March 25th is when Hearthstone enthusiasts can explore the Into the Emerald Dream expansion, boasting a fresh collection of 145 cards. This addition will also introduce not one but two novel keywords, Imbue and Dark Gift, while enhancing the Choose One keyword. In summary, there’s a whole lot of exciting content in store for Hearthstone’s upcoming version 32.0 update.
Before its launch, Game Rant interviewed Edward Goodwin, lead designer of Hearthstone, and Dez Bencosme, the concept artist, about the development of the new expansion, the design choices in Into The Emerald Dream, and what players can anticipate on March 25. (This transcript has been condensed for clarity and conciseness.)
Going Into The Emerald Dream
Q: How did the team land on the Emerald Dream for this expansion’s theme?
Goodwin: For quite some time now, we’ve had a strong desire to explore this theme within Hearthstone. Whenever we’re planning a new expansion, we discuss our goals, potential destinations, and the characters’ stories. In these brainstorming sessions, everyone jots down their wild or offbeat ideas on a large whiteboard. As a collective team, we then vote for our favorite concepts.
Generally, Emerald Dream has consistently been ranked among the top two choices. However, each time we’ve suggested doing something related to it in World of Warcraft, they’ve responded with a request for them to share their narrative first before we delve into the Emerald Dream.
I’m overjoyed that we made the decision to do it! The Emerald Dream and Emerald Nightmare zones in World of Warcraft are absolutely fantastic. They provided us with countless opportunities to craft new tales and infuse even more charm from Hearthstone into the grandeur of WoW. Essentially, we were on tenterhooks as we waited for these additions.
Question: Does the development of Hearthstone always involve lore, and if so, how did you handle this aspect in the latest expansion?
With all the fresh content introduced by the WoW team, we had an abundance of material to utilize, particularly in terms of artistic expression. Regarding the environment, a significant portion was already well-designed, but we were able to leverage much of it for The Emerald Dream to revamp the Wild Gods.
To clearly distinguish between the Wild Gods and their allegiances, we aimed to create visual cues. For instance, those gods connected with the Dream are adorned with luminous, ethereal, airy effects, like the feathery, blue celestial tail of Ohn’ahra, which resembles eastern dragons. The drifting wind chimes surrounding them enhance their grandiose presence.
On the other side lies Omen, a character who was terrifying to start with. Instead of a regular dog, we transformed it into an eerie skull and paws silhouette, illuminated in fiery red outlines. The process of designing these characters was incredibly enjoyable, as we played with the concept of good versus evil by placing them within these two realms.
As a gamer, let me tell you, that visual element we created stood out significantly compared to World of Warcraft. Honestly, it was a blast for our artists to design and bring to life.
Question: How might the addition of the Dark Gift and Imbue keywords in the update affect game strategies and the overall gaming environment (meta)?
Goodwin: Instead of going on at length, I’ll make an effort to summarize my thoughts concisely. What intrigues me most is discussing the impact of Dark Gift on a player’s long-term approach, finding it quite engaging.
Fast-forwarding eight years to when Hearthstone: League of Explorers and Discover were launched, we find a shift in gameplay dynamics. Discover, a keyword that Hearthstone players frequently rate as their favorite, offers multiple options to choose from. Over the past eight years, players have greatly improved their skills, and what used to be a challenging choice between option A or B is now often predictable. There are usually cards that players can confidently dismiss as unsuitable choices.
One intriguing aspect of Dark Gift lies in the way it significantly alters the player’s long-term strategy. Essentially, we’re providing players with more impactful decisions by posing questions they might not have considered before, such as which card to select. A card that illustrates this well is the Bucket of Soldiers from Whizbang’s Workshop expansion. This 3-mana card has a 0/2 stat and a deathrattle effect. When it dies, five 1/1 soldiers with additional effects are summoned.
The single card you see isn’t exceptionally potent on its own. However, we have another one that allows you to create a 2/2 replica of it. That’s incredibly effective when used with Bucket of Soldiers. From a strategic point of view over the long term, Dark Gift is particularly appealing because it significantly increases the skill-testing aspect associated with the Discover mechanic, which I find intriguing. I believe other players will feel the same way, not just for its exciting new keyword but also due to this enhanced gameplay challenge it presents.
I believe Imbue will significantly influence meta updates and game strategies due to its unique nature. Essentially, Imbue presents a deckbuilding challenge: can you assemble a deck with all the nature spells? This decision could drastically alter your playstyle if you were previously focused on minions, Arcane spells, or other elements. Consequently, I anticipate a substantial impact on the game’s meta.
Question: In relation to the themes that matter to our game’s participants, which cards do you believe were indispensable for inclusion in the Emerald Dream deck?
In discussing Hearthstone’s elements, it seems clear that the focus should be on the characters, correct? This is because Hearthstone frequently uses characters to narrate stories set in specific locations. For us, the primary concern was ensuring the presence of the Wild Gods and means to depict the corruption within Emerald Dream. Given Xavius’s significant role in the Emerald Nightmare from World of Warcraft, he was one of those characters we felt compelled to include, saying, “Indeed, we must include these.
It’s fantastic to leverage such a rich universe like World of Warcraft, as they’ve already created numerous iconic characters that seamlessly fit into games like Hearthstone. These characters are indeed vital additions, but I also find some other cards, with a humorous twist, essential – for instance, Mother Duck and her ducklings. In the context of the Emerald Dream set, it feels essential to include them.
