attributes. While the individual components of a double may still seem underwhelming at first glance - they all fail the direct comparison to single cards of the same cost - the hope is that the power does shine through when you play with them.
Syl, Duchess of Dementia and Thadon, Duke of ManiaEdit
We're always on the lookout for novelty in new game mechanics, and Legends is a rich vein to tap into for that. The two lanes are a unique feature of the game, and it's surprising it's taken us this long to consider adding special lane rules to versus gameplay. It's something that has been experimented with and considered since the game's conception - we were just waiting for the right time to introduce it.
As it turns out, it's rather difficult to find lanes that have good versus gameplay. A good lane design has to:
- Be meaningful. It should make the lane feel noticeably different.
- Not encourage single lane play. (This kills most ideas.)
- Feel different from a support. This mostly boils down to the opponent needing to be able to take advantage of the lane with any normal deck.
- Since the effect is for both players, you need to be able to break the symmetry in some way to actually want to play with the card. Which means you want to be able to build around the lane in some way, which can conflict with the previous bullet point.
- Despite it all, we think that the Mania and Dementia lane conditions check off those boxes while still being fun. We'll be back with another dev diary very soon to talk about some specific cards from Legends' latest expansion – we hope to see you there!
Dev Diary - Behind the Houses of MorrowindEdit
Dire Wolf Digital May 1, 2018
Greetings, Outlander! By now, you've gotten to see all the cards in our Houses of Morrowind expansion, so we thought it might be fun to go through some of the cards and tell some of the stories behind their designs. Here goes!
The OathmenEdit
Once we decided Morrowind was going to be a three-attribute set, it didn't take us long to add something like this cycle to the file.
We like putting cards at common rarity that make you care about the attribute ratio of your Arena deck. Drafting is a lot more fun when you're drawn towards certain cards for reasons other than their raw power level and since every card has an attribute, it's an easy thing to key off of. The "Ally" cycle in the core set, for example, was created so that you might lean towards one of your two attributes as you drafted.
In Houses of Morrowind we wanted to make a cycle that could work in a two-attribute deck, but really sang in three-attribute decks – particularly in Arena. Originally, they were called "Allies" and checked the top two cards in your deck much like the original Allies. We soon decided that we preferred gameplay similar to the cycle cards like "Priest of the Eight" hail from in Heroes of Skyrim. Checking for cards in play gave players a lot more agency and proved a lot more satisfying.
From there, we went through a lot of iteration on the abilities themselves to make sure each was generically useful, but also made sense for the appropriate House’s theme. We think we landed in a place where these push you in the right direction in Arena while acting as almost a fourth three-attribute card for their respective houses in constructed.
Camonna Tong HeavyEdit
When making a set with as many themes as Houses of Morrowind, it's important to create overlap between them. Cards that have different contexts in different Houses make deckbuilding a lot more interesting.
Take Camonna Tong Heavy. He has House Hlaalu's "Plot" mechanic but he definitely appreciates a little help from House Redoran's "Rally" mechanic.
As an aside, we normally would be a bit reluctant to make cards with Summon abilities that reference their own power or health unless the card modifies itself in some way because it's usually a lot shorter and simpler to just say the actual number.
In another set, Camonna Tong Heavy might simply say "Unsummon a creature with less than 4 power." But having Rally in the set made text boxes like this one worthwhile. You can see the same logic at work on Odirniran Necromancer and Grand Inquisitor, which also appear in Rally attributes.
Seyda Neen CourierEdit
This little guy may look unassuming, but he's one of our favorite cards in the set. We're always hunting for elegant designs – that is, cards that are simple but nevertheless have a lot of gameplay to them. And that's what Seyda Neen Courier does.
This is a simple enough card that could appear in any set and could go in any Arena deck. At worst it's a 2-cost 3/1, which isn't embarrassing. But in this set it does so much more.
For House Dagoth, that +3/+0 sword goes a long way towards creating an early 5-power monster, which can turn on cards like Ash Piercer and Ascended Sleeper.
House Telvanni loves that the Courier can give away its sword and leave behind a 0/1 body that's ripe for Betrayal.
And should you find yourself in, say, an aggressive Battlemage deck, (hey, not every deck has to be tri-color) you'll probably appreciate the way that sword can provide a little bit of burst or enable a Rally creature to trade with a burly Guard.
Temple PatriarchEdit
Exalt is a great mechanic because it can help players have things to do throughout the whole game. A card like, say, Vivec City Pilgrim can act as either a 2-cost card OR a 5-cost card, making it more likely you have something to do on turns 2 and 5.
There's just one problem – while playing Exalt creatures early is often correct, it's also not very fun. In general, players vastly prefer to use the text on their cards. So it can be painful throwing your Pilgrim out on turn 2, knowing you'll never get that sweet +2/+2 bonus.
That's where Temple Patriarch comes in. With Patriarch in your deck, playing an Exalt creature early doesn't necessarily mean giving up on its game text. If you can keep it alive and land a Patriarch, you can have your early game cake and your late-game frosting too. It may not always work out, but we found the possibility of doing so made Exalt much more fun to build around.
Writ of Execution & Morag Tong NightbladeEdit
When Morag Tong Nightblade was spoiled, many players did a double-take. What was a slaying assassin doing in Willpower?
