Hearthstone is a free to play collectible card game developed by Blizzard Entertainment. It was released on both desktop and mobile platforms in 2014, and quickly became one of the most popular card games in the world. By April 2016, the game already had over 50 million players, and it made almost $400M in yearly revenue.
I started playing Hearthstone during beta and have been playing since then. Games are fast so it's great when you don't have a lot of time like when waiting for a class to start. I can also play on my phone which makes my commute to school more bearable.
In this blog post, I'll be discussing my opinions on Hearthstone's user interface, what I like about it, and what I think can be improved.
Good
Menus
Navigating the menu's in Hearthstone feels great. All the options are very clear, the buttons are big enough to easily hit and hovering over them shows a short description of what it does. When you click on them, there is an animated transition between menus that makes the game feel very polished.
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Main Menu |
Opening Packs
Blizzard nailed the pack opening experience. When you click on a pack it plays a different animation depending on the type of pack that shows the cards bursting out. The cards are then shown face down to the player, and hovering over them reveals their rarity. When clicked on, they are turned around, an announcer voice tell your their rarity. Overall it feels very satisfying and I'm sure this experience contributed a lot to getting players to spend so much money on the game.
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Pack Opening |
Collection
People like to joke about it but Blizzard did a great job making it feel like a physical card collection. It's like a card binder, where you can flip through the pages to see your cards. But you can also do things you can't with a physical card binder, such as search for cards and sort by rarity. Instead of foil cards like most physical card games, Hearthstone has gold cards. Gold cards have animated art, which have that premium look of a foil card but in a digital platform. With the collection screen, Blizzard was able to make people feel attached to their virtual cards so they would keep coming back to the game.
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Collection Screen |
The Bad
Deck slots
Initially players were only able to have 9 decks at a time. This caused a lot of controversy because players wanted to experiment with more decks but felt limited by bad UI. The developer's response was that more deck slots is confusing for new players and finding an elegant solution was very challenging. Eventually, 9 more deck slots were added, and their elegant solution was a simple scroll bar. This was a very lazy implementation that only fixed the problem temporarily. More game modes and cards were added, and it was only a matter of time until 18 deck slots were not enough.
To make matters worse, there is no easy way to import decks into the client. You can't save your old decks in case you feel like playing them again in the future. Eventually, community tools were created improve the player experience. Innkeeper is an example of a tool that keep track of your collection and lets find decks online to export to your game.
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Inkeeper |
Stats Tracking
The only stats available in the game client are your rank, your number of wins (total and with each class) and your level with each class. That's not enough for a game with a competitive scene. Important stats such as win rate and average game time are missing. Being able to see how your deck does against other popular decks is very useful information for deck builders. The only way to do this at the moment is through third party tools like Hearthstone Deck Tracker.
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In-game stats
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Conclusion
The UI/UX designers did an amazing job in a lot of ways. If it wasn't for the simple and easy to use, I doubt the game would have gained this much popularity. Compared to other online card games such as Shadowverse and Magic the Gathering Online, Hearthstone's game client is a lot easier to use. However, Hearthstone is not perfect. There is a lot of room to improve and features that the community has been asking for years have been ignored.