Hearthstone Hypothesis - Why is Randomosity So Prominent in Hearthstone?

Published 6 years, 1 month ago by (Updated 6 years, 1 month ago)

Over time, there are lots of questions we ask ourselves. Should I preorder a PS5? Are narwhals real? Why do we never find grape flavored ice cream? Who is Derpcorn? Should I get this new expansion? Should I Stay or Should I Go?

Today on Hearthstone Hypothesis, we won’t be trying to answer either of these questions though. Instead, we'll be answering a question that I'm sure has been on the back of everyone’s mind at some point: Why is randomness so prominent in the game?

It’s no secret that randomness has such a strong presence in the game. Play one match right now, and you’ll probably end up seeing about a dozen cards in that match alone with some random effects in it, whether or not they specifically have the word "random" on them. Look at some deck lists on this site and count how many cards with random effects you see in them. Point is, it's everywhere, and it's quite a heated topic for debate in the Hearthstone community.

Now, all card games inherently have some form of randomosity in them. You don't know what order your deck is in, and you won’t know what cards you'll draw until you draw them. Sometimes you don't draw the card you need at the right time. Creating a card game without any randomness is practically impossible. This isn't just a TCG thing either. Look at Uno, Go Fish, or Blackjack, and it's the same deal there. Even outside of the game itself, the coin flip to decide who goes first is random. What cards you open in what pack is random.

Sometimes card effects themselves are random. For example, MTG and Yu-Gi-Oh have several explicitly random effects (barring card draw effects), but Hearthstone seems to embrace it as a large part of the game. Why is that?


The first thing I’d like to mention before we delve deeper into answering this question is that randomness is not an inherently bad thing. In fact, in many ways, it’s actually needed for the game to function. Without randomness, we would just draw the exact same cards in the exact order every single game. Not only is this monotonous and not fun, but it also makes it impossible to win if you’re in a losing state. Randomness makes game more unpredictable and fresh, as well as allowing less experienced players to get some wins. As much as skill should be involved in TCGs, if less experienced players couldn’t get any wins, they would stop playing the game and never learn anything. Despite popular belief, randomness is not completely antanomic with skill. In fact, randomness breeds skill. You’ve got to figure out what’s the best you can do with the cards you have right now at any given time. Randomness has some element of strategy to it.

Suppose you have a Clockwork Gnome on the field, you know that you'll get a Spare Part when it dies. Although you won't know which one until you get it, and there are some you'd rather have than others, you need to plan for whichever one you get. You may really want that Emergency Coolant to Freeze a problematic minion, or you want Finicky Cloakfield to protect something you want to keep alive. If you end up getting Time Rewinder instead, sure it’s not what you wanted or what’s useful right now, but you can still plan for a way to use it.

Even the absolute RNG mascot, Yogg-Saron, Hope's End isn’t completely without some form of strategic planning. There are lots of spells that draw cards, clear boards, summon minions, and a myriad of other things. With this in mind, you can assemble some sort of plan and try to game the RNG in your favor. Over the years, less random variations of Yogg, like Tess Greymane or Shudderwock, made this process a little bit easier.

That said, it’s nothing new that the discussion about how much randomness in this game is… is often very heated to say the least.


A survey around BlizzCon 2014 indicated what the worst part of Hearthstone is "RNG", specifically topped out over everything else.

No matter how much randomness a game has, it will always cause at least a little frustration to someone, but this randomness is often a necessary evil. Basically every instance of Arcane Missiles ever played has provoked this to some degree. But with how much randomness Hearthstone has, you can see why people complain about it a lot. Despite how much one may complain about randomness in Hearthstone, members of Team 5 themselves defend the random aspect, citing that it’s healthy for the game, and it’s what gives the game part of its charm.

Quote From Eric Dodds

"I think it’s important for there to be some kind of randomness in the game. I think it creates great stories and I don’t think you want a game that is entirely no RNG. Heck, I guess I can say a card game in its very nature is an RNG game."

 

Quote From Ben Brode

"You know actually I think the randomness can increase the skill required to play a game. If you imagine a game of Hearthstone except you ordered all the cards in your deck, then you could learn every game you play your 1 drop, you play your 2 drop, your 3 drop, your 4 drop, etc...but because it's random, the order you get your cards, you often see game situations that you've seen before or that no one's ever seen before. Really great players can figure out what to do in new situations better than other players. And so cards that increase randomness into the game state actually can increase the amount of skill required to solve novel game states. So I think randomness adds exciting new stories and suspense and it can make the game more skillful if you do it right."