The answer is that we were trying to make a statement about the Morag Tong. What makes them different from the Dark Brotherhood? Well, whereas the Brotherhood is a death cult that kills to honor Sithis, the Morag Tong is a respectable organization that upholds the law and kills deserving targets.
Both organizations have cards in Agility – after all, they're sneaky assassins. But whereas the Dark Brotherhood lurks in Endurance, an attribute that has a certain appreciation for death, the Morag Tong's secondary attribute is Willpower, the attribute that seeks to impose its sense of order on the world.
Writ of Execution also deserves a little digital ink. We normally don't like cards to create cards of other attributes, but if the flavor is good enough we can make exceptions. Here the Completed Contract really sold the story and helped solidify the Morag Tong as Willpower-Agility. The clause also gave your opponent an incentive to kill the creature before you could complete your contract – perhaps by Betraying it? – creating a little more gameplay tension.
Cliff Hunter, Cliff Strider, and Cliff Racer OnslaughtEdit
When we realized we were making a Morrowind set, we knew we were going to need some Cliff Racers. There was just one problem. In our Core set, we'd defined Cliff Racer as a big dumb Charge guy. Original Cliff Racer has exactly one thing going on, and that thing is Charge.
But we didn't want to add a bunch of big Charge guys with Morrowind. One thing we've been keeping an eye on is the amount of burst damage in the game. Some amount of burst damage is healthy – it gives aggressive and midrange decks hope against control opponents who have otherwise stabilized, making the ends of games more exciting. But too much makes the game feel less interactive, because you don't have a chance to deal with creatures before they hit you. As we add more sets, the risk of the latter situation increases, so we were very careful with those kinds of cards in HoM.
And that's how we arrived at these cards. Cliff Strider gives you more stat points than we typically put on a Charge creature, but can only attack creatures. Cliff Hunter uses "Summon: Battle a creature" as a different take on a Charge creature that can't attack your opponent, (a formula you're likely to see us do more of going forward.)
And finally, Cliff Racer Onslaught follows through on the meme that Morrowind is full of Cliff Racers. But what are these Cliff Racers doing? Descending on unwary travelers, of course! There are ways to allow your new Cliff Racers to hit your opponent, but you usually have to use your existing board to do it, so the damage didn't entirely come out of nowhere.
Fun side note: Early on in testing, Onslaught cost a bit more but made two Racers and targets in each lane to really drive the story home. Trust us: That was too many Cliff Racers – especially when copied with Mushroom Tower.
Caius CosadesEdit
Back in early Heroes of Skyrim design, we came up with a mechanic for the Thieves Guild that we called "Spy." Spy would let you look at two of your opponent's cards, and try to guess which they had in their hand for a benefit.
The mechanic was divisive. Some playtesters loved trying to dissect their opponent's plays and try to determine what they might or might not have; others thought the mechanic was purely random. In the end, the flavor wasn't quite right anyway – yeah, maybe the thieves scouted their targets a bit, but it wasn't the main thing they did. We decided to cut the mechanic, but leave in our favorite card with it – the wily cat you know as Thief of Dreams.
Flash forward to early Houses of Morrowind design. Surely here was the place for Spy – after all, all of the early main quest missions in TES III are about gathering intelligence for Mr. Cosades here. Once again we designed a bunch of Spy cards and once again they were loved by some and hated by some.
So what happened? At the time, the set still lacked a strong identity. Then we hit on the three-attribute set theme. As we contemplated which factions to focus on, we realized that we should be shining a spotlight on the denizens of Morrowind, not their nosy guests from Cyrodiil. Out went the Imperials, and with them went Spy.
Of course, we couldn't do a Morrowind set without capturing the Spymaster himself, so once again Spy got to survive on a single card.
Sun-in-ShadowEdit
We've seen a few people ask: Why Sun-in-Shadow? Of all the great Telvanni characters, why her? The main reason is that we thought she told a cool story as a three-attribute card. In the launch set, we established Argonians in Agility and Endurance.
Sun-in-Shadow is a cunning mage, the quintessential Telvanni schemer, so of course she's an Intelligence card. But she's also carrying her Argonian heritage with her. Being a tri-attribute card told a story about Sun-in-Shadow in a way it wouldn't have for, say, Master Aryon (who you can see on Tel Vos Magister).
That's all we've got time for today. Hopefully this gave you a little insight into our process. Until next time, good luck to your house!
The Importance of Being OrganizedEdit
Wed, February 28, 2018
Humans like to categorize and organize things. Our brains are wired to be really good at it. We experience a ton of information every day, and our brains process and organize a lot of it passively and instantaneously. At a basic level, there are categories of “don’t care about this right now” to “this is something I want to pay attention to.” This allows us to focus on the things we want or need to do without feeling overwhelmed by all the noise. For example, if we drive to work, we see thousands of objects but we automatically put some things into the “pay attention” category -- things like traffic signals, pedestrians, and other cars.
Perhaps as a natural extension of our desire and aptitude for organizing things, humans seem to like to rate and rank things within categories. For example, a cinephile might not just have a list of her top 10 movies of all time, she might use categorization to come up with numerous lists. “Here’s my top 5 cerebral Scandinavian tearjerkers!” One does wonder how much the internet and modern data collections have contributed to this inclination.
