Marvel Snap is just shy of three months old, and itâs fair to say itâs been a success. While the exact number of users hasnât been shared, Google Play reports over five million downloads, even before you include iOS numbers. And with such popularity comes great scrutiny. Why are the store prices so astonishingly high? Why does it demote everyone 30 levels every four weeks? Why wonât they just get rid of Leech because it ruins my deck? So rather than wondering, we put these exact questions to Marvel Snapâs project lead and Hearthstoneâs former lead designer, Ben Brode.
Brode has been the public presence of some of the most successful digital card games for almost a decade. At Blizzard, he was the face of Hearthstone, the enormously popular Warcraft-themed CCG, that at one point was earning between $25 million and $40 million a month. In 2018, he left Blizzard to form a new studio, Second Dinner. Since then, with a hefty investment from NetEase and a license from Disney, the team has been developing Marvel Snap, released last October to enormous acclaim.
Marvel Snap is a game Kotaku has been playing an inordinate amount. Personally, I donât think Iâve missed a single day since its release, meaning Iâve given a lot of thought as to why itâs so compelling, and so very sticky.The more I play, the less I think itâs about anything to do with Marvel superheroes.
I begin our hour-long Zoom chat by asking if Brode thought the game could have worked as well without the Marvel license. âNo, I donât think so,â he muses. âI think, especially for a collectible game, you have an emotional connection, that you are that Marvel character. Like, itâs just such a different experience when youâre collecting stuff. Youâre like, âOh, I got like, Daggers Hands and Telepath Man,â youâre just like, âYeah…â But at the same time, open Wolverine, you know?â
Thinking on this, I realize I quickly lost all my sentimentality when playing. I love Spider-Man, I told Brode, but I donât play him in any of my decks. âSure,â says Brode, âbut something has to get you in the door. And itâs a really unappetizing door if behind it youâve got Stabby Hands and Laser-Beam-Face Guy.â
Talking of Laser-Beam-Face Guy, Iâm reminded to ask why a character as recognizable as Cyclops got such a crappy card. It provided an excellent example of how Brode seems to achieve something few high-profile developers can maintain: a deep passion for the craft behind the game, but also an enormous enthusiasm for playing it.
In response to my essentially teasing him for throwing away a Marvel icon as a starter card, Brode explains in great detail how important it was to create starter decks with recognizable characters, talking about onboarding experiences, simple cards that teach players how to play the game, and even detailed how the addition of Silver Surfer and Patriot has given Cyclops a new home in later decks. How theyâre now seeing a resurgence for the card. Then we get to the other side of him, the player, the Marvel fan. âBut also,â Brode adds, âCyclops is one of the most boring, annoying X-Men.â Preach it.
More Money, More Problems
Brodeâs enthusiasm for Marvel Snap is astounding. Sat indoors in a thick waterproof coat, he is already bursting with energy at 10am Pacific time, psyched to be talking about his game. It makes me feel bad to bring the mood down by suggesting that perhaps his free-to-play gameâs prices were a smidge on the enormous side. Before talking about the $100 dollar elephants, I ask whether the $10 four-week season passes might be due a revision, and whether itâs possible player enthusiasm was waning by the fourth ask.
While not willing to divulge such numbers, Brode insists that he believes their pricing offers good value. âIf we feel like weâre not offering good value, and the players feel like theyâre not getting something that is worth that, then I think we should consider [looking at] that stuff.â I drill down on this notion of value, something I feel Marvel Snap is especially poor at communicating. The game hands out Credits like candy, but then prices them incredibly high to buy, only further confusing the matter by its inconsistent value of the Gold currency. Yet, at the same time, the entire game can be played for free, and progression is not markedly slowed if someone chooses not to spend a penny. Theyâre such odd extremes. Something that gets even more bizarre with this weekâs release of the âPro Bundle,â where players can spend a whopping $100 to get a wad of Credits and Boosters, letting them advance their deck without playing at all. I suggest these are huge prices for cosmetics and incremental increases, given a brand new first-party AAA console game is $70, all told.
âYeah, I mean, weâve always said that we want the journey to matter a lot,â says Brode, appearing less comfortable on this topic, and taking some (good-natured) umbridge at my suggestion that often the game is charging large sums for what boils down to a collection of JPEGs. Protesting that variant cards require 3D modeling, animation, and so on, he concedes that it often comes down to cosmetics.
âI think itâs the kind of thing where we expect some players to be interested in that,â suggests Brode, âand if you wanna collect some stuff, itâs a totally reasonable option for you.â But that Pro Bundle? âItâs meant to be a thing for players who are ready for a turbo-charge. Itâs a piece of feedback we get all the time from players, âIâm a more advanced player, I want to get to the juicy stuff.â Thereâs a limit on how much you can spend every day, right? You canât buy infinite credits. So for those players who are craving a deeper experience much faster, things speed up a little bit.â
I once more lament that one hundred dollars is so much money. âItâs all about whether you think the valueâs there,â counters Brode. âPeople were already paying for it, and we wanted to make this easier for them. Itâs not for everybody, itâs an optional thing, right?â He agrees that it might not be an âattractiveâ bundle for others, and added that they intend to continue to experiment with different options for different players.