In my opinion, there’s one aspect of this set I find slightly disappointing: I hoped we could have designed an art piece for the card resembling the ugly duckling, with its peculiar eye and perhaps a slightly misshapen head. However, it didn’t turn out that way. Regrettably, we didn’t manage to capture that unique version of the ugly duckling. Nevertheless, I’m very pleased with how the ducks turned out in general, though it seems the design for this important card wasn’t given the same focus.
A: When creating an expansion like “Into The Emerald Dream,” does the development team usually start with the characters or do they occasionally begin with the abilities and features? How do these aspects interact in the process?
In designing an expansion such as “Into The Emerald Dream,” is it common for the team to first develop the characters or do they sometimes initially focus on the abilities and features? Can you explain the relationship between these elements during development?
Goodwin: This aspect significantly influences the creation process of Hearthstone, as well as many other games, possibly all games. Top-down design refers to starting with characters, a fantasy world, and a setting, then figuring out how to convey that story in Hearthstone. On the other hand, bottom-up design means we have a game that is enjoyed by millions worldwide. Our challenge is ensuring it remains enjoyable, accessible, and has a balanced metagame.
The solution can vary, often involving a blend of aspects. For instance, consider the game Dark Gift. Our aim is to convey a tale of corruption, making it an effective method. Simultaneously, from a player engagement standpoint, we ensure that players find playing Dark Gift enjoyable and that we’re not presenting choices they’re uninterested in investigating. Initially, we had around 10 Dark Gifts upon launch; during development, there might have been approximately 13. Some were eliminated because we believed they didn’t enhance the game from the ground up, and instead, could potentially diminish it.
In other words, during play, a card named Dark Gift was used which boosted minion spells. While there were enjoyable instances, it didn’t occur frequently enough to be noticeably impactful overall. From a strategic fantasy viewpoint, we had justification for its inclusion, but ultimately removed it from the practical game design perspective.
Another suitable example I believe combines elements of both is Omen, the revered Wild God for Demon Hunters. Omen serves as an excellent ally in our strategy to build a deck centered around Deathrattle for Demon Hunters, yet it also resembles a two-headed dog. Doesn’t it possess Windfury? That’s an easy way to visualize it from above. Naturally, given its double heads, it would have two attacks, making it quite a blend of both aspects.
A: Could you tell me how you found working on Into The Emerald Dream compared to previous expansions? Was there anything different, perhaps new hurdles or strategies involved?
When it comes to new expansions, designers give us a clear idea about the main characters and themes. Then, artists create designs based on these ideas, with the goal of making them fitting within the given context. This is generally how the process works.
Instead of calling the Wild Gods a challenge per se, they were undeniably thrilling for us. The Emerald Dream, in this game, is an exquisitely beautiful landscape that we’d like to emphasize. To ensure clarity for players, it’s crucial that mechanics such as Imbue and Dark Gift have distinct, visual markers that are easy to understand—clearly differentiating between the dream and nightmare.
The Visual Effects (VFX) team skillfully crafted Dream’s magic to appear light, airy, and rooted in nature, akin to a refreshing gust of wind. This is in stark contrast to the Dark Gift, which is portrayed as a choking, smoky red flame. Our goal is not only to ensure that both sides look visually appealing but also to provide players with distinct, easily understandable cues. Furthermore, we dedicated additional effort to incorporate the details I mentioned earlier for the Wild Gods.
Beyond that, various elements contribute to this distinctive atmosphere, such as card backs and packs. I can hardly wait for players to experience the card packs since they offer an engaging way to tell parts of the story involving Dream versus Nightmare. The enchanting pack appears Dreamlike at first glance, but there’s a subtle hint of corruption in the lower right corner. A gentle puff of Emerald Dream magic can be seen, followed by a burst of corruption that transforms the pack into a tangle of vines, brambles, and Nightmare magic. I think these elements present interesting challenges for us. We strive to ensure they’re both clear and captivating, and honestly, we find them incredibly enjoyable to create. We always look forward to receiving these designs from our design team.
Q: What should players expect from this expansion compared to past expansions?
Goodwin: Absolutely, I believe there’s quite a bit of change on the horizon. It’s always exhilarating when we unveil a new expansion, but this one might elicit more anticipation than usual regarding changes, don’t you think? There are numerous aspects undergoing transformation in this expansion. To start with, we have a brand-new expansion to experiment with, which is standard, but what sets it apart is that many sets from the past year or two are being phased out. This rotation includes a multitude of cards significantly impacting the game’s meta, right?
Titans and individual cards like Reno are being removed from the current format. While you may not notice as a player, there are numerous lesser-known strategies vying for dominance in the meta. One such example is Miracle Salesman, a one-mana 2/2 creature that transforms into a tradeable Snake Oil when it dies. Although it’s not a focal point of any specific deck, many decks incorporate it. With its frequent appearance diminishing, expect to see less of it moving forward. And there are even more adjustments coming, as well!
In this expansion, we’re unveiling an extensive core update, with numerous elements designed to sustain the upcoming year of Hearthstone play. Moreover, a significant balance adjustment has been announced recently, featuring intriguing changes across various cards. This suggests an open and dynamic game environment for strategy enthusiasts, offering ample opportunities for theorycrafting, brainstorming, and deckbuilding. If you’re someone who enjoys delving into the intricacies of Hearthstone, this could be a fantastic moment to re-engage with the game.
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2025-03-14 18:07