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The common comparison with Artifact is with Dota 2, as it's the IP that Artifact was based off of.

They're also both 'complex' games. Complex in the sense of having lots of intricate mechanics that make up the game state. Dota 2 has its reliable vs. unreliable gold mechanics, while Artifact has its nuanced system of keywords and three lanes.

However, I would argue that having high complexity in a game is fine. What's more important in games like these is feedback on every individual decision.

In Dota 2, there are clear mini-success and mini-fail states that build up over the course of a game. Destroy a tower, kill a hero, eliminate a Rax. These are clear moments of feedback that unequivocally gives Players an advantage.

But in Artifact, these same decisions all had to be interpreted. Only the language between the games was the same. For instance, killing a Hero or a Tower wouldn't necessarily be the correct decision. Even typically simple decisions like 'buffing a Hero' or 'winning a combat trade' had to be weighed against everything else happening in the game. Every board state resisted simple answers.

This ambiguity was both Artifact's greatest strength and its greatest downfall. At its best, Artifact was a game in its own class. No easy answers and a high volume of meaningful decision making made for a really unique card game. It was the game that ruined Hearthstone and MTG for me, as they started to feel too 'slow' in comparison.

But, good luck introducing anyone to the game. Good luck trying to get better at it either. If every decision has to be interpreted (especially when the results of decisions can be delayed for multiple turns), how is any player realistically going to get better at the game? It's no wonder that so many people bounced off the game.


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