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These are the user uploaded subtitles that are being translated: 1 00:00:04,421 --> 00:00:05,714 Greetings, and well met. 2 00:00:05,796 --> 00:00:07,215 My name is Giovanni Scarpati, 3 00:00:07,299 --> 00:00:09,009 I’m a designer on the Hearthstone team. 4 00:00:09,092 --> 00:00:13,138 In Kobolds & Catacombs, you dungeoneer deep into the depths of the Kobold mines. 5 00:00:13,221 --> 00:00:15,139 In the Witchwood, you champion new heroes 6 00:00:15,224 --> 00:00:17,684 to face off against Hagatha and the monsters outside Gilneas. 7 00:00:18,268 --> 00:00:20,646 But in the spirit of the Boomsday Project, 8 00:00:20,728 --> 00:00:24,233 you'll be doing something a bit more experimental: 9 00:00:24,315 --> 00:00:25,317 puzzles. 10 00:00:25,399 --> 00:00:27,026 When you enter Dr. Boom's Puzzle Lab, 11 00:00:27,109 --> 00:00:29,695 you'll be met with a screen similar to those of previous Solo Adventures. 12 00:00:29,780 --> 00:00:31,907 This is Boom Labs. 13 00:00:31,989 --> 00:00:34,201 We do good work for bad ends. 14 00:00:34,283 --> 00:00:36,827 Each lab represents one of four different puzzle types: 15 00:00:36,911 --> 00:00:39,330 Lethal, Mirror, Board Clear and Survival. 16 00:00:39,789 --> 00:00:43,167 However, this time, you can progress through labs in any order. 17 00:00:43,252 --> 00:00:46,505 If you get stuck or want to try something, you're free to jump around. 18 00:00:47,088 --> 00:00:49,173 Within each Puzzle Lab, You’ll have the opportunity 19 00:00:49,258 --> 00:00:52,301 to help each of Dr. Boom's head scientists and their assistants 20 00:00:52,386 --> 00:00:54,179 with experiments by solving puzzles. 21 00:00:54,720 --> 00:00:56,973 The puzzles start off easy to teach you the basics 22 00:00:57,057 --> 00:00:59,475 but get more complex as you progress through the labs, 23 00:00:59,560 --> 00:01:02,437 occasionally throwing in new, unique cards to spice things up. 24 00:01:03,021 --> 00:01:05,566 This puzzle's a real twister! 25 00:01:05,649 --> 00:01:08,734 When we decided to do puzzles, we knew we wanted different kinds. 26 00:01:09,278 --> 00:01:10,862 Lethal was an obvious choice. 27 00:01:10,945 --> 00:01:14,408 These types of puzzles have circulated since the dawn of Hearthstone. 28 00:01:14,490 --> 00:01:17,828 Time to put this Necrium to good use. 29 00:01:17,911 --> 00:01:19,704 It's content you run into naturally, 30 00:01:19,787 --> 00:01:21,914 from big tournaments to daily play. 31 00:01:22,415 --> 00:01:26,670 The objective is straightforward, clear, and is a great starting point for anyone. 32 00:01:26,753 --> 00:01:30,799 But, since this is single player, we get to introduce weird new mechanics 33 00:01:30,882 --> 00:01:33,342 in situations you would otherwise never run into. 34 00:01:33,427 --> 00:01:35,971 With Lethal locked in, we did some brainstorming. 35 00:01:36,054 --> 00:01:37,930 What are other twists on Hearthstone's gameplay? 36 00:01:39,474 --> 00:01:41,768 Survival came about as a sort of reverse Lethal. 37 00:01:41,852 --> 00:01:43,561 Are you the new test subject? 38 00:01:43,644 --> 00:01:45,521 I will light the fuse! 39 00:01:45,980 --> 00:01:49,650 You're not often in a situation where you get to maximize healing on yourself. 40 00:01:49,734 --> 00:01:51,486 We originally called it the Death Ray Lab, 41 00:01:51,569 --> 00:01:53,946 with one of Dr. Boom's giant inventions pointed at you, 42 00:01:54,031 --> 00:01:56,240 charging up over the course of three turns. 43 00:01:56,325 --> 00:01:58,326 However, after playing with the idea, 44 00:01:58,409 --> 00:02:01,329 we decided to make all of the puzzles take place over one turn, 45 00:02:01,412 --> 00:02:03,539 so you didn't spend too long looking ahead, 46 00:02:03,623 --> 00:02:05,833 and so that restarts felt fast and clear. 47 00:02:05,918 --> 00:02:08,754 Board Clear was also a natural type of puzzle for Hearthstone. 48 00:02:08,836 --> 00:02:11,048 You're always trying to control the battlefield. 49 00:02:11,632 --> 00:02:13,008 It wasn't enough by itself. 