But hey, wait. How the heck does this relate to the Elder Scrolls: Legends? Actually, in a number of ways. Let’s walk through a few ways in which organization is a core part of the design of Elder Scrolls: Legends, and why that’s a good thing.
Organization allows for mechanical distribution, leading to asymmetric gameplay and player agency.
Distributing themes and mechanics across five attributes is perhaps the most critical form of organization in Legends. This method of categorizing cards coupled with the primary deck building rule spreads the game’s mechanics across the game so that no one deck can have access to all the mechanics. Thus, as a player, you have a really important decision to make in terms of which attributes to dip into when building a deck. What do you want to utilize and what can you live without?
Asymmetric collections also present fun ranking opportunities, and Legends is rich enough to present fun thought experiments even when you’re not playing. While your cinephile friend is listing her top 5 cerebral Scandinavian tearjerkers, you might be considering how you’d rank your top 5 Intelligence actions.
Organization helps players remember concepts and mechanics and leads to skillful play.
Once a game begins, the benefits of the mechanical organization mentioned above aren’t done. One of the first things you might do is look at your opponent’s attributes. Once you’ve played a fair number of Legends games, this visual cue can be quickly processed by your brain into some possible deck archetypes (another useful form of organization!) that your opponent might be playing, and you might even begin to form a plan to play well against those decks. Some players talk about “playing around” certain cards, meaning their decisions are sometimes driven based on the risk of the opponent having a particular card. This type of planning and reacting can begin immediately, with your mulligan decision!
Something to stress is here is that the card file itself must be organized well in order for players to feel these benefits. If designers throw mechanics around too liberally, these benefits can dissipate. Imagine if all attributes had some Charge creatures, or if all attributes had efficient support removal. While some amount of unpredictability is important for card games, that’s a world where games would feel too chaotic and unpredictable.
Organization of themes and mechanics can support lore and world-building, while also helping players remember concepts.
When Legends launched, the design team decided to allocate the ten playable Elder Scrolls races across the five attributes, each race to an attribute pair. For example, Nords were assigned to the Strength-Willpower pair, so each Nord was either Strength or Willpower (or in Tyr’s case, both). We knew this organization wouldn’t last forever, because we felt certain famous characters wouldn’t feel right in the initial pairing. But we knew that, as a new game, Legends was going to throw a lot of complexity at players, so we wanted to take advantage of organization to present some information in a clean and memorable way. As mentioned, humans are capable of processing a lot of information; but one of our jobs was to present game information so that players were spending less brainpower decoding information about the game, allowing them to focus on the more fun, strategic decisions.
Organization allows exceptions to create memorable cards and/or interesting flavor.
While organization creates standard rules to go by, designers are not always slavish to those rules. Breaking an organizational rule can be a powerful tool to call attention to something, especially as it relates to the story of a card. If all previous Orcs hadn’t been assigned to the Strength and Endurance attributes, Arcanaeum Librarian’s arrival in Clockwork City wouldn’t have been particularly interesting. The fact that he represents the first Orc card to veer outside of the normal Orc attributes is part of his charm. It also clearly is a call-out to Urag gro-Shub from Skyrim, who was quite at home amidst a library full of books. Neither Strength nor Endurance felt right for a card representing that character.
Another example of breaking the rules for a purpose can be found in Heroes of Skyrim. Because this set was based on the home of the Nords, the designers chose to allow Nords to bust out of their standard attributes in a big way, as a nod to the diversity of the Nord people as experienced in TES V: Skyrim. So, Nords were purposefully placed into all five attributes.
Organization of card sets leads to mastery and delight.
This one is a bit harder to talk about concretely, but when Legends designers create card sets, some of their discussions relate to how much of a particular mechanic to include and how to spread those mechanics across cards. It’s almost like making a soup or a sauce, where simple building blocks are the base and fancier cards are spice. If a soup doesn’t have enough spice, it might taste bland and boring; the same goes for a card set. But too much spice can be a turn-off, as well. Finding the sweet spot and figuring out a way of organizing the set’s information across cards so that players experience mastery and delight while playing with the cards is a mix of art and science.
Here are some examples of organizational decisions that we had to make when designing various Legends card sets:
How many Slay creatures should be in the Dark Brotherhood set, and what attributes should get Slay? What do the other attributes get? Would naming a cycle of dual-attribute actions for Heroes of Skyrim help players remember the names of classes? We had observed a fair number of new players struggle to remember class names, so this naming convention was an attempt to introduce a mnemonic device. How many neutral cards should a set have? In the case of Clockwork City, we cranked up the number to reflect the nature of the setting. This presented us with discussions about how to design neutral cards and mechanics in a synergistic way so that they wouldn’t appear in too many decks.
Thanks for reading along on our journey through how design thinks about organization and its impact on the Legends play experience. By the way, we’ve got another organizational lens in store for our next expansion. Stay tuned… we think you’ll be excited!
Legends Community Update and a Message from SparkypantsEdit
Tue, July 31, 2018
For the past month and a half, we have been blown away by the community’s enthusiasm for Legends. Sparkypants has been hard at work on the game and a complete client and backend refresh. We see your messages and posts and we want to give you an update on where we are in the process.
