Disposal equals disposal? Is the placement game the next outlet in the market?


A few days ago, Lilith’s “Sword and Expedition” obtained the version number and officially landed in the national service. Its performance in the first few days set off a small wave in the domestic game circle, mainly promoting the European style painting style and placement gameplay. The strong buying volume has brought many players and groups into contact with this game.

According to App Growing data, since “Sword and Expedition” was launched on the Apple Store on January 4, nearly two weeks have passed, and its free games and bestsellers have been ranked in the top five positions.

As a game that combines placing and drawing cards, its sudden popularity has also placed placement games from the niche category to the public perspective: Will placement games be a good opportunity?

The core of placing games: accumulation of resources for time

A placement game, as the name suggests, is a game that can run automatically regardless of placement. This type of game will calculate and present the results according to the system settings, and repeat these two processes endlessly. What the player needs to do is to further allocate the accumulated resources at intervals to make the acquisition of resources more efficient and wait for resources to accumulate.

Taking Sword and the Expedition, the core resources for its harvest are “gold coins”, “role experience”, and “hero dust”. All three are indispensable to improve hero level and skills. After the player has accumulated for a period of time, he can use it to improve the hero according to the actual needs, carry out the mainline mission strategy, and then improve the effect of collecting core resources, and then place the game to harvest the core resources, and so on. Therefore, the placement game is a bit like a more obvious measurable numerical curve. Compared with other types of games, it needs more attention in numerical planning.

This logic is not difficult to understand, but how to overcome the player’s abandonment after placement and induce the player to consume has become an important issue.

In “Sword and Expedition”, in order to prevent the player from being idle after being placed, the upper limit of the on-hook time is adjusted to 12 hours, which means that the player must open the game twice in a day to obtain resources, otherwise the resources will overflow . The 12-hour time setting is also more reasonable. A longer time makes the game easier to idle, and a shorter time makes it easier for the player to generate excessive pressure.

The core of placement games to induce players to spend is linked to resource output. In “The Sword and the Expedition”, the most obvious improvement is the great adventurer obtained by buying diamonds, which is the VIP experience. There are 15 levels in total. The highest level can increase the on-hook income by 200%, and the number of fast on-hook (spending time) will also increase. Of course, you can also get a certain VIP experience by increasing the protagonist’s level in Sword and the Expedition, but it is better than nothing in comparison to 氪 金.

Another feature of placement games is the simplification of the gameplay. It is extremely easy to get started. Players with a little game experience will need little guidance on their own. So this brings it to a wider range of possible users. It is worth noting that although the gameplay is simplified, there should be some content in the game.

In “The Sword and the Expedition”, draw cards, weapon combinations, racial restraint, unions, copies … almost all of the common systems on the market can be found in it, but the operations are simplified one by one, the player only needs to click a little bit, even to the accuracy of each It takes a few clicks to open it for a few minutes.

Swords and expeditions are difficult to replicate: intertwined

Although the placement game sounds simple to play, the actual design is an excellent numerical design that can not only give the player early growth pleasure, but also give the player later growth pressure, so that the player will not be left for too long And abandoned pit.

Therefore, from the entire gameplay system to the numerical design, “Sword and Expedition” is more successful than other placement games, but also more “addictive”.

In terms of gameplay, in addition to the mainline tasks that players need to overcome to obtain resources, Swords and Expeditions are also very cleverly integrated with the card draw element and provide various sideline tasks for players to obtain resources.

In the design of the draw card, “Sword and Expedition” is the same as the current game on the market, with 10 consecutive draws. But compared to other games, the draw of Sword and the Expedition looks more conscience on the surface. You can get one card coupon for daily tasks and three card coupons for weekly tasks. Add friends to give friendship points can also be used for ten consecutive draws, a maximum of 20 points a day, 100 points ten consecutive draws; 2700 diamonds can also be drawn ten consecutive times, daily tasks, main storyline, sideline tasks can be obtained, not in the early stage Cards can reach tens of thousands.

Draw card itself as a self-addictive mechanism naturally need not say much, and the thrill of drawing in the early stage of “Sword and Expedition” is easy for players to indulge in this and retain players. However, it is worth noting that although “Sword and the Expedition” is a happy card draw, the hero training is not determined by the card rarity. The sword and the expedition hero levels are: Normal, Normal +, Rare, Rare +, Elite, Elite +, Epic, Epic +, Legend, Legend +, Myth. Players can draw up to elite level heroes, and all subsequent ones need to be synthesized. So most new players will be touched by the conscience of the draw in the early stage, but until the difficulty of synthesis, the players are basically already in the pit.