50 00:02:13,091 --> 00:02:15,218 I mean, this is Dr. Boom's lab, after all. 51 00:02:15,301 --> 00:02:17,429 I've untangled the hose, boss! 52 00:02:17,513 --> 00:02:21,266 It's not a true Board Clear unless you try to blow up all your own minions as well. 53 00:02:25,020 --> 00:02:28,189 Suddenly, your minions that summon other minions with their Deathrattles 54 00:02:28,272 --> 00:02:29,483 don't feel so helpful, 55 00:02:29,566 --> 00:02:34,111 and, of course, a single card like Defile can open up a whole new subset of puzzles. 56 00:02:34,195 --> 00:02:36,573 For the final lab we wanted something different, 57 00:02:36,657 --> 00:02:37,991 something strange. 58 00:02:38,950 --> 00:02:41,370 Mirror puzzles require you to think outside the box 59 00:02:41,453 --> 00:02:43,330 and play Hearthstone like never before. 60 00:02:43,413 --> 00:02:44,915 Here we go again. 61 00:02:44,997 --> 00:02:46,332 I'll ready the minions, sir. 62 00:02:46,415 --> 00:02:49,335 In Mirror puzzles, copy your opponent's minions exactly, 63 00:02:49,419 --> 00:02:51,838 from their position, to the attack and health. 64 00:02:51,921 --> 00:02:55,300 While it starts off simple, you realize that, unlike the rest of the puzzles, 65 00:02:55,383 --> 00:02:59,053 your goal is shifting because of how you can interact with your opponent's minions. 66 00:02:59,137 --> 00:03:02,348 Do I heal their minions to match mine or just get rid of both? 67 00:03:02,431 --> 00:03:05,935 Given the unique objective, there's paths to different solutions, 68 00:03:06,019 --> 00:03:09,689 and the community will surprise us with some of their own creative answers. 69 00:03:09,772 --> 00:03:11,859 Whenever we create new missions for Hearthstone, 70 00:03:11,942 --> 00:03:15,361 we make sure it's got the same sense of polish and charm as the rest of the game. 71 00:03:15,444 --> 00:03:16,864 When it came to the Puzzle Lab, 72 00:03:16,947 --> 00:03:19,991 we had a ton of puzzles, but had to figure out how to display them 73 00:03:20,074 --> 00:03:22,952 while still retaining Hearthstone's usual look and feel. 74 00:03:23,036 --> 00:03:25,413 That's where the user interface, or UI, comes in. 75 00:03:25,497 --> 00:03:28,500 To share more info about that, here's Max Ma. 76 00:03:28,584 --> 00:03:29,918 Thanks, Giovanni. 77 00:03:30,002 --> 00:03:31,336 On the Hearthstone team, 78 00:03:31,419 --> 00:03:34,298 we believe that the best UI is invisible. 79 00:03:34,840 --> 00:03:38,968 This means the interface shouldn't get in the way of players enjoying the game. 80 00:03:39,051 --> 00:03:41,596 But when you have over 100 puzzles available, 81 00:03:41,680 --> 00:03:45,016 suddenly the UI becomes very visible and in-your-face. 82 00:03:45,099 --> 00:03:47,019 Imagine selecting a puzzle, 83 00:03:47,102 --> 00:03:49,688 loading up the game, finishing in a couple of minutes, 84 00:03:49,770 --> 00:03:51,689 then backing out to select the next one, 85 00:03:51,772 --> 00:03:53,942 and repeat this over 100 times. 86 00:03:54,026 --> 00:03:55,235 Nobody wants that. 87 00:03:55,318 --> 00:03:58,237 So, in the early stage of UI design, 88 00:03:58,322 --> 00:04:01,408 we decided to stack the puzzles into groups of 8 or 9, 89 00:04:01,491 --> 00:04:05,204 which is what we felt was the right amount of content per play session. 90 00:04:05,287 --> 00:04:07,748 That way, seeing as there's just 1 loading screen, 91 00:04:07,830 --> 00:04:10,459 it would allow you to enjoy Puzzle Labs for much longer. 92 00:04:11,126 --> 00:04:13,879 Also, if you decide that you need to take a break, 93 00:04:13,961 --> 00:04:15,588 you will be able to leave at any time 94 00:04:15,671 --> 00:04:17,798 and come back later to resume where you left off. 95 00:04:17,882 --> 00:04:20,968 Next, let's talk about transitions between puzzles. 96 00:04:21,512 --> 00:04:23,514 When you successfully solve a puzzle, 97 00:04:23,596 --> 00:04:26,140 everything on the board and in your hand vanishes 98 00:04:26,225 --> 00:04:29,228 and is replaced by new minions and new cards for the next one. 99 00:04:29,894 --> 00:04:32,104 There is a lot going on behind the scenes 100 00:04:32,189 --> 00:04:34,733 to ensure the transition is fast and smooth. 