Blizzard's popular collectible card game, Hearthstone, recently released its Titans expansion. This expansion brings 145 new cards based on Warcraft's renowned Titans, some of the most formidable characters in the Warcraft universe. Alongside these new cards and the introduction of the never-before-seen Titan named Amitus, Hearthstone's latest expansion introduces new gameplay elements, including keywords like Forge and Titan. These additions enhance the game's complexity and the strategic aspect of creating decks.
In a recent interview with Game Rant, Valerie Chu, the Lead Narrative Designer, and Chadd Nervig, the Lead Designer, discussed various aspects of the Titans expansion. They shared insights into how Amitus was created and how each class was allocated its own Titan or Titan-like character. Additionally, they shed light on the process of creating new cards for Hearthstone and the connections between Hearthstone and World of Warcraft's lore. Please note that the interview has been edited for the sake of brevity and clarity.
Q: Can you discuss the process of creating a new Titan for the Pantheon?
Nervig: We understood the significance of introducing a new Titan. Given the popularity of Titans in World of Warcraft and Warcraft lore in general, we wanted to incorporate them into Hearthstone. We have had a long-standing desire to incorporate Ulduar and other Titan-related content into the game. As the Titans are highly influential characters, we thought it would be exciting for each class to have the opportunity to interact with Titans.
There is a minor issue regarding the availability of Titans for all classes. To address this, we incorporated some Hearthstone creativity by introducing a new Titan and considering a few others as Titans, although they have slight differences in terms of lore. This approach served as a fantastic starting point, and we were truly thrilled with the gameplay we were developing. Exploring ways to integrate these legendary characters into the world of Hearthstone was incredibly exciting.
Q: Did you prioritize the character or gameplay when creating a new Titan for the expansion?
Chu: We considered which Titans would be the best fit for each class, taking into account their unique abilities. The lore for the Titans was developed before Hearthstone's 11 classes were established, so there is some thematic overlap among them.
It is crucial for Hearthstone players to feel unique and have a defined role in the game. That is why we were thrilled to have the opportunity to introduce a Titan character who represents the paladins in their current form, regardless of how they originally obtained their power or their lore background.
In various pieces of Warcraft lore, there are mentions of unidentified Titans. Since these immensely powerful beings can exist throughout the universe, it is highly likely that there are those we have yet to encounter in other Warcraft games. Therefore, it was exhilarating for us to consider how Hearthstone could explore these characters and the different abilities and powers they could possess, sparking discussions and curiosity among players in the tavern.
Q: Amitus is somewhat of a peacekeeper among the Titans keeping their ambitions in check. How did the team come to choose this personality and lore background for her?
Chu is thrilled about introducing another female character, Eonar, in order to explore different personality archetypes that align with the Paladins. The idea of a powerful character connected to peace or harmony could potentially explain why the characters in the tavern wonder about the absent Titans, and it adds depth to the story. It is exciting to see people interested in Eonar, as it signifies that something intriguing is happening in the Warcraft universe. The goal is for Hearthstone's Paladin players to find Eonar just as cool and thrilling to play as the other characters.
Q: Did you prepare for the possibility of Hearthstone characters appearing in World of Warcraft when developing Amitus?
Nervig: When creating characters like Amitus, our goal is to make them fit seamlessly into the World of Warcraft universe, although they may not be considered official canon. We strive to maintain a natural feel, ensuring that they blend well with the existing world. Rafaam, for instance, embodies the spirit of a character you could easily envision encountering in World of Warcraft. While they still possess the distinct Hearthstone charm and exhibit quirky personalities, as long as it doesn't deviate from the overall feel, we believe we have succeeded in our endeavors.
Naturally, there are instances when the World of Warcraft team finds inspiration and decides to incorporate characters like Elise and Reno Jackson into the official canon. It's fascinating to witness their journey into the game's lore. With Amitus, however, we don't have that same expectation. Our main goal was to create a character that feels authentic and believable.
What does Amitus bring to the table in terms of gameplay for Paladin players? Nervig hints at the possibility of a resurrect-heavy Paladin archetype that could be viable in the future. He believes that the concept of bringing back previous minions could create an interesting archetype for Paladins.
How do you ensure a balance between showcasing the impressive abilities of the Titans, accommodating the unique playstyles of each class, and maintaining overall equilibrium between them?
