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大型多人网络游戏MilMo登陆Facebook社交网站

发布时间:2011-01-10 11:07:02 Tags:,,,

过去的一年中,Facebook涌现出多款打着“Facebook大型多人网络游戏(MMO)”或“融合大型多人网络游戏功能”的社交游戏。最近据游戏邦了解,Junebud AB公司尝试通过Unity Engine融合传统社交游戏和大型多人网络游戏,发布了一款Facebook MMO——MilMo。

MilMo

MilMo

在即时同步MMO的基础上融合了休闲的游戏方式和明艳精致的视觉效果,MilMo似乎受到了各个年龄层玩家的青睐。然而由于其稍显混乱的游戏系统,该款游戏发布不久就出现了用户下滑趋势。以下游戏邦为您简单介绍这款Facebook大型多人网络游戏MilMo。

在游戏MilMo中,玩家可自行设计和操作一位年轻的探险家,他将在各个主题岛屿上进行各种“冒险”任务。然而,MilMo的游戏任务一般都与NPC有关,因此普遍都是“杀死几只A”或“发现几只B”这类任务。如此一来,完成游戏任务并不具有太大的挑战性,战斗只需玩家轻点鼠标挥舞武器,赢得战斗后便能获得少许能力或某些对战斗有益的特殊能量。

Kraken-Island-NPC

Kraken-Island-NPC

另外,与Treasure Isle等冒险类游戏相似,MilMo玩家也可在游戏中进行大量的发现探索活动 。在此基础上,MilMo还融入了战斗功能。玩家可以在战斗之余进冒险活动,MilMo中设置了一些岛屿探险任务。实际上,这也正是MilMo的乐趣这一,玩家在完成各种探索任务的过程中需要运用某些特殊力量加成和环境道具,譬如令玩家跳得更高,跑得更快的能力等。然而这部分设定由于没有明确的发现目标因此稍显混乱。

Cannons

Cannons

据游戏邦了解,“潜能”是MilMo中十分关键的一项属性。MilMo没有设置游戏整体目标和等级系统,也没有设置任何与升级有关的经验值游戏机制。除此之外,MilMo玩家甚至没有太多的虚拟货币消费渠道(游戏中没有商店),玩家完成任务获得的奖励也以虚拟货币为主。整款游戏并不凸显“游戏进程”的概念。

然而,对于一些游戏玩家而言,MilMo的社交元素正是其精髓所在。除了可以通过Facebook Wall分享游戏成就和发现之外,玩家还可以及时对个人资料进行状态更新,显示心情和游戏成就等。同时,MilMo还设置了无野兽聊天区,欢迎玩家随时光临。

Chat-Room

Chat-Room

然而目前MilMo的发展形式不容乐观,尽管发布不久,其月活跃用户在此前达到26万1000之后开始出现下滑趋势,而日活跃用户最高峰止于2万4676人。

文章最后,MilMo可谓是一款成功融合了部分社交机制的大型多人网络游戏,然而其“接受任务”,“杀死/发现”和“获得奖品”的单调游戏模式损害了一定的游戏乐趣。作为一款Facebook大型多人游戏而言,MilMo还有很长的路要走。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Over the past year, there have been a number of Facebook games that advertise themselves as a “Facebook MMOG” or employ MMO features. Only recently have these social games have begun to feel like traditional titles in the genre. The most recent to cross our plate is one from Junebud AB called MilMo, an attempt to hybridize both traditional social and MMOG mechanics with the help of the Unity engine.

A synchronous MMOG with a casual play-style and a bright and cutesy visual, MilMo seems like it could appeal to younger audiences as well as many of the older social gamers on Facebook. Easy to get into and mess around a bit, its quaintness tends to lose its charm rather quickly. All too soon, comes the realization that there is little point what one is doing.

Players control a young adventurer of their own design, traveling around a series of themed islands and completing the “adventures” involved within them. Essentially, this boils down to doing quests for non-player characters. Thus far, however, none of the quests we have seen have gone beyond the standardized “kill X amount of this” or “find Y amount of that.”

Kraken IslandCompleting the actual tasks is no real challenge. Combat, for example, consists of simply clicking to swing a weapon. Eventually, players appear to earn abilities, and will gain special potions to aide them in battle (though early “battles” mainly consist of crabs and chickens).

As games such as Treasure Isle have shown, exploration and discovery can become a tremendous draw for users. That in mind, MilMo does have an alternative to fighting. One still must do so to complete quests, but there are also times where users can dig for treasure, catch butterflies, and other such non-aggressive activities. There are even exploration tasks where players must search the islands for special tokens.

Actually, this is one of the few parts of interest, as doing so requires the use of special power-ups and environmental items. Scattered about the world are different boosts that allow characters to jump exponentially higher, run faster, and so on. These alone are surprisingly fun to just mess around with, even without the objective of finding items. Pair this up with environmental items that can sometimes be interacted with (e.g. shooting yourself out of a cannon), and this part of the game can potentially be fun.

CannonsThe word “potentially” is the big qualifier here. There reason is that the only real objective to playing is the quests at hand, which are short-term and small scale. There is no overall purpose for playing, not even a noticeable leveling system. Beyond this, there were no noticeable stats to upgrade, no easy way to spend the in-game currency collected (the game never tells you where to find a store), and no rewards other than said currency. This all equals no sense of progression.

For some, the point might be the social aspects of MilMo, at which it does do a decent job. Beyond the ability to share achievements and discoveries on their Facebook wall, players also get a personal profile that they can use to set status updates, show their mood, and display their in-game accomplishments. There are also specified chat areas, free of monsters, that users can visit any time.

Chat RoomAs for our complaints, some might be thinking (or saying) something along the lines of “it gets better later on.” But this is an invalid argument. For a Facebook MMO, even moreso than a standard game in the genre, the hook should come quickly. Though MilMo is still very young, its MAU and DAU data is already starting to reflect this issue, with the former reaching about 261,000 and the latter now declining, having peaked at about 24,674.

In the end, MilMo is an MMOG that utilizes some decent social mechanics, but ultimately comes down to “get quest,” “kill/collect X,” and “get no reward.” There are parts present that could make a decent, free-to-play, MMOG, but as it stands, MilMo has a long way to go. (Source:Inside Social Games)


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