游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

游戏开发者探讨Supercell测试新作Brawl Stars的潜在市场空间

发布时间:2017-08-18 10:24:48 Tags:,

原文作者:Matt Suckley 译者:Megan Shieh

你觉得这个游戏会全球发行、还是会被Supercell直接下架处理?

Tom Kinniburgh —— MobileFreeToPlay顾问

它给我的第一印象是很有趣、有技巧性、有挑战性。

游戏本身和关卡设计都很好,获胜条件也清楚明白,这提供了很好的初始阶段,然后你开始学习并完善每个角色的技能。

他们从同步多人游戏中挖掘出了更多东西(技术上令人印象深刻),但是一些3G的滞后和问题仍然非常影响玩家。

控制装置并不完善。操纵杆比触摸感觉更好,但长时间的游戏把我可怜的大拇指都玩痛了!

另外元游戏感觉有点不全面或者构建不完整,我希望它能在接下来的一些更新中得到改进。

总体来说这是个很好的游戏,但我认为《皇室战争》更长寿,因为我觉得它更适合手游一些。

brawl stars (from tencent games)

brawl stars (from tencent games)

Alexey Sazonov —— Panzerdog首席执行官

Tom,我们正在制作一个动作竞技游戏来帮助你可怜的拇指!它的控制设置是‘点击左,右来转换方向’、自动奔跑、自动开火。

很明显Supercell打算在移动设备上重新带入多人在线战术竞技游戏(MOBA)。我认为这对所有在手游竞技游戏中使用第三人称视野的人来说是个好消息。

Supercell在这一领域的介入证实了我们都处于正确的轨道上。

我个人不喜欢“命值超长”机制或者游戏中的任何控制方法,他们的教程看得我晕头转向。

但我有一些同事觉得《矿星之争》挺好玩,也很欣赏他们将MOBA带入手游的新手法。

我觉得这款游戏肯定不会有全球性的发布。过去他们就已经砍掉过一些更好的产品,而我感觉《矿星之争》很多方面的水平都低于那些被砍掉的游戏。

这种情况很难期望高留存,甚至连游戏中的角色和动画也让人兴奋不起来。

Nicolas Godement-Berline —— Mana Cube 首席运营官

今天试玩了一下,我对玩法复杂和游戏手柄控制的游戏不怎么感冒,我认为这很可能会伤害游戏的短期留存。

艺术风格比我最初想象的要好,但我猜想青少年和年轻的成年MOBA玩家会倾向于更黑暗、更牛逼的角色。

目前,留存和货币化的挂钩是最小的。可以在gacha中用软、硬货币支付从而获得新角色的手法有点意思,介于MOBA和《皇室战争》之间。

这款游戏目前在加拿大的下载量排名第一,收入总额排名第四;这很好,但游戏的设置不太可能让它的收入总额排名持久地维持在前10。

我认为Supercell要么在测试发行的时候将它砍掉,要么从长远的角度计划、接受一个较慢的“构建”方式,给游戏一些时间来建立一个拥有eSport追随者和联赛的社区。
Adam Telfer —— MobileFreeToPlay 顾问

观看《矿星之争》测试发行的过程将会很有趣。

上面已经讨论过的控制设置和弱于其他Supercell旗下游戏的升级系统,很有可能降低ARPU。

控制设置和升级系统将会成为这个游戏的巨大弱点。

Gacha系统感觉尤为浅薄。只去掉一件物品,然后可能要使用一个蓝色筹码直接购买一个角色感觉很累人。

这很有可能成为Supercell扼杀该游戏的原因。

撇掉这些不说,这个游戏是真的非常非常好玩。大胆的设计和好看的角色,3v3MOBA的游戏从来不曾如此平易近人。

streamer社区上的反馈是:他们爱上了这个游戏。

电子竞技和流媒体对这个游戏来说是一个明确的角度,在这里有潜力。即使ARPU较少他们也可以通过一个喜爱这个社区的、有机增长的用户基础来抵消这一点。

总的来说,我相信控制设置和升级系统将是这个游戏的巨大弱点,问题是:他们的社区和电子竞技增长角度是否足以抵消这一点。

Oscar Clark —— Rocket Lolly Games 作者、顾问、独立开发者

我还没玩过,但观看了大量的视频,很明显他们完全理解制作这种游戏所需要的东西。

就像人们说的那样,这游戏显然超级好玩。我就只是看着别人玩都觉得很有趣!迫不及待地想要试一试。

游戏的节奏似乎跟评论一致,角色的识别度很高(包括PlayerID)。

游戏过程看起来非常激烈,而且各个角色无疑为不同游戏风格的人提供了选择。

奖励过程似乎非常令人满意,尤其是宝石箱子。

我还没有弄清楚的一件事就是角色升级的作用有多大。我曾假设这些游戏应该会让玩家从一个平等的状态开始玩,因为任何优势都可能被指责为“付费赢”。

大概是因为游戏提供适用于所有的玩家的选项,所以这点在这个游戏中似乎完全不是问题。

无论如何,我得玩过了才能有更深入的理解。升级系统看起来很简单,但我有点惊讶这个游戏竟然没有使用《皇室战争》里的卡牌解锁系统——直至今日我都还是觉得这个系统是神来之笔。

