about 3 years ago - Hearthstone - Direct link

Transcript (by Youtube)


0s [serene orchestral music]
4s Ahoy, voyagers!
6s Welcome to another roundtable edition of the Hearthside Chat.
11s Today, we'll be looking at mechanics and themes
15s for the new expansion: Voyage to the Sunken City.
18s And, of course, we'll have some card reveals, too.
21s I'm your host, John McIntyre,
23s and I had the privilege of being the Set Lead on this expansion.
27s Today, we're joined by an incredible crew.
30s Let's give a quick hello.
32s Hey there. I'm Valerie Chu, Senior Narrative Designer.
36s And thanks for joining us today.
38s What's up, everybody?
39s I'm Leo Robles Gonzalez,
41s Card Designer on the Hearthstone team.
43s I'm stoked to be here again for another Hearthside Chat.
46s Hey, everyone.
47s I'm Tiffany Chiu, Concept Artist.
49s I'm excited to be talking about the new expansion.
53s Voyage to the Sunken City tells the story of a band of adventurers
57s as they explore the ruins of Zin-Azshari.
60s It's a city as dangerous as it is difficult to spell.
64s And this is a classic adventure story
66s filled with all the silly Hearthstone antics
69s you would come to expect.
71s Val, can you tell us a little bit about the history of the Sunken City?
76s Absolutely.
77s 10,000 years ago, Zin-Azshari was the center of the night elf capital,
82s a glorious, shining treasure of a city.
85s However, catastrophe struck when the Great Sundering tore it apart,
90s along with creating all the different continents of Azeroth.
93s Following that event, Zin-Azshari went to the bottom of the sea,
97s along with all of its history and relics.
99s But now, Ambassador Faelin,
101s who formerly lived in Zin-Azshari,
104s is eager to revisit his home for his own personal purposes,
109s and he has hired Ini Stormcoil and Sir Finley to help him do that,
113s and explore all the way down there.
116s Here in this card, Bioluminescence,
118s we can see Sir Finley taking in the sights under the sea.
122s So, Bioluminescence can actually be found
125s in one of the many, many environments we did for the Sunken City expansion.
130s The art team was excited to do all the ocean biomes,
134s and it was one of the most content-heavy expansions we've ever done.
138s There were the classic Zin-Azshari ruins and the gardens,
142s then there are the mysterious abyssal depths
144s where you can find Bioluminescence.
146s There's also the trenches and the coral reefs,
149s where we wanted to depart more from the typical blues and greens of the ocean.
154s The trenches can be seen here in The Fires of Zin-Azshari.
158s We used the city ruins to really link all of the environments together.
163s The underwater setting is such a novel environment for us
167s that it led to a bunch of inspiration for both, you know, the biomes,
172s but also for mechanics.
174s One of the new mechanics is Naga, which is a new minion type.
178s Val, can you tell us sort of the history of the Naga?
183s Sure thing.
184s But, John, you know how that city was full of people?
188s Guess what happened to them after they went to the bottom of the ocean.
192s They acquired snakelike attributes to survive in this underwater setting,
197s and they are all now the Naga.
199s So, they have retained their connection to magic and arcane power,
203s but they are also fiercely defensive of their home,
206s and hostile toward anyone who is invading,
210s whether it be pirates, explorers, or...
214s Basically, any surface dweller is on their "no" list.
217s And we haven't done a new minion type
220s that we supported an archetype for
223s since all the way back with Elementals in Journey to Un'Goro.
227s So, Leo, can you tell us how the design team tackled this process?
232s Yeah, I think, when we create a new minion type,
235s where we start is just by asking the question:
237s How do they differ from other minion types and how do they have their own identity?
241s Naga are all about spells and mastering the arcane.
246s And so, because of that,
247s we took the opportunity to make Naga a minion type that cares all about spells
251s and casting spells to power them up.
253s I think, with Elementals in Un'Goro, we established
256s that they care about playing Elementals last turn to power them up.
259s Now, with Naga, what they care about is, while you're holding them in your hand,
263s you cast a spell to power them up.
265s I think a great example is this new priest Naga called Handmaiden.
269s Handmaiden asks you to, while she's in your hand,
272s cast three spells.
273s And in doing so, when you play her,
275s you get to draw three cards from your deck.
278s So, with all of the new, exciting types of Naga that we have,
283s the art team wanted to make sure that we don't just have
286s a bunch of angry snake people,
288s and we have a range of different personalities.
291s So we wanted some Naga that were serious Naga,
294s but we also wanted some silly Naga and some cute Naga.
297s [Naga babbles]
299s With Coral Keeper here,
300s you can see how we used the setting to inspire a very unique character.
306s So, we've got Naga,
308s and opposing them are the pirates and explorers
312s who are exploring the city and searching for relics.
316s We get to tell the story of this through the new keyword Dredge.
321s Dredge allows the player to look at the bottom three cards of their deck
325s and choose the one to put on top.
328s Leo, you were really involved
329s in the iterative process to come up with this design.
333s Can you give us a little bit of background?
335s Definitely.
336s From the very beginning of the design process,
339s we really liked this idea of your deck kind of being like the ocean,
343s where the top card is the surface level
345s and the bottom card is the seafloor.