 

Quote From Jason Chayes

"For us [RNG] is a very important part of the game and I think it’s very important for the health of the game as well. … I feel like it’s the nature of the game to make interesting and involving stories … on a day to day basis. We don’t want to lose RNG, it’s part of what makes Hearthstone, Hearthstone."

Meanwhile, randomness will produce a lot of highly memorable moments (be it positive or negative) for either player. Sometimes people will cite that there are "two sides to every RNG". Regardless of how botched the grammar is there, it essentially means that the person who got lucky feels great that luck was on their side, but the person who got unlucky feels bad when it wasn’t on theirs. This is true, but also by virtue of the way the human mind works, pretty much unavoidable.

As to why Hearthstone has as much randomness as it does, I believe it amounts to 3 main points.


1. It Produces Some Memorable Madness

As we've discussed, Hearthstone’s randomness will cause moments where you’ll remember the amazing luck you got. You may remember that one specific time where Yogg-Saron cleared your opponent’s entire board, played a bunch of Secrets for you, summoned a bunch of guys or even buffed them considerably. Or you may remember the time where the first spell cast was Cataclysm.

But what do you know, these crazy moments are the reason for some people to play the game in a first place.Trolden and Daily Hearthstone Funny Moments have channels that are both basically dedicated to this, and people love watching them as evident by the nearly 500 videos from Trolden’s series, and nearly 1300 videos from DHFM’s. How often do you play Burgle Rogue and generate a bunch of Legendaries that you shouldn’t have any business using because you aren’t that class? If you’ve seen videos where Ragnaros the Firelord hits the opponent’s face for lethal despite them controlling 7 minions, that stuff gets views. That and also having a whole board full of them is madness incarnate.

In Dungeon Run, the Rod of Roasting is basically built around this concept. One way or another, one of us dies. In Monster Hunt, the Ricochet Shot basically follows the same idea, only not as cool.

Then, of course, is the legend of Hearthstone himself, Yogg-Saron. People everywhere love Yogg-Saron and consider him as their favorite Hearthstone card, and even if you’re not particularly fond of all the randomosity, it’s not difficult to see why. Streamers (and everyone else) play Yogg even if they have lethal, call it BM or not, but thats just how much they love Yogg. Yogg is life!

Some people will say that it takes skill away from the game, and makes the whole game seem like a joke, but no matter what side you are on regarding the RNG debate, one thing you can’t deny is that it gets views. Whilst the constant randomness might be a hard pill for competitive players to swallow, it has some appeal to the casual market, which is ultimately where lots of Hearthstone’s player base comes from.


2. It Circumnavigates Some Hearthstone Design Flaws

If you’ve played other TCGs, you’ll know that Hearthstone has several design choices that differentiate from the typical TCG formula. Notably, the fact that there’s no visible graveyard, any cards that let you choose more than one target, or any optional Battlecries, among several others. Hearthstone by design is made to be a mechanically simple game that’s quick and easy to learn, which is one of Hearthstone’s biggest selling points. Every card you play is just 'click and go', which helps with the fluidity of the game. This design, however, creates some problematic areas.

Because every card you play can only have a maximum of one selectable target, Team 5 has to resort to some workaround methods in order to makesome effects work. As far as targeting multiple minions go, making the targets random is one way to do it. Multi-Shot targets up to two minions, but with multi-targeting not being a thing, it chooses them at random instead. Another existing method is through card generation. Razorpetal Volley can’t target two minions at once, so instead, it generates two Razorpetal cards, which allow you to target two different things separately (or the same thing if you want to). Echo and Twinspell have also been ways to work around this as seen on Cheap Shot or Ray of Frost.

Discarding also uses this exact same idea. In other card games, you usually get to choose what you discard, and you also must have the appropriate amount of cards in your hand to discard to play them. Not in Hearthstone though. In Hearthstone, almost every discard effect is random, and you can play them even if you have an otherwise empty hand (essentially negating the discard drawback).

If you look at Soulfire, you’re already targeting one thing to deal 4 damage to it, and as we discussed in the previous paragraph, cards can only target one thing, so the discard would need to be random. Doomguard has a similar problem to another issue. Since it discards two things, and you can’t target two things, making them random works around this. However, if you look at Felstalker (RIP Succubus), you may think "well that only discards one thing and does nothing else, so that should be able to be targeted, right?" - As much as I’m inclined to agree with you, unfortunately this needs to be random too. You cannot select cards in your hand for any purpose other than playing them. We can only speculate about why was this design choice made. To keep the user interface, i.e. selecting cards from hand, clean? Or keeping a unified concept for how discard cards work in Hearthstone? Who knows.