Of course, in addition to the card draw and the main line, the game also provides gameplay that enriches the player’s time, such as “maze of the other world”, “tower of throne”, “top of time”, and “arena”.

The Labyrinth of Otherworlds is a level mode similar to Rougelike. Players need to think about their own way forward. When they reach a new grid, other grids in the same row will be destroyed. Defeating monsters will also get relics that are only used in the current maze.

Although the Tower of Kings is also a basic level, he has made a different treatment to the hostile lineup. In the battle level, the hostile lineup can only play one character with the same name as the player. The Tower of Kings will encounter multiple characters with the same name. Composed of powerful lineups.

The top of time is like a copy, packing all the battles into enemy camps, and then placing all these enemies in a specific map scene. Players can choose to challenge their most powerful enemies to a certain extent. A level of puzzle-solving and playable interaction is integrated on the level map. At the same time, defeated enemies will drop special props conducive to battle.

These gameplays are like side missions outside of the main missions. They have their own independent story backgrounds and are also connected to the main mission contexts. They can both give players rewards and increase their retention time.

Player group is still niche: domestic player group is still incompatible with placement

Although Sword and Expedition has a good performance in the placement category, its score on the TAPTAP is only 6.0, and it is clearly in a downward trend on the download rankings, dropping from the first place two weeks ago to the current seventeenth place. And from the player’s evaluation, this downward trend is still relatively obvious.

Stepping out of this game, if you look closely at other placement games of the same type, it also shows this characteristic: the early period is full of energy, but the later period is quite weak. Whether it is a large factory development or some independent small studio development, whether the current evaluation is high or low, there is little staying power to attract players again. On the contrary, on TAPTAP, the most prosperous players are those familiar games: Collapse III, Glory of Kings, Ark of Tomorrow …

Why is there generally insufficient stamina in any placement games? It is relatively low in appeal to current players, and it is difficult to escape even with high ratings, which may be related to the current Chinese mobile game player group.

The core of placement games is to exchange time for resources, which means that players need to wait slowly. At the same time, compared to other games that can become stronger, placement games can become stronger than other games. Kinds of games come quickly. Take “Breakdown 3”, after drawing gold, drawing characters, drawing sacred marks, drawing physical strength, etc., the effect is immediate, and how much stronger it is. But “Sword and the Expedition” is another set of routines: 氪 Gold draws roles, but the roles drawn need to be further synthesized; 氪 Gold buys resources, and 氪 Resources still need time to exchange. This leads to a delayed effect on the gold itself.

From the “Peace Elite” and “Glory of Kings” that players like to see now, players in the domestic game environment generally have little patience. They played in the game for more than ten minutes and watched the characters improve a little bit. Compared to pushing the map little by little, the former is obviously more irritating than the latter. Players can spend at least half a day with new characters after the collapse of “Break 3”, and how long they can stay in placement games is an unknown answer.

At the same time, on the issue of gold, the gold requirement for placing games is not necessarily lower than other games. On the contrary, due to the higher requirements for various resources, the gold demand may be higher. For example, in “Sword and Expedition”, limited-time merchant ships have novice packages, growth packages, and limited-time packages; ordinary merchant ships have daily packages, weekly packages, monthly packages, and of course various monthly cards and passes … The price ranges from 6 yuan It ’s all up to 648. It seems to give players the feeling of earning. Even after the player reaches a certain level, they will directly jump out a 6-dollar time-limited gift package, marked with 999% + value strength, reminding the player that there is only 2 Hours of buying opportunities.

For the non-gold player of this author, the price of 648 is enough to buy the latest 3A twice, and its positive feedback is much stronger than that of placing games; for ordinary players, the price of 648 can be at least in other games Being a European draws a few SSRs, and its happiness is far greater than that of synthesizing and evolving after drawing.

Therefore, in terms of the current environment, most of the current players have grown up in the online game environment. The group of players who are extremely demanding on feedback stimulation is not interested in this type of placement game. They hope that the gold can become stronger immediately. In contrast, placement games are naturally limited in player characteristics due to their slow tempo and high demand for gold, and their effects are not obvious.

Conclusion

“Sword and the Expedition” itself is a good quality placement game, more playable than other placement games, and understands the use of player psychology; however, in terms of the current player group, “Glory of the King” 3 “This kind of game with timely and strong feedback is the mainstream. The placement game player group is still a minority. It is unknown how far it can go in the future.

Source: Game Trunk

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