Tuesday, August 05, 2025
Frosthaven might have been a mistake
I am beginning to think that buying Frosthaven Digital might have been a mistake. I had thought that buying it for 10 times cheaper than the board game meant I couldn't go wrong. But even that might be too much money if I end up not playing the game.
My experience with Frosthaven Digital up to now is that I did play the tutorial, which felt as if I didn't need it. I played Gloomhaven Digital. I also played both the original Gloomhaven and Jaws of the Lion as physical board games. I know the rules, the digital UI isn't overly complicated, no problem there. Then I played the very first scenario with 3 characters, and promptly lost. And that was at "standard" difficulty, which is the second lowest difficulty provided by the game. Basically I was trying to play a game with 3 characters I didn't know yet, and the difficulty was such, that without a better knowledge of these characters the first scenario on standard was already rather hard.
Now I know how to fix that. I can go to YouTube and watch guides for all Frosthaven characters, which will tell me how to play them well. But a typical Frosthaven character video is an hour long, so it would require several hours of study before I master the characters sufficiently well to beat the first scenario. The Frosthaven Digital game doesn't ease you into the game, doesn't explain the special abilities of each character at all. And the Frosthaven characters are more complex than the Gloomhaven characters. This is not a new player friendly game. That explains in part why the Steam rating is currently just mixed.
Frosthaven is the kind of game where the challenge aligns with my skills. If I wanted, I could certainly "git gud" at Frosthaven, while I can't "git gud" at Soulslike games. But it still feels very much like work. I'm not sure I want that. The Gloom/Frosthaven system has inherently very little randomness, which means every scenario turns into a puzzle with a perfect solution. You succeed in function of how close to perfect you are playing. I much prefer games that give me a sense of exploration and adventure. Having to replay a puzzle I failed at the first try to do it better at the second attempt (and with some added knowledge of information that was hidden in the first attempt) isn't all that attractive to me.
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This highlights what I see as a problem with the whole concept of gaming, namely that many things games require a player to do are entirely within that player's capabilities but which also ask for a much bigger commitment of either time or effort than seems remotely reasonable for throwaway entertainment. A lot of this is counter-balanced by the learning process, which leaves the player with transferable skills that make the whole enterprise feel more worthwhile, but after a time those skills have indeed transferred so each new game adds very little to the baseline, only a cruft of specific detail that stays with that game and never transfers to anything else.
When you hit that point, even new games cease to be anything like as rewarding as they would have been had you encountered them at an earlier stage of your development as a gamer. That's when you start to wonder if constantly learning the minutiae of an endless series of games is really a good use of your time.
When you hit that point, even new games cease to be anything like as rewarding as they would have been had you encountered them at an earlier stage of your development as a gamer. That's when you start to wonder if constantly learning the minutiae of an endless series of games is really a good use of your time.
Interesting. Different strokes for different folks. I personally really enjoy games where one of the main paths of progression is player knowledge. Going into those experiences blind and figuring things out and feeling stronger because I now understand the game more is enjoyable for me. It's one the reasons I like soulslike games so much.
I'm curious which 3 classes you used? It might have been the most complex ones. And there is randomness in that the wrong enemy card flips at the wrong time can make a substantial short-term difference.
We didn't think it was that tough, our group has been managing well enough, lost maybe twice in about 15 scenarios, and never so early. Generally at normal difficulty. They all played about a third of Gloomhaven a couple of years back. But they're not *Haven die-hards by any means. Just good strategists. We did drop our Geminate, had a hard time making that one work.
We didn't think it was that tough, our group has been managing well enough, lost maybe twice in about 15 scenarios, and never so early. Generally at normal difficulty. They all played about a third of Gloomhaven a couple of years back. But they're not *Haven die-hards by any means. Just good strategists. We did drop our Geminate, had a hard time making that one work.
Actually I used three less complex ones: Bannerspeae, Deathwalker, Drifter. But for example the Drifter never explained his main ability, and I didn’t understand that I first needed to play boosting cards, and then play cards that reset those boosts. Likewise I found the management of the shadows for the Deathwalker confusing in the first game. Only the Bannerspear was easy.
Kind of reminds me of how I started Gloomhaven Digital. Tried Normal difficulty with 4 characters but couldn't get past the first room in first scenario without losing someone. Scaled down to 2 and Easy and it went smoothly. Then replayed with 2 on Normal with some reloads due to Modifiers deck. In a few level-ups, with heavily trimmed Modifiers decks with 90% x1 cards it was enjoyably playable at Normal with almost no reloads. Suppose that AI always plays to the best of its ability, so until you get to know characters, it's better to go down on difficulty and party size.
The Steam reviews have gone up to Very Positive, but a lot of them seem to be complaining about bugs.
I agree that 'puzzle RPGs' are a bad idea (I was very disappointed in Druidstone). A really tough opening is fine in roguelikes because everything will be different next time you play, so it's fine to learn by dying a lot.
[Speaking of Druidstone, the makers previously made the Grimrock games which also don't have random maps. The difference is that they are mostly more about execution than knowing exactly what arbitrary steps to take to complete the level, so it works fine in those.]
I agree that 'puzzle RPGs' are a bad idea (I was very disappointed in Druidstone). A really tough opening is fine in roguelikes because everything will be different next time you play, so it's fine to learn by dying a lot.
[Speaking of Druidstone, the makers previously made the Grimrock games which also don't have random maps. The difference is that they are mostly more about execution than knowing exactly what arbitrary steps to take to complete the level, so it works fine in those.]
You're so right about Druidstone, Gerry! I play many RPGs and lots of puzzle games. So I bought that, tried the first fight, noped right out, and never been back. And I'm so flooded with good games now that I'll probably never try it again.
I found out why I completely failed my first game of Frosthaven: I followed standard Gloomhaven strategy of not using any burn effects until late in the game. It turns out that Frosthaven classes like Drifter and Deathwalker don't work at all if you don't use their persistent burn cards very early in the game.
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