Divining Inspiration
Of course, the Wild West of free-to-play mobile games means price tags routinely reach bizarre extremes. Yet, when it comes to Snap, Brode says his team have struggled to find something else to compare it to. âThereâs not really any other game that operates like us, that we could use as inspiration for monetization,â he says. âMost other card games have booster packs, where you can spend hundreds and thousands of dollars on every set that comes out every three months. Or you can spend thousands of dollars leveling up your cards, and that also doesnât work because the math gets all funky and doesnât feel right for our type of game.â
In the end, the main inspiration came from a surprising source: PokĂ©mon Go. Brode points out that in Nianticâs mobile game, the one thing you cannot buy is PokĂ©mon. You can speed up the processes, buy the incubators and incense and lures, but you still have to catch the PokĂ©mon themselves. Similarly, Snap offers no way for players to buy a specific card, but rather offers ways to speed up the process of unlocking the next random offering.
Yes, the random unlocks. Itâs something thatâs proven, overall, popular with players. Instead of there being an ascending order of cards, unlocked by reaching certain levels, the game gives them to you in a random order, from three âpools.â This means you might get the excellent Killmonger very early on in your decks, while someone else might find it eludes them until much later, driving them to find a different way to deal with 1-energy cards. I wonder how they decided to approach cards this way.
âThere was a feeling of grindiness,â says Brode, explaining that during development, cards were unlocked in a specific order. âThe road was laid out, the cards all visible. And youâd look at that road and you were like, âOh my God, itâs gonna be months until I get to Deadpool. This sucks.â You had no hope. It just didnât feel fun, and it felt grindy.â Randomness, they discovered, turned the game from a hopeless chore to something much more exciting, where there was always the hope that the next card might be the one you want.
Tales Of Victory
This naturally leads us to start chatting about the cards themselves, as I share how my desire to finally get my hands on Wong had been a real motivating factor for me to keep playing. How seeing it played in other peopleâs decks made me envious, and finally unlocking it was, for me, a huge victory.
We go on to talk about the most overrated and underrated cards in the game, as Kotaku has reported in detail. All well and good, but what I really want to know is which card Brode actively hates. Not based on data, but on that sinking feeling when he sees it played. Surely Leech, right? Itâs got to be Leech? âI do hate Professor X,â he says. Yeah, thatâs fair.
We begin swapping tales of victory, both of us pulling up screenshots weâve taken for later boasting. Iâm delighted to get a big laugh when I told how Iâd just recently played Wong onto Onslaught Citadel, a location that doubles On Reveal actions, hosting a card that does the same. Then on went Ironheart and her power-increasing boosts, followed by a perfect finish with Odin, retriggering every card on the location twice over, twice over, twice over. 464 points I finished on. It was painful and hilarious to watch play out. Itâs also great that Brode is still able to be delighted by the little tales the game generates.
âThereâs a new feature in the patch,â Brode interjects, âwhere if you have some combo that executes for minutes, it fast-forwards to the end.â I was deflated. That ruins my favorite play of dropping Odin on Bar Sinister when Iâm losing, just so my opponent has to watch two minutes of animations play out for literally no reason. Itâs all gone.
Brode joinsin, gleefully celebrating how mad players can get. Subterranea, he saysâthe location that adds five rocks into both decksâgets more hate than any other, but he says offers the best opportunities to bluff. âWhen I have a handful of rocks, and I snap, and my opponent retreats, just amazing, right? I literally had rocks on rocks. And you bought it, you bought it sucker!â
Pulling Rank
I try to goad Brode into revealing unreleased cards theyâre struggling to balance right now, but he canât be budged, so instead I compromise on asking which he thinks is the riskiest they have released. âGalactus,â he says, without hesitation. The card is definitely controversial: when played, the 6-power cardâif itâs the only one at a locationâwill completely obliterate the other two locations for both players. Itâs the victim of a nerf in this weekâs patch, now only offering 2 power instead of 3, and Brode suggests it could be in line for further tweaks, because itâs such a literal game-changer. âI think in our minds Galactus is this unbelievable moment. Huge, crazy thing, right? Itâs important to do crazy stuff, and break the rules. But I think thereâs also an inherent risk in doing it.
The balancing act with Galactus, he explains, is to somehow make this ridiculously powerful card something players wonât often want to use. I love how he explains this: âIf the best part of the game is Galactus, then itâs not the best part of the game.â
Talking of controversial decisions, I raise the way Snap drops players a whopping 30 levels in the rankings every four weeks. Saying how infuriating I find it, I add that I assume there must be a solid game design reason for doing it. âYou know,â says Brode, more contrite than I was expecting, âIâve never worked on a game that did not completely redo the rank system multiple times during live development. I imagine we will continue to tweak our rank system.â While there are no immediate changes planned, he concedes that itâs ânot a perfect system,â but itâs there in the face of two competing goals.
