Drama & The Community
Impetus
This is a response to @Smash_the_Hamster’s recent two videos he posted to his Youtube channel. The first one about RNG in Delyst I’ll be covering tangentially and I’ll devote the brunt of my attention to the second one, in which he talks about the state and problems of the Duelyst community overall. I want to talk generally about why I believe Duelyst isn’t doing as well on the media side of things as we might expect and what, if anything, we might do to improve the situation
Smash’s Argument
You should really watch the videos yourself but allow me to attempt a summary. The crux of Smash’s thesis is that the Duelyst community is turning people away from the game due to a bias towards negativity. “We” as a fan-base overall focus heavily on complaints, problems and negativity and engage far less with all the fun and good news that Duelyst brings. He illustrates this by pointing to his own metrics which show that his videos complaining about an aspect of the game or discussing problems generally tend to draw a lot more traffic than his dozens of videos that just show him having a good time. Duelyst game play videos just don’t seem to gather a lot of attention and this turns content creators away from the game over time. After all, why make content if so few people are interested in watching it? We’ve been losing @mogwai for a little while now due to the simple fact that videos on Gwent and Shadowverse pull traffic a lot better overall. And so Smash concludes that we are our own worst enemy and should instead try to focus our attention more on all the things that are going well rather than harp on our grievances to the point that we ignore positive content in favor of negative content and as a consequence turn the subreddit and these forums into complaint pits where people might not enjoy spending their time as much.
Overall I think that this is solid advice and a good starting point for discussion, but I also believe a huge part of the picture is missing from his analysis. I’ve resolved to try and bring these other aspects more into focus to try and get a grasp on what’s actually going on. So let’s go.
Before I get into things I want to acknowledge that Duelyst doesn’t need to be and probably shouldn’t try to be a blockbuster CCG. It’s a title from an unknown publisher with a relatively high skill floor and ceiling with a specific art style and with limited waifu fodder for nerds to drool over. It doesn’t need to be ‘the next big thing’; having a good, solvent CCG is already a high bar to set and a great accomplishment for CPG. This thread isn’t about ‘making Duelyst great again’, it’s about figuring out how to encourage positive engagement and rewarding content creators for their effort to keep the game healthy over time.
Legitimate Concerns
It’s easy to lay blame at the feet of the community for being too negative, and urging us to be more positive is always an easy thing to do. But let’s not lose sight of the fact that Duelyst has a remarkably mature audience overall and negative posts don’t just magically appear out of nowhere. There are legitimate grievances and concerns at the heart of most of these posts and videos and many of them should be taken seriously. Any community is going to have a few grumps (I miss @raqyee too sometimes) but a community where those grumps get a lot of support gives off an indication that something is actually awry. CPG has a tendency to be very indirect and vague with their responses over time, but simultaneously tends to be a little too responsive to the community. Reacting to community concerns is wonderful but unless you’re very authoritative and clear about why you’re doing what you’re doing it gives off the impression that they’re not sure themselves, and this encourages community members to petition CPG for changes. Maintaining an image of authority is easy if you’re unresponsive, but if you’re responsive (the better choice imo) you need to commit and actually explain and justify your decisions with conviction, precision and something that at least sounds like honesty. If the community isn’t convinced CPG knows what it’s doing you can be sure to see a lot of threads with people making suggestions, which we do, a lot. The Enfeeble and Meltdown episodes have certainly not helped maintain an image of competence, and the disastrous Joseki interview has made the community wary about the notion that CPG perhaps wants to take the game in very different directions than the existing fan-base would appreciate. Speaking of which…
Splitting the Fan-Base
I believe CPG is coming off a period of time where they’ve been trying to more actively woo different gamer demographics. Duelyst was heavily touted initially as a more intelligent CCG(/board game hybrid) without the Hearthstone RNG crapfest, and this drew in a very specific set of people who were looking for an experience like this. Over time however the amount of new entrants started going down, and CPG had to look for ways to keep new blood coming, and understandably so. This led them (I believe) to designing and publishing more of two types of cards: cards with more dramatic random effects and cards with dramatic game-swinging effects. The first was meant to lure more Hearthstone-esque gamers that enjoy the whole ‘oh I wonder what silly thing will happen this time’ aspect HS provides, and the second to draw in the big swing-turn lovers that currently play games like Shadowverse which offers very explosive swing turns using their Evolution system.
The issue is of course that HS and Shadowverse already do these aspects well and differentiate themselves from other games on those fronts, and Duelyst wasn’t built from the ground up to accommodate that kind of game play. To make things worse, this functioned as a betrayal of the existing community that is/was explicitly nót interested in a game with a lot of RNG and swing. Duelyst has a tactical board, and this board almost mandates a kind of game where you can actually fill up those tiles with minions over time: playing for the board should be the bread and butter of a game like Duelyst, but instead CPG has tried to make the game more exciting for new audiences by catering to their interests. Now we have a game where you can’t play fair decks (using Smash’s phrasing in his first video on RNG) because there are so many powerful uninteractive cards that beat you down by negating all the effort put into developing a board or just bursting you down in a turn or two while ignoring the board entirely. Duelyst isn’t built on minions that can act right away the way Shadowverse is built on them so any strategy that doesn’t rely on these ‘slow’ minions tends to be more powerful unless you actively design against it, something that CPG hasn’t done enough.