As you can imagine, Sparkypants is in the middle of a huge undertaking. They are rebuilding Legends from the ground up with brand new code – while allowing you to keep your progress and achievements. While the cards and gameplay will remain identical, this effort will improve the look and feel of Legends while building a thinner client that is easier to update and improve with long-requested community features.
While we are all incredibly excited about what’s next for Legends, a project of this magnitude takes time. We’re committed to releasing a polished game that keeps all the same functionality and feel – and this means giving Sparkypants the time they need to get it right.
We are also in the middle of the first season of The Elder Scrolls: Legends Masters Series, with the grand finals coming up on August 9-10 at QuakeCon. Releasing a brand-new app now could potentially affect the integrity of Legends’ most prestigious tournament. For these reasons and more, we are not ready to release yet, and it will take more time.
For more information about the future of Legends, mark your calendars for the keynote address at QuakeCon and don’t forget to tune in to the competition, where we will witness some of the highest-level competitive gameplay ever!
We appreciate your patience during this transition. In the meantime, we’ve invited Sparkypants to give you a bit more visibility into the development work going into the refresh. Sparkypants’ Lead Producer, Andrew Auseon, has taken time to put together more information on the game. Take it away, Andrew:
Andrew: Thanks, Christian. You expressed it perfectly: blown away. That’s how we feel about the response to recent hands-on showings of the game at E3 and ongoing discussion in the forums and online. It makes all the hard work worth it. No joke. Before going any further, I’d like to say a resounding thank you from everyone at Sparkypants for the continued enthusiasm, goodwill, and patience as we forge ahead on this amazing game.
So, onto our first big announcement, which concerns the Legends design team. We at Sparkypants are thrilled to be bringing MTG Hall of Famer and card designer extraordinaire Josh Utter-Leyton on board as a key member of our growing design team. As many players know, Josh has been with Legends game since its earliest days and played an important role in what it’s become. With Josh on the team we’re very confident that we can deliver great cards and collections into the future.
Speaking of new content, we’re finishing a new Story expansion that will explore another fascinating region in the Elder Scrolls universe; in addition, we’re designing a new thematic set of standalone cards that will add some interesting new wrinkles to the game’s meta and get players trying new deck compositions. Our focus is on designing “big” cards that will see a lot of play. This will be Sparky’s first foray into designing original cards for Legends, but we have experts like Josh to guide us, and as always, we’ll be eager for feedback.
We continue our push forward on the refresh, redesigning the look to fit within the new art style, making user experience tweaks and fixing issues as they come up. We’re especially pleased with some newly created menus and layouts for mobile UI, which should make navigating and playing the game on the go much easier. We’ve also shortened the player tutorial to get new players into matches sooner. A lot of fans are interested in dates for console SKUs of the game, but unfortunately those won’t be part of the relaunch, so we can’t talk about those quite yet.
Moving forward, the Sparkypants team wants to continue building a strong connection with the Legends community. We plan to incorporate a release calendar in our regular updates and share new features in their early stages with influencers, garnering feedback to address what’s best for the game and its players. Tournaments will be the first of these new features, and we can’t wait to roll them out later in the year. Everyone here is excited for what’s to come!
January Dev Update: Who Goes First?Edit
Thu, January 25, 2018
Welcome to our January dev update for Legends. Today, we’re exploring an important and often overlooked aspect of the game: the start of the match. We’ll dig into how we arrived at our current start-of-game ruleset, and how they are working for us.
Brainstorming
When we were creating our initial rules set we knew we wanted to come up with something that was simple. Legends features a deep gameplay experience, so we didn’t want to pile on with complicated “who goes first” rules. To that end, we knew we wanted to make our rules to limit the differences between the player going first and second. The more differences between the player who goes first and the player who goes second, the more difficult it is for players to understand what’s happening.
For example, we decided each player would begin the game with three cards. We started with each player drawing a card on turn one as the simplest implementation. Throughout testing, we tried things like giving the player going second an extra card, and having the first player skip their draw, but neither felt great. Receiving an extra card while having less access to Magicka often led to the second player getting beat down, which also presented the risk of having an overstocked hand because of the rune system. Starting with three cards and not drawing on turn one led to too many awkward starts for player one, so we ended up reverting back to the original setup.
We also knew that if Magicka also grew by one each turn without any compensation for the player going second, the first player would have too large an advantage. To start, we gave the second player a two-use activated support called the Elixir of Magicka to begin the game. Players would have to learn about activated supports anyway, so this didn’t add too much complexity.
Testing
With a rule set in place that we wanted to try, we began the part of the job that designers love most: playtesting! After testing a ton of games with the two-use Elixir, we found that it simply wasn’t enough to overcome the consistent extra magicka the player going first gets. We experimented – trying ideas such as giving player two an extra three health on top of the two-use Elixir, but this helped control decks much more than aggressive decks.
Thus, the three-use Elixir was born. It seems like a lot, but the three-use Elixir both felt good to play with and put up nearly perfect numbers in testing: win rates of the player going first were less than one percent over 50%. Three uses also lined up with the number of uses our other Elixirs had. We decided to go ahead with the three-use Elixir for the open beta.