101 00:04:35,317 --> 00:04:37,276 And this is something that seems easy, 102 00:04:37,360 --> 00:04:39,904 but took us a lot of time to get it to feel right, 103 00:04:39,987 --> 00:04:42,783 so that everyone will be able to spend more time playing 104 00:04:42,865 --> 00:04:44,283 and less time waiting around. 105 00:04:44,367 --> 00:04:46,620 We know Puzzle Labs can get challenging, 106 00:04:46,702 --> 00:04:49,997 and we want to make our players feel comfortable with experimenting, 107 00:04:50,081 --> 00:04:52,500 being creative, and most importantly, 108 00:04:52,584 --> 00:04:54,043 unafraid of making mistakes. 109 00:04:54,127 --> 00:04:57,047 So we added something just to help you with that. 110 00:04:57,129 --> 00:04:58,798 It's the reset button. 111 00:04:58,882 --> 00:05:01,509 If you find yourself stumped - cast the wrong spell, 112 00:05:01,593 --> 00:05:03,011 attacked the wrong minion, 113 00:05:03,095 --> 00:05:04,972 or did things in the wrong order - 114 00:05:05,055 --> 00:05:06,055 that's OK. 115 00:05:06,139 --> 00:05:08,975 All you need to do is hit the reset button and try again. 116 00:05:09,059 --> 00:05:12,688 We actually got a little help from Giovanni as we were designing the UI. 117 00:05:12,771 --> 00:05:15,649 Remember the sliding panel on the puzzle-selection screen? 118 00:05:15,732 --> 00:05:19,862 It was initially meant to slide off completely to reveal each lab, 119 00:05:19,944 --> 00:05:21,529 but Giovanni stopped at my desk, 120 00:05:21,612 --> 00:05:23,781 saw an early sketch of that screen and said, 121 00:05:23,865 --> 00:05:26,367 "Oh, that looks like a progress bar." 122 00:05:26,994 --> 00:05:28,078 And that made us think, 123 00:05:28,161 --> 00:05:31,163 "What would a progress bar look like in Dr. Boom's lab, 124 00:05:31,247 --> 00:05:33,457 where explosives are lying around?" 125 00:05:33,541 --> 00:05:37,295 That's where we came up with the idea of using a sliding blast-proof door 126 00:05:37,379 --> 00:05:40,632 to slowly unveil each Puzzle Lab as players progress. 127 00:05:42,884 --> 00:05:43,926 Thanks, Max. 128 00:05:44,011 --> 00:05:45,762 We've shared a lot about the Puzzle Labs, 129 00:05:45,846 --> 00:05:48,182 but we need to talk about its finale before we end. 130 00:05:48,264 --> 00:05:49,974 The puzzles ramp up in difficulty 131 00:05:50,057 --> 00:05:52,019 as you work through the different labs. 132 00:05:52,101 --> 00:05:55,188 But the most difficult puzzles of all are against Dr. Boom. 133 00:05:55,271 --> 00:05:57,024 Boy, are these puzzles rough! 134 00:05:57,524 --> 00:05:59,692 Science is the answer! 135 00:05:59,776 --> 00:06:01,110 What was the question again? 136 00:06:01,194 --> 00:06:04,197 In a play test, a group huddled around some final designers 137 00:06:04,281 --> 00:06:07,033 trying to solve the final Dr. Boom Board Clear puzzle. 138 00:06:07,117 --> 00:06:08,744 Watching them tag-team the puzzle 139 00:06:08,826 --> 00:06:11,370 and attempt different solutions was hilarious. 140 00:06:11,454 --> 00:06:15,000 Having people stop by to watch others solve puzzles or spitball solutions 141 00:06:15,083 --> 00:06:16,835 was commonplace in development. 142 00:06:17,377 --> 00:06:18,629 You're onto something fun 143 00:06:18,711 --> 00:06:22,048 when your coworkers don't want to stop "testing" the new content. 144 00:06:22,132 --> 00:06:26,220 Dave Kosak, the lead mission designer, spent over an hour being stuck on a puzzle 145 00:06:26,302 --> 00:06:27,762 and couldn't help test the rest 146 00:06:27,846 --> 00:06:30,473 because he absolutely refused to look up the answer. 147 00:06:30,557 --> 00:06:32,600 We had a ton of fun crafting these puzzles, 148 00:06:32,684 --> 00:06:34,686 and can't wait to see you experiment with them. 149 00:06:34,769 --> 00:06:36,604 Dr. Boom has hired you to do science, 150 00:06:36,687 --> 00:06:39,942 so go forth and do science in whatever order you want. 151 00:06:40,024 --> 00:06:43,110 We've built the Puzzle Labs to be just that. We hope you enjoy it. 13001

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