Interactivity
Smash suggests that Duelyst doesn’t have an RNG problem, but rather an interactivity problem. I’d compromise by saying Duelyst has a problem with both. Interactivity is all about having different options to deal with a given situation, and Duelyst is in a state now where you have very few options to deal with a board state. There are so many ‘answer or die’ cards and effects in this game now that your best recourse is typically to either play your own ‘answer or die’ threats first or negate the opponent’s, and this leads to very stale game play. Either you answer the threat immediately or you just lost the game. Part of this is due to CPG’s stated goal of keeping matches short and sweet, but I believe it is also an unintended consequence of designing a lot of high-impact cards to generate excitement and draw in new audiences.
Because here’s the rub: losing to uninteractive cards or RNG feels far worse than winning with them feels good. Victories aren’t as satisfying as losses are frustrating if the match was defined by RNG or uninteractive game play. There’s little pleasure in just stomping an opponent with cards they can’t defend themselves against and there’s even less in losing a game in which you didn’t feel like you even had a chance. And that just FeelsBadMan. And we don’t play Duelyst to feel bad. Bad feels cause negative comments, and the good feels just aren’t intense enough to overshadow the bad ones. Our brain hangs on the most prevalent emotion we experience to make up our mind about an experience and in Duelyst the plentiful fun times just make less of an impact. And that goes for potential spectators as well…
Not a Spectator Sport
My final point: Duelyst is effectively just more fun to play than it is to watch. It has a very ‘mechanical’ feel when compared to the very personal and friendly competitors out there. Gwent, Shadowverse and of course HS do a great job at making matches enjoyable to watch through excellent audiovisual feedback. I remember being made fun of for suggesting that HS’s compatibility with YouTube content creators is an important element to its continued success, but I believe I’ve been vindicated over time. Those three games have distinctive artwork and animations that stick with you, cards emit little soundbites that tell you everything you need to know about the figures they represent: everything has character. You don’t need to read the lore to grasp the kind of guy Grommash Hellscream is, the art and audio simply evokes it and you understand on an emotional level. Duelyst is zoomed out, the action takes place from left to right rather than towards and away from you and there is a lack of impactful sound and animations. Cards like Tempest give great feedback but a card like Obliterate that should feel awesome often doesn’t because when you finish a match the animation doesn’t briefly linger for you to enjoy. CPG’s inability to understand these factors became most clear to me when they introduced card back animations to mimic HS. I’m not bothered personally because of @t2k5’s wonderful scripts, but these animations slow down the action to the point that the game becomes less pleasant to watch: we’ve lost the snappiness to the action and this drags down replays to no end as well. Having a good flow to the action on-screen is absolutely key to having a good spectating experience and Duelyst just does them worse than the competition. I don’t even play HS, Gwent or Shadowverse but I watch content creators play them all the time because the on-screen action is so enjoyable! It’s little things like that adding up to make Duelyst feel more distant, more like chess than most of the other CCGs. And all that isn’t necessarily an issue by itself, but it makes Duelyst matches relatively uninteresting to spectate. Other games offer a better viewing experience, even if they’re not better games from a game play perspective. HS can always fall back on random RNG nonsense to generate entertaining ‘you’ve got to be kidding me’ moments, Shadowverse has shameless anime pandering and explosive Evolution turns and Gwent is so inherently combo-based it naturally offers intense swing turns where single cards chain into match-defining events that are great to see in action.
Since the two-card-draw change Duelyst has been a game about generating incremental advantage over time through clever use of resources and positioning, and when it tried to instead wear the clothes of other games and remained squeezed into the ‘matches must stay under 10 minutes’ box the experience suffered and the game’s flaws started garnering more attention than how great the game still is. A combination of imo misguided design decision and a failure to respect the existing audience for the game are key in understanding why its communities have become more jaded and negative over time and why talking about the things that aren’t perfect has become more popular than just talking about the fun we’re having.
Conclusion & Personal Note
I’ve undoubtedly claimed things in this thread that are incorrect or just too broadly stated and I look forward to gaining more clarity on this topic as your comments (hopefully) roll in. I’m not some kind of expert or veteran, nor would I ever claim I’d be able to do any better at making an f2p game independently in this day and age. I have a great respect for CPG overall and do not intend to crap on their work and pretend everything is simple. They’ve already thought about everything I’ve just written about years ago and are more familiar with the issues than any outsider could hope to be, but I hope that this discussion is at least useful for everyone looking from the outside in.
I’ve noticed that my own desire to actually play on ladder has been strangely waning for a while now and when I log in I just tend to play a few matches in Practice rather than braving yet another tilting match against the bullshit cards that my dumb Johnny decks aren’t capable of dealing with. Wins aren’t as fun for me as the losses tend to feel bad, so the stress of laddering just isn’t as ‘worth it’ to me as it used to be. N=1 of course so I’m not going to draw any conclusions from that (it could just be me) but that’s a big part of the reason why Smash’s videos spoke to me and compelled me to write out this long, unstructured diatribe. I hope to hear his thoughts specifically as well because I really appreciated his thoughts in the videos.
Cheers, and have a nice day.