From Elixir to Ring
One defining characteristic of the Elixir of Magicka was that it counted as an activated support card. This meant that it could be destroyed by support destruction effects, and combined with cards like Tower Alchemist to never run out of charges. We found that having your elixir destroyed by cards like Shadowfen Priest was a frustrating experience. With that in mind, we considered exploring a version of the Elixir that was indestructible. That way, it could still do the cool combos with Tower Alchemist, and would hopefully be a little easier to understand since it has a normal card type.
Eventually, we decided that the Elixir should just be a separate game piece – a ring -- because at the end of the day, its function is unlike other cards in many ways. Even though the Alchemist combos are cool, it is a little strange for Alchemist to be way better when you’re going second. Indestructible is also not a concept we use very often, and it was nice to not have to use it for the Ring.
Balance
Overall, the numbers on the first/second rules have consistently been right around 50%. In the past month in ranked, the player who goes first wins 52.2% of the time. This gap is reduced for our highest rated players, where the player who goes first wins 50.3% of the time. This difference may be due to more experienced players being more comfortable using the Ring of Magicka, or metagame differences.
More aggressive classes tend to have relatively higher win rates with the Ring of Magicka. Their games are generally shorter, so they are ahead on magicka for a larger percentage of turns with the ring. Classes like Crusader and Warrior that tend to be aggressive have similar win rates with or without the ring, whereas slower classes like Mage and Scout prefer going first by just under three percent. With such a small difference, we’re comfortable with where things are at.
In most card games, the player who goes first gets off to a faster start, whereas the player who goes second has access to more cards, either with a larger starting hand, or the first player skipping their turn-1 draw. In Legends, it’s almost the opposite. The player who goes first is not down a card, but the player who goes second gets to pick three crucial turns to be ahead on magicka. This means that, in general, the player who goes second is more likely to win a shorter game, whereas the player who goes first is more likely to win a long game. This subtle difference contributes to a lot of the confusion about the Ring’s power level.
Risks and Costs
While we are happy with the simplicity and balance of our current rules, there are risks with any rules set, and the Ring is no exception. With a perfect curve, the player going second can spend three extra magicka over the first three turns. This can create some games where one player takes over the game very early on.
We considered having the ring “cool down” for a turn to mitigate this, but ultimately decided that the additional complexity was a big cost, and that Prophecy already mitigates the risks of one player coming out to a super-fast start. In addition, the win rates currently lean slightly towards the player going first, so making the Ring even weaker would be dangerous.
Final Thoughts
There’s your look at how we came to the starting rules you are playing with now. We’ll continue to monitor both data and feedback on the setup, but for now, we are quite happy with where things are at. Until next month, good luck on the fields of battle, whether you go first or second.
Dev Update - DecemberEdit
Fri, December 29, 2017
As we recently put out a pretty large balance patch, now seems like the perfect time to talk about how we approach card changes. This month's update takes a look at how we think about balance changes in general, using examples from previous balance patches, including our recently released Update 69.
Which decks should you change?
When we’re considering balance changes, we look at a number of different factors. Every week, we check in on metagame data that includes a ton of stats on cards and decks. These stats can even be stratified by level of play. While we look at a number of things, we first examine frequency and experience of playing against a deck, as opposed to simply studying the raw win rate.
For example, before Heroes of Skyrim was released, Orcs and Goblins were consistently topping the charts in terms of win rate. That said, they were both under 5% of the metagame and we believe they played out pretty well. Since people were not playing them much, the average player is not going to feel the experience of getting beats by these decks on regular basis, and therefore, it was not a priority to take action on these cards.
On the other side, Ramp Scout is viewed as a very powerful deck despite stats that tell a different story – much more so than the actual win rate. This may seem strange, but players sometimes judge decks more by how they feel than raw data. Ramp Scout tends to win long, drawn-out games, whereas Orcs and Goblins tend to get things over with pretty quick. This means that Ramp Scout may spend more time in winning positions even if it has a lower win rate. Players are likely to feel like Ramp is winning more than it actually is and thus likely to play it more.
As we make balance changes, we also want to encourage players to try out decks and cards that we feel are fun to play with and against. A deck like Tokens has had a pretty good win rate and has been reasonably popular at times, but we have been reluctant to make too many changes to it as it tends to play out quite well. It can win long and short games, interacts with the opponent and can be interacted with.
We’ve also made changes to decks without huge win rate numbers that had concerning play patterns. The Praetorian Commander and Echo of Akatosh prophecy-heavy decks were winning about half of their games, but were doing so in a way that was very demoralizing to play against, which justified action.
Which cards should you change?
Once you figure out which decks are concerning, you still have to figure out which cards to change. We try to target cards that will improve the play pattern of the deck in question in addition to reducing its win rate.
One thing we’ve thought a lot about is how to make aggressive decks more fun to play with and against. In general, we’ve found that aggressive decks that are less about attacking the opponent all the time and play more interactive games are more fun. With that in mind, we made a large change to Northwind Outpost, which tends to encourage a more “face” strategy.
What change should you make?
Once you’ve determined what cards you want to change, you still need to determine how to change them. If a card is changed for mostly power level concerns, we are likely to make a relatively small change so that it hits a playability sweet spot. If the concerns are more about play pattern, we are likely to make a bigger change and may even try to address the play pattern concerns with our change.