Nervig: Gameplay takes precedence. It must be our top priority because, ultimately, we are a card game that aims to deliver an enjoyable playing experience. To achieve this, we carefully select which Titans complement each class, and we also consider how to interpret each Titan in a way that aligns with our preferred gameplay mechanics.
Sometimes, we encounter top-down designs in which the lore and flavor serve as the inspiration for the design idea. Alternatively, there are also "bottom-up" designs where the gameplay takes precedence and the flavor is tailored to fit accordingly. It is crucial for us to ensure a close alignment between these elements so that it feels cohesive. For instance, it should feel reasonable for Norgannon to possess immense magical abilities and cast various spells.
Determining how to handle Rogue in general was a significant challenge, but incorporating V-07-TR-0N as a Titan-like character for Rogue was a clever solution. This choice allowed us to embrace the Mech Rogue aspect that we were particularly fond of. Personally, I found great success using it in ranked play upon launch. Ultimately, achieving a balance between flavor and mechanics is of utmost importance.
Q: When it comes to creating storylines and narratives for characters like Amitus, how extensively does the Hearthstone team delve behind the scenes, considering that on the player's side, we mainly encounter card art and flavor text?
Chu: Thankfully, we had the advantage of the Titans' extensive coverage in Warcraft sourcebooks, The Chronicles. These books provided valuable insights into the Titans' actions before Ulduar fell into chaos. They served as a reliable guide for us. However, there were some areas that were not well-documented, leaving us with questions like the identity of unnamed Titans or the specific abilities of less prominent characters.
Additionally, we took creative liberties in determining the roles of the Titan Keepers. Sif, for example, was not originally a Keeper, but we included her in that role because of her significance and power as a character encountered in Ulduar.
Understanding what aligns well with the mechanics we are pursuing for the set, while staying true to the existing lore, seems fitting for the atmosphere in the tavern. It's truly thrilling to gradually unveil these specifics as we progress.
In this set, we placed a greater emphasis on incorporating lore into the flavor texts of important cards. In previous sets, we have explored various methods of showcasing the story, including cinematics, solo content, and other potential avenues. We are constantly searching for areas where players desire more content and opportunities to engage, and we strive to address these needs with each new set.
Q: In comparison to the lighthearted music festival-themed expansion of Festival of Legends, the latest expansion, Titans, delves deeper into the game's lore. How does the Hearthstone team go about determining the theme for each expansion?
Chu: Our Set Lead Designer, Alex, was particularly enthusiastic about Ulduar and the Titans for this specific set. He wanted to explore the time period before Yogg-Saron corrupted Loken and the others, capturing that idyllic era. Personally, I was excited as well because the lore is right up my alley. The rest of the team was intrigued by the opportunity to wield Titan-level powers for the first time.
However, one thing that is important to us overall is to avoid repetitive content. We always strive to offer something new and a good amount of variety to Hearthstone players. Unless we're creating a year-long narrative, which would be an exception, our goal is to take players to new places and provide them with fresh experiences, so that the game doesn't become monotonous.
Titans have never been playable before, making it challenging to find something bigger and newer. However, we are delighted to have seized this amazing opportunity and successfully brought them to life. The decision-making process for our new expansions involves a team-wide discussion, where everyone contributes ideas. Titans or Ulduar have consistently ranked among the top five themes in these brainstorming sessions for several years. Therefore, it is truly satisfying to have found the perfect timing to incorporate them into our game.
Q: The Mage’s spell school group in this expansion proved to be a captivating inclusion, as it urged Mages to unleash a multitude of spell schools. Are there any other sets within the expansion that caught your attention for revolutionizing their respective class's gameplay?
Annoyingly, I mentioned that Mech Rogue has been enjoyable, and I also noticed people experimenting with Pirate Rogue today. The combination of lightning and nature in Shaman, along with their powerful lightning storms, aligns nicely with Thorim and Golganneth, as these storms represent the Titans' power. I found this to be a strong canonical fit. Additionally, I found it fascinating how Eonar can grow from saplings to treants to ancients.
Q: You mentioned that some of the Titans associated with certain classes are not actual Titans. Can you explain the thought process behind creating these Titans that are not quite Titans, such as your creation of the Titan Amitus for Paladins?