Other than making the discarding random, Team 5 has worked around this problem by making discarding cards have some benefit, for example when they themselves get discarded. Such cards include Fist of Jaraxxus, Silverware Golem, Clutchmother Zavas, and High Priestess Jeklik. While useful, they unfortunately add a further degree of frustration to the discarding randomness when your cards that discard cards end up not discarding the cards you want to have discarded. It seems Team 5 realized that the random discard simply does not provide a good enough gameplay environment, and tried a compromise with Shriek and Reckless Diretroll in Rastakhan’s Rumble. Instead of fully random discard, these cards provide a semi-random one, giving you some control over which card is going to get discarded.

Discard however is not the only mechanic to fall victim to this limitation. I'm talking about hand-buffs. Remember the Grimy Goons in Mean Streets of Gadgetzan? Maybe you do because they were a failure, or maybe you don’t because they were a failure. If anything, it felt like Pirates were more of a gang than the Grimy Goons ever were.

The hand-buffing mechanic failed for a number of reasons. The biggest one being similar to Discard mechanic - the randomness. Because you could'nt easilly control on which minion would the buff land, it would often buff a minion that you didn’t particularly care to be buffed. Did you want your Grimy Gadgeteer to buff your Alley Armorsmith or your Fight Promoter? Too bad, it buffed your Don Han'Cho instead. Even though Shaky Zipgunner has an extremely powerful stat distribution, total of 5/5 for 3 mana, and a 2/2 buff is nothing to scoff at, the fact that it's random (which as a Deathrattle minion, couldn't have been designed differently anyway) and delayed, hinders it. The only Grimy Goons class to have some success with hand-buffing (albeit still not that much) was Paladin because it buffed all minions in your hand instead of just one (except for Grimscale Chum), but it still suffered the other issues the mechanic had which include requiring you to hold your minions for a long time, and not being able to run too many non-minion cards.

Hand-buffing would later be introduced to Warlock in The Boomsday Project with cards like Soul Infusion, Void Analyst, and, indirectly,  Doubling Imp. Soul Infusion circumvents the random nature of handbuffing by always buffing the left-most minion in your hand, and it ended up working out rather well. Being able to buff a specific minion like Doubling Imp in your hand proved to be much easier to accomplish than the old Grimy Goon’s way.

Unfortunately in Rastakhan's Rumble, they ended up going back to full random hand-buffing with Spirit of the Bat and its corresponding loa, Hir'eek. I don’t think we need to mention how big of a flop Hir'eek was. The fact that Spirit of the Bat encourages you to run a lot of minions, therefore lowering the chances of it buffing Hir'eek himself certainly didn’t help. As Warlock received no hand-buff cards in either Rise of Shadows or Saviors of Uldum, this mechanic appears to be either deciduous or retired for Warlock for the time being.


3. It Takes Advantage of the Game's Digital Form

Being a digital card game, Hearthstone is capable of a huge number of things that wouldn’t be possible for a paper TCG. Random minion summons for one thing. The ever so famous Piloted Shredder couldn’t be possible in a paper TCG or anything even close, and this goes for basically every card that has a random minion summon of some sort. Token summoning exists in paper variants of likes of MTG or Yu-Gi-Oh, but all the tokens are extremely simplistic, and it also gets a little bit awkward if you don’t have a copy of the token with you. Sure, you could make Rin, the First Disciple in a paper card game, but lose one of the 11 tokens that comes with it, and the whole card falls apart. In Hearthstone, that’s not a problem.

Random card generation as a whole in fact is all the exact same deal. Trying to play Unstable Portal, Shimmerfly or anything like that couldn’t be possible in paper TCGs. Where are you getting all these cards from? Discover cards are basically the same, it's just a semi-controlled RNG, but RNG nonetheless.

Then there’re cards like Jepetto Joybuzz, which could hypothetically be possible in a paper TCG, although if you play it, you’d simply just choose to draw all of your combo pieces. In Hearthstone, the randomness forces your deck to be built around it, making this effect more streamlined and balanced for the game. This isn’t considering the fact that if it were on paper, you’d be able to look at your entire deck, and you’d have to remember which cards you drew and remember those are 1/1s that cost 1. Something like Tess Greymane could also be theoretically possible on paper, but this comes with problems of what order you would resolve it in, and always picking the best option for the current card. Digital format makes this mechanic much easier to design for.