In general, we try to make relatively simple changes. First, it’s nice when cards still feel like the same card after a balance patch. If we wanted to make something radically different, we always have the ability to produce a new card. Second, simple changes allow us to act faster. They take less time for engineering to script, and less time for both design and quality assurance to test. When we think a change is warranted, we want to get it out to you as fast as possible.
Changing cards can also cause confusion, especially for less experienced players. For example, if we changed Lightning Bolt from dealing 4 damage to dealing 3 damage, some players would try playing Lightning Bolt on a 4 health creature and become frustrated by the result. Simple stat and cost changes are less likely to cause this frustration, because you can see those changes without having to read the text box.
How do we gain confidence on changes?
Once we have a sense of what changes we want to try, we do a few things to gain confidence in those changes. First, we try to consider the net effect of the changes on each major deck type. We look at matchup data and think about the importance of the changed cards in each matchup. It’s sometimes possible for a deck to improve from a patch in which one of its cards is changed due to its bad matchups decreasing in popularity. Our predictions are never perfect, but by estimating these effects we can get a pretty good sense of what the metagame will look like after a patch. We then playtest with each changed card on our local design server to get a sense of how each card feels in its new form.
What about Buffs?
Buffs can shine a light on cards that may have been underappreciated in the past. That said, buffs are trickier to implement compared to nerfing a card. Cards that we are considering buffing have generally not seen much play, so we don’t have as much context. If we do too small a buff the card may continue to be underplayed, and if we do too large a buff the card may dominate.
It’s also okay to have some weaker cards. Sometimes a card is more fun in arena than in constructed, so we target it for a middling power level. Sometimes a card is fun if you play with or against it once in a while, but isn’t a fun regular experience. There are also some players who enjoy winning with underappreciated cards.
A lot of the things that buffs offer can also be provided with monthly cards. We can push a variety of classes and themes with a sweet new card. When Warrior was unpopular, we came out with Sower of Revenge as the next monthly and it made a huge difference.
There’s your inside look at how we approach balance changes. We’ll be back next month with another look inside the development of The Elder Scrolls: Legends.
- The Dire Wolf Digital Team
Dev Update - NovemberEdit
Thu, November 30, 2017
Team Dire Wolf is back with their 2nd monthly dev update! Read below...
Welcome to Return to Clockwork City, our newest and greatest story expansion for The Elder Scrolls: Legends! There’s nothing quite like those first few days after an expansion hits, and we can’t wait to see what you guys think of the new cards and the single-player content.
Today, we want to talk a little bit about how and why we make stories, and our inspirations when it came to Return to Clockwork City.
Creating stories in Legends doesn’t take much motivation because, in the end, we’re able to create stories for an Elder Scrolls game. It doesn’t get much better than that! The Elder Scrolls has a long tradition of amazing single-player experiences – even ESO can be played for many, many hours on your own – so from the beginning we’ve known that a strong single-player experience would be a core part of Legends. That’s why we launched with such a deep intro campaign, and feature game modes like Solo Arena. Then came Fall of the Dark Brotherhood, which really starts to show off how we can tell stories in a card game. The map format allowed us to be less linear, peppering in sidequests and alternate ways of reaching objectives, which felt true to the spirit of The Elder Scrolls. It also allowed us to produce even more content. Fall of the Dark Brotherhood is noted as having 25 game nodes, but when you add up all the alternate versions of games you can unlock through your choices, the number is a fair bit higher. Return to Clockwork City is even bigger. It’s got roughly 40% more missions and cards. There’s a few reasons for that – beyond the fact that, obviously, we love making cards and missions. For one thing, the story we were telling was bigger in scope. We also knew that players had been playing with the Heroes of Skyrim meta for a long time, and wanted to be sure this set had enough going on to shake up the meta and give players a wealth of new decks to explore. When you play it, you’ll see that we’ve sent the Forgotten Hero and company on a truly epic journey unlike any we’ve attempted before, packed with as much goodness as we could fit.
You also might notice that Return to Clockwork City is a little less challenging than Fall of the Dark Brotherhood. While the player feedback was overwhelmingly positive for Dark Brotherhood, our analytics indicated that new players were playing it in droves, and struggling more than we would like in some places. We tried to shoot a little lower on the difficulty curve for Clockwork City. So if you’ve got a friend who’s getting into the game, you might want to advise them to play Clockwork first. But experienced players shouldn’t worry – for you we’ve got that incredible-looking Swims-at-Night promo waiting at the end of Master Mode. We included that promo for one reason only: We think Master difficulty is a blast, and a real challenge, and we want to reward you for completing it.
As for the story itself, we really wanted to give players a change of tone from the grim and morally grey world of the Dark Brotherhood. For Clockwork City, we were inspired by classic adventure stories. Our story was set hundreds of years after Sotha Sil’s death in The Elder Scrolls III: Tribunal. What if this was the story of a lost city, and the treasure hunters seeking it in search of loot? That would give us a very different feel from the story The Elder Scrolls: Online is telling in the same location thousands of years earlier. We think that with this setup, the two expansions complement each other nicely; TESO introduces you to the Clockwork City in its heyday, while Legends shows you its ruins and lets you decide its final fate.
