Whats up guys its me Disciple!
The Kabal could definitely be argued to be one of the most influential factions from
Mean Streets of Gadgetzan, with Kazakus being played in tons of decks and many other powerful
cards seeing play in tier one standard decks.
But the designs for the Kabal's mechanics actually changed a few times during development
and they almost got a pretty cool mechanic called Red Mana Crystals.
Mike Donais, one of Hearthstone's devs, recently gave an interview to IGN about some
of the cool designs they had for the Kabal faction, so let's jump right in and look
at some of them!
Originally the Kabal was really focused on mana and looking at ways to explore spending
or not spending mana that were different from traditional hearthstone gameplay.
Initially the Kabal's key mechanic had to do with rewarding you for spending all your
mana in one turn.
However the devs didn't like that very much, since you were already ahead since you could
spend all your mana, and making you win even harder when you were ahead didn't make a
ton of sense.
The devs also looked at giving you some kind of effect if you didn't' spend all your
mana, for example firing an arcane missiles for each point of mana not spent.
Still they decided that this wasn't a great mechanic either, since leaving mana up felt
counterintuitive.
One more thing that the devs explored with the Kabal and mana related mechanics was red
mana crystals.
The idea was that there would be a bunch of different cards in the set that could turn
some amount of your mana crystals into "red mana crystals".
There would also be cards that got different effects or buffs if you had a certain number
of red mana crystals.
This is definitely a pretty cool idea, although it doesn't really have that much to do with
mana crystals.
The "red mana crystals" could just as easily be "vegetable counters" and just
be kept track of somewhere else, and although changing the color of mana crystals would
look pretty cool, ultimately the ability just doesn't really have anything to do with
spending or not spending mana, which was sort of the original intent for it.
According to the Devs they ended up scrapping red mana crystals because they tried a couple
things with it, didn't really like any of them, and in the end they just felt like red
mana crystals weren't well designed enough.
In addition the mana crystals probably wouldn't display very well on mobile, and that ended
up being the nail in the coffin for the Kabal having red mana.
So how did the devs eventually decide on reno-like effects being the core mechanic for the legendaries
in the Kabal?
Well according to Mike Donais, Reno decks are some of the most popular among the player
base, and most of the players like reno and want reno decks to be good.
At the time, before the release of Mean Streets of Gadgetzan, reno wasn't quite tier one,
and so the devs decided to help out the archetype by giving it more cards.
Additionally the highlander requirement would let the devs put really powerful effects on
these legendaries, which fits the Kabal's theme of really strong cards and power at
any cost.
All in all highlander effects ended up being a perfect mechanic for the legendaries in
the Kabal, and potions ended up nicely filling out the rest of the cards, but it would definitely
be cool to see some type of red or other different mana types in the future!
Those are some of the mechanics that the Kabal could have had, which ones were your favorites?
Let us know in the comments!
And it looks like that's gonna be it from me, if you enjoyed the video drop a like,
subscribe if you want, thanks for watching, and I'll see you guys next time!


Không có nhận xét nào:
Đăng nhận xét