We've got some fresh news for you in regards to Hearthstone's new upcoming game mode - Mercenaries. In an article published by IGN, and an interview by Techpulse Game Director Ben Lee and Production Director Nathan Lyons-Smith gave us a little bit more insight into how it came to be and what players can expect to see from it. If you've missed the first round of news, check out our first article about Mercenaries and our Blizzconline Deep Dive Panel Recap!
Development
- Mercenaries started out as a 2v2 but got changed to something that focuses more on rogue-like elements and character progression.
- Blizzard has been prototyping and building the team for about 11-12 months.
- It's their own take on Slay the Spire with "a mixture of strategic RPG and combat elements, and also some wrapping of rogue-lite levels and progression."
- The Team currently consists of 15 people, with Game Designer Paul Nguyen as the Lead.
- Paul Nguyen is also the creator of Dungeon Run.
Gameplay
- There will be about 40 Mercenaries available to collect! - start with a team and expand it with various characters.
- It's not about deckbuilding - the gameplay hinges on your squad and their abilities.
- Levels will have a randomly generated series of events - such as regular fights, elite encounters, or no combat at all.
- Each level will have a boss. King Mukla or King Krush are both confirmed as bosses.
- Gain new abilities by leveling up - they can also be upgraded.
- Obtain loot through drops and "other means".
- Progression is permanent - max character level will be at least 30.
- In any encounter, both sides of the fight queue up their moves for all their characters at the same time, then watch them play out.
- The endgame is about enhancing your abilities, your skills, finding cool builds and synergies, and a way to beat really hard levels.
- PvE tells you what AI is going to do.
- You can take your team and fight against other players.
Quote From Nathan Lyons-Smith One of the things that gets asked about from the community, and that the team is passionate about trying to figure out, is some form of 2v2, and that was actually one of the original pitches. But as we went through, we settled on… character progression, roguelike RPG [elements]… as the thing that we wanted to add to Hearthstone. And we've been prototyping and building and growing that team over the last, I'd say, really 11, 12 months to then have a timeline of, ‘This year, we're expecting to release.
Quote From Ben Lee [Paul Nguyen is] the original creator of the Dungeon Run - the Dungeon Run was his pitch and his ideas, obviously [with] tons of talented people [who also] helped make all of those Dungeon Runs across the years. And there's a really great, awesome core [team] working on the Mercenaries mode, but Paul's been spearheading this endeavour and doing really awesome, fantastic work.
The available amount of Mercenaries at the start is somewhere around 40. You have a team that you start with, but it quickly gets expanded with characters like Ragnaros, Sylvanas, King Krush, King Mukla,… Each of them has a few abilities and equipment that enhances those abilities, so the possibilities are immense. There’s a lot of depth and strategic gameplay in Mercenaries.
It's more in the Slay the Spire vein, just for simplicity’s sake. It's our own take on it - I think that's our MO, we do our own takes on these things, like Battlegrounds was our take on the auto battler genre. And this is our take on a mixture of strategic RPG and combat elements, and also some wrapping of roguelike levels and progression.
Like Slay the Spire, each run – or level - will have a randomly generated series of events – usually regular fights, sometime elite encounters and sometimes not combat at all – for players to work through, with a handful of branching paths to choose between along the way. Each run will culminate in a boss – perhaps King Mukla or King Krush.
If you have Thrall, let's say, Thrall has his abilities, and you unlock them through various different means, you actually unlock abilities through levelling up. Then those abilities themselves can be levelled up to be more powerful, equipment can be obtained through drops in levels, and also some other means as well.
Progression is all permanent, so you get to take it home with you at the end of a run of your level. And then you go to the next level and the next level and so on and so forth, and eventually you get into the end game content, which is – in the normal game flow you’re levelling up your characters from level 1 to, say, 30. The end game is enhancing your abilities, your skills, finding the cool builds, the synergies, the way to beat those really hard levels. So there’s a big PVE element to this, but there’s also PVP as well, so you can take your team of characters and fight in cool, strategic combat against other players.
A lot of the endgame gameplay is figuring out, ‘Who are the characters that I should take with me to beat Jaina Proudmoore or to beat the Lich King,’ or whoever the boss might be.
That's a lot to take in, but it surely sounds exciting! Thanks to Suchti0352 for bringing this to our attention.
What are your thoughts on this? Any hopes or concerns? Be sure to tell us in the comments below!
Visit Our Definitive Hearthstone Mercenaries Guide
Head on over to our Hearthstone Mercenaries Guide which will always have up-to-date information on the mode.
Comments
Everytime HS streamers are having fun with another game, a version of that gets implemented into HS lol. I wonder what will happen when a FPS becomes popular?
My only question is when?
According to the phases, it's sometime in the first phase. My best guess is it'll launch a month or two into the Barrens expac, so May or June.
I don't understand how this is a take on Slay the Spire if it's not about deck building. StS is nothing if not a deck building game.
User here, FortyDust - mentioned that Mercenaries is more like Darkest Dungeon, and I agree with that.
DD is a roguelike game, you have a team of 3 heroes, going through procedurally generated dungeons, you can choose your path to some degree...
And then, each of those 3 heroes have few unique abilities. Combat is tactical, positioning is really important in DD.
DD also had "no combat" events. Lastly, DD doesn't have any deck building part whatsoever.
Basically sounds like Mercenaries to me :D
OMG wow if it's like Darkest Dungeon it could be REALLY good! In that case I hope they make it fully awesome and worth paying full game price for. The thing that's unique about DD is the positioning requirements. Characters can only use certain abilities in certain slots. I'm not sure how they would replicate that or put in something unique of their own. Thinking of DD helps me visualize it a bit more. You'll battle random mobs until you get to the boss. Pick up loot along the way. Level your guy up back home. Oh DD does also have resource management. You have finite coin to spend on torches, food, and other stuff. And stress of course.
So Mercenaries needs something unique of its own. DD requires you to manage positioning, resources and stress. StS requires you to build and manage a deck. I wonder what Mercenaries could do that's unique within what I assume will be the familiar interface.
It needs to have enough tension and tough decision making. In StS you feel good about making the right decisions in how you built your deck. In DD you feel good about how you built your squad to complement each other and deal with enemy abilities at different locations and how you managed all the tight resources.
Sounds like they basically lifted the map interface from StS, but the battle gameplay sounds completely different. Battlegrounds isn't really a card game, it's just an auto-battler where cards are the user interface for communicating stats. This sounds similar in that regard. I hope PvP isn't just an afterthought.
This is theirs take on StS-like games. Same as BG is autochess-like game.
My guess from StS - it is rogue-like mission and progression structure.
I guess what they mean is that there's gonna be some deckbuilding, but it's not gonna be the focus. What's apparently more important is how your team and their abilities synergize with each other.