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Trying to understand what the general public would consider a good utopic meta would be.

So far every meta since the dawn of time has been labeled as awful so let me try understand what it has to be.

All 9 classes viable with roughly 11% representation of the ladder each with each class having multiple viable archetypes that all have above 50% win rate in a manner that isnt a rps meta and each deck has to have a good matchup spread. Fun decks also have to be viable.

Aggro decks can't just curve brainlessly and cannot have an unfair refill but at the same time can't be stopped by control decks.

Combo decks can't be completely uninteractive and can't be completely just removal and cycle.

Control decks cannot have unreasonable amount of value and can't be residentsleeper.

The has to be power cards to not have a stale meta but nothing unreasonable to make the game seem broken.

There are strong synergy cards but no auto include packages. Every deck must have over 30 options available and there must be adequate tech cards for the meta.


  • Iksar

    Posted 6 years, 2 months ago (Source)

    I don't think it has to do with class representation or win-rate; I think a good meta has more to do with the following two items: 1) Player preferences are respected, and 2) In-game decisions matter.

    1) Player preferences matter: I don't think your average Pirate Mage player expects a 54% win-rate. Nor should a "utopian meta" give them that. But what players DO want is to feel like their preference for Mage decks aren't a death sentence in the face of "Fuck You Warrior" at the top of this imaginary meta. There has to be some give and take negotiation between not only the players and devs, but also between players and other players as to where those lines of preference respect are drawn. "I like Mage decks" and "I like aggro decks" seem like fair places for Hearthstone to try and hit preference - "I like aggressive Mage burn decks" might be a little too specific to hit every single meta (while still providing variance in archetype from one set to another). A good meta gives players both fresh and viable ways to experience their preference, within reason.

    2) In-game decisions matter. There's a lot of creative ways this can blow up. Evolve is the hot button right now, where it feels bad because there's a chance variance goes against you and the game was a non-game because the bunnies and 8 mana rushers turned into chads. It can feel like "it didn't matter" because your opponent curved out 1-2-3-4 and you didn't. It can feel like "it didn't matter" because your opponent was playing a "non-interactive" combo deck. This is really hard for any card game dev to get right, because players are often wrong about "well nothing I did mattered" when they don't-know-what-they-don't-know about decisions they could have made, or the importance of deck building and mulligan priority in certain matchups. This is where design has the hardest challenge of delivering set after set - creating archetypes powerful enough to keep metas stable (like a hyper aggro face deck) that also feels skill testing and rewarding for better players. The best metas that we've had, at the very least, didn't have decks (or many) with too many "Whelp, Undertaker on 1, GG" type moments.

    If you hit both of these points, you've got as good a meta that can be achieved in a card game. If players feel like they can play in their preferences with decisions that matter, you've made a knockout set.

    Hmm, you sound like a game designer. This is a great take, totally agree with both statements.




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