Actually, while we’re talking about Tess, all secondhand spellcasting effects basically apply as well. Yogg-Saron, his servant, his puzzle box, or anything else of this caliber.


These are the 3 key things that I believe is why randomness is such a huge part of the game. It produces some memorable moments, circumvents Hearthstone design flaws, and takes advantage of the game's digital form. Without it, Hearthstone would be a completely different game.

Why do you believe Hearthstone has a lot of randomness? Let us know in the comments, and I'll see you next time.

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Comments

  • Great article; I love these explorations into the game design and mechanics!  I believe the last point is the strongest (followed by 2, then 1), as the medium allows for a lot of design choices that simply aren't plausible in paper games.  Take a look at many of the dungeons that implement boss mechanics and the copy game mechanic... how would these even be possible?  Also, as has already been mentioned, the RNG allows for players to have some success without meta decks or serious skill, encouraging newcomers to stick around and have fun (and spend money, of course).

  • Although, as you said in the article regarding randomness is healthy for the game, it is clearly not for certain parts of the game. Hence, why the discard mechanic is such a failure. It is a core identity of Warlock and yet it is seen little to no play. I truly believe that they should have allowed players to choose their discards. 

    We can't say for certain that doing so would make discard "op" when there is no way to test it out. You are still losing a card for a powerful value or effect. However, it is unlikely Blizzard will do so. I do hope that Blizzard release more specific discard effects as it is such a wasted and untapped potential of Warlock.

  • I think some kinds of randomness are better than others.  For example I'll have a lot of discover in my decks - this is a bit random but it also lets me develop my hand to suit the match. 

     

    Also loved the stuff about the design of hearthstone - I hadn't thought about things like being unable to interact with your hand except in the case of playing cards.  Would be great to understand if adding this is seen as too much work/risk from a coding standpoint or if it's all about keeping the game simple.

  • my favorite decks to play thief rogue and random jania are build around this, bring on more nexus champ, yogg and puzzlebox, Tess, toki, etc.

  • You made some very interesting points.

    But honestly, I think the biggest reason Hearthstone has SOOO many random effects compared to other Digital Card Games is the deck size. MTG has 60 (?) card decks; Eternal has 75 card decks. This makes the card draw order almost enough randomness already for these games (though even they have a little bit of randomness in their card effects as well).

    Hearthstone has half or less of the deck size of those other games, meaning it has MUCH more reliable card draw than they do. It also has no need to juggle influence or power cards within the deck itself. All of this makes the game mechanics too predictable and reliable, even with the randomness of deck order.

    So, basically, it comes down to deck size. Biggest factor for why there is so much RNG in the game.

    • I don't think deck size is a very good argument.

      I don't play Eternal, but in MTG you are allowed 4X copies of any card in your deck.

      4/60 = 2/30.

      An interesting idea, but I don't think deck size has anything to do with it.

      • Yes, but you also have lands in your deck as part of the 60-75 cards (or am I wrong about that for MTG?) - this adds a totally different layer of randomness in the draw that is entirely absent from hearthstone.

        • In MTG you usually want 60 cards, and 24-26 lands. That leaves 36-34 cards, you are allowed to have 4 copies of a card in your deck, if you have 24 lands, that means you can have 9 different cards, 4 copies of each. So it is possible to have a decent deck in magic with only 9 different cards in your deck. In hearthstone, you are only allowed 15 different cards at best.

          And even with lands, your deck is still 60 cards, so my point still stands. 2/30 = 4/60.

  • Very interesting and well written article! Nice read, thx for the work!

    Beside all that was mentioned here I think one thing is of major importance when it comes to Blizz games in general (and especially in HS):

    They want players to move within a 40-60% win rate. Not below and not above. Like this they ensure that everyone can have fun AND (!!) you need to play a lot to climb. 

    RNG helps a lot accomplishing that without breaking your head (even more) on every card that you release. 

  • I often play meme and combo decks that are "frail" but effective to an extent, although I could easily lose on the spot due to a bad play on my part. Survivability is top priority but removal/AOE cards are limited (since my win-condition setup requires lots of cards and preparation) and must be saved for the most dire times.

    So, planning accordingly is vital for my strategies, that's why I try minimizing the number of cards with "random" effects in my decks. All I need is to have as much control over any situations I might find myself into, rather than creating more of them due to bad RNG. And that's because RNG in Hearthstone is "unfair" (not to me specifically, but in it's concept and generation).