âOne is to, you know, properly rank you. To let the player know how good they are at the game. The other goal is progression. People like making progress, feeling like theyâre improving over time. A lot of rank systems are designed around achieving both of those goals at the same time.â If the game doesnât demote players every season, then the progression aspect is removed. âYouâre matching against players the same rank as you, and you belong there. You get stuck. And I think that experience isnât great.â However, he continues, âWe have this other experience where we demote you, and let you make the progress over the course of the season, and itâs also not great! Itâs not like we get to choose good or bad. We have to choose some good, some bad.â But, he concludes, on balance the feeling of progression feels good to most players.
However, I argue, dropping 30 levels also puts you back in bot territory, and so yeah, weâre inevitably discussing the gameâs bots. Another point of contention, Brode is very certain that he considers the gameâs bots to be an overall good thing. Heâs also pretty certain that a lot of the time when people think theyâre playing a bot, itâs likely theyâre just playing someone bad at the game. But, even if there are tells, things that give away that itâs not a real human opponent, he says, bots are a net positive. Why? Well, it turns out theyâre pretty essential for progression.
âIf you only match [players] against the same rank, you end up with an audience almost entirely at the bottom. Everyoneâs ranked 10 or whatever, because theyâre pushing each other in the two poles. In order to make forward progress, you push other players back.â Brode draws an exponential curve in the air, explaining that there are almost no players at the top end, everyone fighting it out on the long shallow slope at the bottom. âThis happened on Hearthstone,â he adds, âwhere we had to tell you, âLook, youâre rank 15. Thatâs the top 10 percent of all players.â But players werenât convinced, when they could see a further 15 ranks above them. Bots, he says, break this zero sum. No oneâs exclusively playing bots, but their presence means you can make progress without pushing everyone else back to zero.
Of course, players have come up with systems to spot bots, many bombarding the screen with emotes to see if they can get their opponent to reply, every game feeling like itâs starting with a Turing test. I wonder if Second Dinner has been tempted to program the bots to reply with emotes to mess with this? âAbsolutely!â says Brode. âItâs something weâd love to do! At the end of the day, if youâre having a good time playing the game, thatâs what really matters.â
Priority Queue
People were surprised when a few features werenât in the launched version of Marvel Snap: a way to play against friends, and a way to play âfriendlyâ games, with no risking a loss of cubes. I wanted to know why neither of these had been seen as priorities to be in place before the official release. âI wouldnât say [theyâve] not been a priority,â says Brode, âbut in game dev you have to push your dates, or crunch, or do effective scope control. Those are the three levers you have. And the crunch lever is a fake leverâit doesnât actually do anything. You burn everybody out, and it doesnât actually give you more stuff over the long term. So the other two are your dates, or your scope control. This was extreme scope control. Do we need this absolutely? I think the answer is, clearly, no. The game has been successful and exciting, and made a huge splash without it. But on the bright side, itâs coming.â
Priorities were, Brode explains, making sure customer services were in place for support, completing localizationâthe more fundamental requirements. Then, immediately after launch, it turned out crediting artists became the loudest priority the community was calling for. The game already did, of course, but it was within the main credits for the game. People wanted to know who did a particular piece of art while looking at it, and made clear it was important. âThis is like one of the top things weâre hearing,â recalls Brode, âletâs prioritize that.â And this week, that feature was added in.
Cards On The Table
Assuming the person who was pivotal behind the creation of Hearthstone and Marvel Snap would be in the know, I ask if Brode had any recommendations for other card games we should all be playing. It turns out, during the five-year development of Snap, he played absolutely everything. âOne of the things that is really important for a game designer to do, before they design anything, is to play everything out there. Iâve probably played more digital card games than anyone! And every one of them taught me something, even if theyâre not good. I can learn, oh, that mechanic has problems, I donât have to build the mechanic and test it for my game, I can just build a model of best practices, to find the right direction, to find the path.â
One game that was especially inspirational, says Brode, is something thatâs now offline, and heâs sure no one will have heard of: Card Monsters: 3 Minute Duels. âIt was a digital vertical mobile collectible card game, with very short games, and we knew we were going to make a game in this space. I [realized], oh yeah, you can do it! I was really into that game.â
More awkwardly, as the developer diligently explored every other game, Brode reports a troubling moment when a game was released that was âuncannily similarâ to the game he was making. A table-top card game called Air, Land & Sea. âThereâs three locations, and youâre trying to get the highest power to those locations, and they even have a mechanic thatâs very similar to the snap mechanic, where if you bail out early, you lose less points.â He reels at the memory of the moment, but then reveals that its lack of simultaneous turns, and how differently it actually plays out, meant concerns were alleviated. Brode adds, âItâs not a collectible card game, but, you know, itâs a bunch of fun.â
We wrap up sharing tales of playing PokĂ©mon TCG with our kids, about the lessons learned by building a bad deck and improving it, rather than getting over-confident with a half-decent deck. Then Brode shares the sweetest story. âWhen my son and I play the PokĂ©mon card game, he has a deck of blank cards, and he creates cards on the fly during the battle.â Iâm so delighted by this idea, but Brode points out, âItâs very frustrating for me, because he always beats me, because he just makes better cards.â Yet, it seems the boy is something of a chip off his fatherâs block. âAt the same time,â Brode notes, âI want to foster his card design skills!â