Nervig: We briefly touched upon Mimiron's creation of his own Titan, but let's not forget about the Primus for Death Knights. The Death Knights in Hearthstone didn't seem to have a distinct Titan that truly resonated with them. There was no obvious connection to the dark, unholy aspect that most Titans tend to embody. It felt somewhat contradictory. That's when we decided to explore the opposite approach. We pondered, "Is there a polar opposite of the Titans that we can explore?"
In the Warcraft lore, alongside the Titans who make up the Pantheon of Order, exists another Pantheon known as the Pantheon of Death. Comprised of immensely powerful beings, we considered incorporating the Primus or one of the other members of the Pantheon of Death as the counterpart to the Titans. Although not technically a Titan himself, the Primus possesses a comparable level of power.
It is delightful to witness a greater spotlight being shed on the more ominous forces within the Warcraft lore. I am eager to witness a Hearthstone expansion centered around the Void Lords theme. Personally, I share the same sentiment for World of Warcraft. The captivating concept of the Void enthralls me greatly.
When Shadowlands was released, our team had numerous discussions about its awesomeness, exclaiming, "Shadowlands is incredibly captivating, and each zone within it has the potential to become a phenomenal card set!" We successfully created one such set titled "Murder at Castle Nathria" based on Revendreth, complete with a mini-set dedicated to The Maw. Now, we have the exciting opportunity to delve deeper into this world, with the involvement of the enigmatic Primus. Personally, I adore the Shadowlands; it serves as an abundant source of inspiration and material for our creative endeavors.
Q: Apart from Mists of Pandaria, are there any other past WoW expansions that you would like to incorporate into Hearthstone?
Nervig: While I can't make any announcements, I must admit that Mists of Pandaria holds a special place in my heart as my favorite WoW expansion. I have a great fondness for that realm and would be thrilled to see it integrated into Hearthstone. Although there are currently no plans to reveal such a collaboration, I personally share the enthusiasm that players have for Pandaria. It's worth mentioning that many members of our team have their own beloved areas within WoW.
Q: With Hearthstone currently having more than 4,400 cards, what difficulties arise when developing an expansion featuring a plethora of new cards? Do you have specific objectives in mind when crafting a fresh card set?
Nervig: Our primary aim is to ensure that the new cards we create possess a unique and innovative quality, devoid of any repetition of previously introduced concepts. We hold surprise and delight as central tenets, which frequently necessitates the generation of ideas that elicit the reaction, "Wow, we've never witnessed that before!" Thus, this serves as a major source of inspiration for us.
In terms of pushing the boundaries of both gameplay and flavor, we are constantly aiming to think outside the box and explore new ideas. When it comes to the creation of cards for our expansion, we ensure that we have a vast pool of options to choose from. The development process involves crafting around 1000 cards, out of which we select the top 145. Our goal is to identify and concentrate on the most unique, captivating, and thrilling card concepts. Additionally, we intentionally reserve certain card ideas for future expansions to enhance the gameplay and lore of our next releases.
I believe we have an endless supply of ideas. The real challenge lies in determining which ideas will complement this expansion, generate the most excitement, and warrant our full dedication in delivering them to the players.
Q: Will future cards utilize the Forge and Titan keyboards, or are those mechanics going to be exclusive to this expansion’s cards?
Nervig: Our current intention is for these mechanics to remain exclusive to Titans. However, we value player feedback and are open to considering reintroducing them in the future if there is enough interest. For instance, Tradable from United in Stormwind was initially meant for Stormwind only, but due to positive feedback and player enjoyment, we decided to continue including it in subsequent sets.
Q: Is there anything else you'd like to add or discuss about Hearthstone or Titans before we conclude?
Nervig: I am truly fascinated by the Hearthstone community. Our community is absolutely incredible. A huge shout out to all the wonderful fans we have, and I am sincerely grateful to have them.
Chu: We are thrilled that everyone can join us in revisiting the early days of Azeroth and diving into the immense power of the Titans, a force that has transformed the world! While many may struggle to harness this power, our community proves to be adept at it. So go ahead and enjoy yourselves out there, just try not to inadvertently annihilate any worlds. On a deliberate note, it's perfectly fine.
Hearthstone is available on Mobile and PC.