So get ready to dive in! Adventure awaits when you in Return to Clockwork City!
- The Dire Wolf Digital Team
New Story Expansion for The Elder Scrolls: Legends - Return to Clockwork CityEdit
Tue, October 31, 2017
Millennia ago, the tinkerer god Sotha Sil built himself a hidden sanctuary, from which to shape his vision of the future. He called it the Clockwork City, and it was there that he died, when a fellow god betrayed and murdered him. What secrets died with him? What was he building in those gleaming halls? In the centuries since, no mortal has entered the city. Until now.
On November 30th, we’re bringing fans of The Elder Scrolls: Legends our grandest adventure yet with Return to Clockwork City. For longtime Elder Scrolls fans, this story expansion – along with The Elder Scrolls Online’s all-new Clockwork City DLC - will be the first chance for players to return to this fan-favorite locale introduced in The Elder Scrolls III’s expansion, Tribunal.
In Return to Clockwork City, Players will collect full playsets of over 55 new cards by playing through 35 exciting story missions. With these cards, you can search for lost treasure, construct steam-powered wonders or channel your inner mad scientist to create strange mechanical abominations. Here’s a first look at what we’ve got in store:
Behold My Mechanical Creations!
The Clockwork City is the grand workshop of the late god Sotha Sil, who was obsessed with crafting his own forms of life, reconstructing and building on the work of the Dwemer artisans.
Perhaps his most intriguing and disturbing creations were the Fabricants, unique creatures born of both flesh and metal. In Legends, we’re bringing these beings to life with five Fabricant cards – one per attribute – that will reward you for playing with neutral cards like the Dwemer constructs. These five creatures not only offer some serious power, but also open up some exciting new deckbuilding opportunities.
The Hunt Is On
Return to Clockwork City shows you the Clockwork City as you’ve never seen it before. This isn’t the gleaming metropolis seen in The Elder Scrolls: Online – it’s a lost city, suffering the ravages of time and rust. And where there’s a lost city, there’s treasure - as well as people willing to risk their lives to find it!
Enter the Treasure Hunters and the first of our new mechanics: Treasure Hunt. While in play, adventurous fellows with the Treasure Hunt ability will watch each card you draw, checking to see if it’s the treasure they’re seeking. Once you’ve drawn everything they want, they’ll reward you for your effort.
Relic Hunter here, for example, will give a buff to the first weapon you draw after playing him. It's not just any weapon, after all - it's the priceless object he’s been seeking!
But some Treasure Hunters have greater ambitions. Take Ratway Prospector, for example. She’s got a long shopping list, but if you can check off every item, your little 1-drop will become a mighty 6/7 brawler. Thankfully, you don’t have to find everything in one turn. You just need to keep your treasure hunter alive long enough to find their loot – which is where Ratway Prospector's second ability becomes especially helpful.
Of course, a good treasure hunter doesn’t just leave matters to chance. Cards like Plunder or Crown Quartermaster, for example, can guarantee that you’ll draw an item immediately, rather than relying on the tender mercies of the shuffler.
Assemble Your Forces
In the years since Sotha Sil’s demise, his creations have had to fend for themselves. The humanoid clockwork constructs known as the Factotums have done that by learning to collectively repair, enhance, and upgrade their own bodies. Which brings us to the other new mechanic in Clockwork City: Assemble.
When you play an Assemble creature, you’ll choose one of two bonuses. You’ll give that bonus to both that creature and every other Factotum in your hand and deck. Sure, a creature like Factotum Exterminator may not look like much on its own, but play it with enough other Factotums and you can craft some true monstrosities!
Set Out for Adventure
Like our previous story expansion, Fall of the Dark Brotherhood, this expansion will be broken into three acts, each of which will be available for gold or as an in-app purchase. We also have a special bundle price of $19.99 that will get you all three acts that also comes with a bonus alternate art card.
Return to Clockwork City will see the Forgotten Hero reunite with some companions from their first adventure, including the dark elf who has all the answers: Laaneth.
And that’s not the only alternate art card we’ve got in store. This time if you complete Master Mode, you’ll also earn this alternate art Swims-at-Night.
Excited? You can pre-order the bundle today on PC or Mac. If you do, you will also receive an exclusive title: The Relic Hunter. NOTE: Because Legends is tied to your Bethesda.net account, pre-ordering for PC/Mac will ensure you’re able to receive these bonuses on whatever platform you’re playing on (desktop, tablet, or phone).
That’s all we’ve got for today, but keep an eye on your favorite streamers, content creators, and websites in the weeks ahead for more card reveals! See you next month in the Clockwork City!
In-Depth Look at Heroes of SkyrimEdit
Fri, June 23, 2017
Welcome, travelers, to the Throat of the World. As civil war wages and a newly resurfaced threat descends from the skies, we are pleased to introduce our first expansion set, Heroes of Skyrim, which features 154 new cards. Whether you choose to rebel alongside the Stormcloaks, unleash your Beast Form with the Companions, disappear into the libraries of the College of Winterhold, traverse the land learning powerful Shouts, or take advantage of the mayhem to find yourself some easy marks, we hope you will enjoy your time here being bathed in Dragon flames.