348s I think that idea spawned the mechanic of Dredge,
351s where you're kind of digging up treasure all the way from the bottom of the ocean
355s to the top, where you can play them.
357s Previously, we've never had a whole mechanic
361s geared around the order of your deck.
362s We've maybe had, like, a handful of cards.
365s So, for most of the time in Hearthstone's existence,
368s really drawing from the top, middle or the bottom of your deck,
371s they were all kind of the same.
373s Like, you don't know what's coming next.
375s But with Dredge, you have a way to influence what's coming next, right?
379s You get to put something at the top of your deck
381s to have a more consistent draw.
383s But not only that,
384s another cool aspect is you have this little pocket of three cards
387s at the bottom of your deck that you can revisit with later Dredges
391s if there's maybe some really strong spell that you don't need right now
395s but you could use later.
397s And so what we did is we created a cycle of cards
399s called the Azsharan Treasures.
402s Here's an example right here, Azsharan Gardens,
404s a new druid spell that gives all minions in your hand a buff
407s and puts the Sunken Gardens at the bottom of your deck.
411s And if you manage to get that and play it,
413s it gives your minions everywhere that same buff.
415s A really powerful card,
417s and it going to the bottom of your deck gives you a really sweet piece of treasure
421s to try to Dredge up to the top of your deck.
424s The treasures are also great because they really capture that feeling
427s of Zin-Azshari during its glory days.
430s It's almost like you can go to a museum
432s but play with all the exhibits yourself and wield that priceless power.
437s Yeah, I just love when a story can be told through a card,
442s and here it's a story being told through multiple mechanics interacting.
447s Tiff, can you talk a little bit about the art's approach
450s to communicating Sunken cards?
453s For sure.
454s So, with such a unique mechanic from design,
457s we wanted to make sure that when players did Dredge a card
460s from the bottom of their deck,
462s it felt really powerful and really fun to play.
466s We wanted to make it look really ancient as well.
468s So, we have these treasures with cracks and they're kind of worn,
472s but they have this powerful blue magic inspired from the ocean,
476s and they look really powerful and invincible.
479s Yeah, I love the bright-blue magic
482s that the Azsharan Treasures gained from being in the ocean.
487s Of course, one thing you would expect to see in the ocean are fish,
491s and we have a fish to reveal right now:
493s Piranha Swarmer.
495s By itself it's not too intimidating,
498s but get a swarm of these and it quickly becomes dangerous.
501s [Naga yelps]
503s Piranha Swarmer is a collectible card,
506s but we're gonna be making a lot of cards that generate Piranha Swarmers.
510s Let's look at one now: Schooling.
513s This will help you start assembling that swarm.
519s Tiff, I know, on the art side of things,
521s we did something kind of different for these cards.
524s Yeah, so, with Schooling,
526s players are adding a bunch of fish into their hands,
529s and the art team saw this as an opportunity
532s to add a bunch of color into the otherwise blues and greens of the ocean.
537s So, you're adding not just regular piranhas to your hand,
541s but piranhas of many different colors.
544s We have our small critters, the piranhas.
547s We also have Colossal critters through our Colossal minions.
551s Let's look at the Colossal minion from the cinematic.
555s -He's big, he's mean, he's crabby. -[Colossal minion roaring]
560s He's Crabatoa.
563s Crabatoa comes with two claws,
565s and he increases their Attack.
568s Leo, Colossal minions are just so insane.
571s How did you all design these minions?
574s Yeah, I think Colossal started with a question
577s that, actually, you, John, proposed, of:
580s What does it mean to have a giant minion - like, these huge sea monsters?
586s How do we convey a minion that's bigger than other minions in Hearthstone?
590s And where we ended up was the current design of Colossal,
593s where Crabatoa, for example,
595s whether you play him, summon him, transform into him, whatever,
599s as long as he enters play, he comes with his two crab claws.
602s And I think this keyword is, while seemingly kind of simple at first,
607s that keyword lets us kind of add a lot more complexity
610s and a lot more just fun mechanics in those token cards
614s that we wouldn't usually do with a card that just summons them like normal.
618s The reason it's an exception
619s is because there's this expectation of this huge monster,
623s where all the pieces have their own unique characteristics
626s and it still feels like one cohesive unit
629s where each piece can call out all the other pieces,
631s and it feels like you're fighting a boss, like in an old, retro video game.
636s Cool. I think my favorite thing for Colossal minions is definitely the art.
641s Tiff, how did the art team bring these characters to life?
644s So, design came up with such an awesome minion design
649s that we wanted to make super epic.
651s But, as you can imagine, it's a little bit of a challenge for art,
655s because we wanted to make a giant art piece
657s that would span across multiple minion slots.
660s It took a little bit of fine-tuning and tweaking of composition,
664s but eventually we came up with this really, really awesome minion
667s that spawned from your board
670s and occupied multiple minion slots that you could beat up your opponent with.
675s Colossal minions are sure to make a huge splash in the meta
678s when they come out with Voyage to the Sunken City.
681s That's all we're revealing for today, but I hope you learned something
685s from the different disciplines on the Hearthstone team.
688s I'll see you at the Sunken City.
691s -Bye! -Peace!
693s -[pounding EDM beat] -[water bubbling]