    In order to create "fair" randomness, you must use a phenomenon that naturally occurs in nature to generate your results. Computers can't easily do that, but rather use algorithms to generate those results and gaming programs of this sort (CCG let's say) use a less complicated concept called Pseudo-RNG. Even that is absolutely fine, but what happens with Hearthstone's moments of randomness during gameplay?

    Hearthstone seems to love huge comebacks and those 0.00001% moments who could end up in a YT video or on Reddit, that could motivate the community and keep the game "fresh" (the drive to recreate and experience similar plays is just one of the reasons the game is so addicting). Other times it feels like you "know" that the game favors you or not (depending on whether your win-rate needs to be adjusted accordingly) and that you could tell the result of a certain random play from either player, which seems to target the most impactful factor of the match at that time and could potentially turn the tables. I want to own my victory or defeat and not be rewarded for my bad plays if the game thinks that's fine at that instance. That being said, it feels like there is something more than just plain RNG and I personally don't like it, not due to the way it impacts my games but because it's biased and untrue to its random nature.

  • I don't mind many of the RNG effects in the game. Some can be partially relied/counted upon to give a somewhat decent outcome. But there are also some RNG effects that can be soul crushing if it works for your opponent.

    Imagine if you're playing against a Hunter and you've got four small minions and one giant 8/8 on the board. Your opponent decides to play Deadly Shot and surprise, it hits the 8/8 in the face. Only a 20% chance and if it hit a small minion it would've seriously put the Hunter further behind but no, it worked out. The reason this can feel extremely frustrating as the other player is that you can't see the Hunter's hand. Maybe the Hunter had a backup plan in his hand in case the Deadly Shot didn't hit the right target. The Hunter just felt it was worth trying to save another more important card and hey, it happened to work out. The 8/8 was dead anyway but as the opponent you can't know that for sure. All you see is the Hunter seemingly going YOLO for 20% which is an otherwise desperate or terrible play and then getting away with it. Add a Threaten emote from the Hunter and the other player will feel like throwing their keyboard into orbit.

    Another example would be Shaman just RNGing his Hero Power into a Spell Power totem, giving his Lightning Storm +1 and then highrolling 4 damage on everything, wiping your board. Shaman could've had other options in his hand like Hagatha's Scheme and decided to try and roll a Spell Power totem first but again, you can't know that for sure as the opponent. You only see the (seemingly entirely luck-based) outcome.

    For me, stuff like Tess feels far better because you partly decide what Tess gets to do. I also approve of the Discover effect. It's RNG but it gives you some options. It takes away the feeling of pure luck/extremeness because Discover gives you 3 options to choose from.

    Again though, some of the RNG cards can be painful to play against. I was happy to see Evolve (and Devolve even more) rotating to Wild for sure. It was so frustrating to see Shaman highroll their board and ending the game on turn 6 or 7. And there's isn't really any way to improve your play against it. There is little to learn, especially if the play occurs within 1 turn without any possibility of interaction from the opponent.

    In the end, you just learn to accept it. I still dislike playing against Shamans going fully for all their RNG effects, even if their winrate isn't actually that great for it. I'll still get pissed off when I lose to an RNG effect, but I'll still play the next game anyway. One tends to have the unfortunate memory of remembering the games where the opponent's RNG destroyed you and not remembering the games where the opponent's RNG destroyed them instead.

  • No mention of Deck of Wonders, best RNG card ever? Shuffle 60 Scroll of Wonder is fun.

    https://www.youtube.com/watch?v=l65hiwxPEwg

  • Ugh. HS has randomness because it's a DCCG. End of debate. These articles are getting dumber, Out of Cards.

  • Hearthstone SUCKs without RNG!

  • Short answer is that it's a digital card game, so they wanted to include some RNG effects to take advantage of the digital space.

    • You can take advantage of the digital space without randomness. Look at the current iteration of GWENT for example.

  • Rng taps in the loot box feeling. For a second u think ur gonna get the desired outcome. Plus theres sometimes skill in narrowing the rng possible results 

    I dont like it. But its part of the games success for the dopamine surge inherent into those plays 

  • Randomness allows even not-so-good players to win again opponent better than them, making the game accessible and fun to almost everyone (expecially the casuals). That's the primary reason for all the RNG effects that is in the game: keeping as many players as possible sticked to the game by giving them always a change to win thanks to some luck.

    Personally I've decided long ago that taking in a competitive way HS is just not worth it, so I play the deck I want at my best and I don't care about the results. Too many matches are just decided by a random effect that are outside the control or the predictability of both players: getting salty is pointless.

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