Dragons
Skyrim is overrun with Dragons. They infest the countryside and their shadows make the sun a rare sight. Their numbers and diversity are unparalleled in Skyrim. The overarching theme of Dragons: sheer epicness. Dragons vary in attributes, rarities and abilities, but they are all large and majestic.
Some citizens of Skyrim foresaw the Dragon’s arrival and looked to the skies for them. When you summon a Dragon to the playmat, their prediction is fulfilled, granting you a benefit. These Lookouts appear across all five attributes, which means you can build a powerful Dragon deck regardless of your favorite class.
Shouts
One would be wise to learn from the Dragons, for their Thu'um magic offers incomprehensible power - but only to those who can truly master it. Those who played The Elder Scrolls V: Skyrim will be familiar with the manner in which Shouts “level up” and grow stronger, something that carries over into Heroes of Skyrim.
Heroes of Skyrim contains five Shouts (one in each attribute), which are Actions that get stronger with each use. Shouts start each game at level 1, and after you play a Shout all of your copies of it upgrade to the next level (maxing out at level 3). As Shouts level up, their magicka costs stay the same but their effects get much more powerful. The first time you play a Shout it might have minor impact; the second time it will be quite strong; and the third time, well, your enemies had best beware.
Some cards will help you make your Shouts even stronger without ever playing one, while some will make it easier to access the Shouts in your deck. You’re going to want to fully learn Shouts to get the most out of them, and to do that you might be interested in some mentoring in the Way of the Voice.
Beast Form
Not everything in Skyrim is as it may first appear. Beast Form is a new mechanic appearing on Companions that causes them to change into Werewolves when you break an enemy rune. You’ll find that Werewolves grow in size, making this transformation well worth dealing with all the extra hair. Think you’re ready to join the Circle?
Heroes of Skyrim Expansion Set AnnouncedEdit
Mon, June 12, 2017
The Elder Scrolls: Legends is about to get a lot more… dragon-y. During Bethesda’s E3 2017 Showcase, the Heroes of Skyrim expansion was announced. This brand-new set of over 150 cards will include new mechanics like Shouts, familiar characters, and, of course, dragons… lots of dragons. Heroes of Skyrim will be available on June 29 on all platforms.
Familiar Faces (and Dragons!)
Heroes of Skyrim reintroduces some of our favorite characters from The Elder Scrolls V: Skyrim, including allies like Aela the Huntress, J’Zargo and Delphine, as well as some Dragons of legend like Alduin and Paarthurnax. The Dragons in Heroes of Skyrim appear across all attributes, and many will reward players for playing them with other Dragons.
Shouts, Companions, & More
One of the biggest new gameplay changes in Heroes of Skyrim is the introduction of a couple of new keywords, namely the Shouts. Much like in The Elder Scrolls V: Skyrim, Shouts have three different levels that increase in power. Where in Skyrim you would be able to “level up” a Shout by finding words of power, your Shouts in Legends power up the more you use them. The first time you play a Shout, you get its first level. The second time, you get the second level, and the third time… well, you get the picture. There are even cards that progress your Shout cards more quickly, which we’ll talk more about soon.
The Companions are represented by a spin on the Change ability introduced in The Fall of the Dark Brotherhood. Companions will change into their Beast Form when you break a rune. Beast Forms are often more powerful, and bringing the beast out can even trigger abilities.
From the College of Winterhold to the Civil War, Heroes of Skyrim represents even more great themes from Skyrim. This is only the beginning, and we’ll be talking a lot more about Heroes of Skyrim in the coming weeks leading up to launch. The set features more than 150 brand-new cards, and Heroes of Skyrim card packs will be available for purchase on June 29. Keep an eye on Bethesda.net in the coming weeks as we reveal more cards and details.
The Fall of the Dark Brotherhood PvE Story Now AvailableEdit
Wed, May 31, 2017
It's a big day for The Elder Scrolls: Legends! The Fall of the Dark Brotherhood, the first major new PvE content addition for The Elder Scrolls: Legends, is also now available worldwide on PC and iPad. This new story content brings tons of additional missions and cards to the game and returns Elder Scrolls fans to one of their favorite guilds from the franchise – the lethal Dark Brotherhood.
The Fall of the Dark Brotherhood is a new PvE Story that tosses players into the role of a double agent hired to infiltrate the ranks of the fabled Dark Brotherhood. Recruited by a sinister group to bring down the infamous Elder Scrolls guild of lethal assassins, players will need to make key choices that both impact which missions they will play and determine how the story unfolds.
This massive new adventure takes place prior to the events of The Elder Scrolls V: Skyrim and is broken into three sections, or maps, introducing more than 25 missions and 40 new cards to the game. By completing missions within the new Story, players will unlock new cards available only via The Fall of the Dark Brotherhood, including three new Legendary cards. Players will face a variety of new challenges, lane conditions, and scenarios as they play through the new Story. There’s a pig you have to keep alive, a fight that takes place during a ball where things keep moving around, a prison brawl, a skooma den battle, and much more.
The Fall of the Dark Brotherhood is purchasable in-game as three individual maps or as a bundle for a special price of $19.99 and can also be bought with in-game gold. Those who pick up The Fall of the Dark Brotherhood will also receive the ‘Doom Wolf’ mount for use in The Elder Scrolls Online (PC/Mac only).