我不是很喜欢使用游戏手柄,触屏控制对我来说更好用;但我看油管上的人玩起来似乎都没有问题,而且游戏会话都那么短,我觉得应该是没关系。

总而言之,我认为这个游戏会十分惊艳!

Devin Nambiar —— Asia-Pacific Electronic Arts 产品经理

在Supercell发布的视频里,游戏看起来非常有趣。

不幸的是,如果你有机会进入加拿大App Store试玩,你就会发现它目前的形式有几个弱点;而且没有达到其他Supercell游戏的质量标准,甚至比不上那些游戏的软发行版本:

FTUE太短,在早期的游戏中导致了难以置信的混乱。

这款游戏对无法立即适应控制设置和无法专心使用一个策略的新玩家来说,很折磨人。

这很有可能会伤害到D2和D7的留存。

很难一下子理解不同游戏模式之间的区别。

他们玩起来感觉都一样。虽然这些事件或“打斗”有不同的目标,但对于那些第一次出现在游戏中的玩家来说几乎没有什么方向。

控制装置让人大失所望。

角色动作总是延迟;虚拟遥控杆的设计很差,因为在控制和射击之间你的拇指总是会掩盖住屏幕上的动作,特别是在近四分之一战斗中的某些“打斗者”。

早期的游戏体验和奖励结构感觉一点都不值得玩。

你总是很容易就死了,特别是在“乱斗模式”中;然后当你赢的时候硬币奖励又不能和玩家的付出成正比。

赢家获得8个硬币感觉很随意,而且不是很值得。将所有的回报和成本乘以10并使经济全面膨胀,这似乎是让玩家觉得他们正在朝着gacha方向取得有意义进展的好主意。

Gacha感觉不太深,也不太精确。

就像Adam说的,去掉一件物品让人感觉很失望。

你必须双击gacha的奖励盒子。

很多手机游戏不断的在这点上出错,我也不太清楚为什么。

当一个盒子被选中时,比起需要点击才能打开,自动打开能为玩家创造更有价值的体验,这也是一个比较简单的改变。

这是一件非常小的事情,但当涉及到留存、会话时间和会话次数的时候,小的烦恼就会累积起来。

我喜欢生命条自动填满的功能,因为不然的话这个游戏作为手游来看可能真的太折磨人了。

总而言之Supercell有得忙了,包括重新调整奖励和升级,以及改进控制和游戏的设置。

除非他们对游戏做出了相应改变和其他调整,否则如果这个游戏在软发行的时候被砍掉,我一点都不会觉得惊讶。

Aaron Ludlow —— PlayStack 产品经理

我很喜欢《矿星之争》。我觉得这个游戏能像《植物大战僵尸》推动塔防游戏一样,推动MOBA的普及。

控制设置不完美,但是很实用。

我喜欢游戏的各种模式和每天轮换地图的手法,我甚至都能注意到每天地图上的小变化;所以随着实时数据分析和更新,游戏内容只会随着时间的推移变得越来越好。

尽管我们必须记住游戏处于软发行期间,但从货币化的角度来看,它给玩家的奖励非常吝啬。

我认为这在一定程度上是为了迫使玩家从一种模式中收集了所有的硬币后,使用不同的打斗角色,因为赚取额外硬币的最好方法就是升级不同的打斗角色。

毫无疑问,硬币的缺乏也吸引了一些玩家去光顾IAP,尤其是硬币翻倍功能!

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

The shock announcement and soft launch of Supercell’s Brawl Stars marks the developer’s most explicit effort in mobile eSports to date.

Competitive scenes have built up around Clash of Clans and Clash Royale previously, and there have even been official tournaments, but the real-time multiplayer shooting of Brawl Stars feelsmore immediately suited to this kind of play.

It’s certainly off to a flyer in Canada, topping the download charts and becoming a top 10 grosser in its first week.

So we ask our Mobile Mavens:

What do you think of Supercell’s play for mobile eSports with Brawl Stars?

Do you see the game making it to global launch, or falling victim to Supercell’s famously ruthless approach to killing off projects?

Tom KinniburghConsultant MobileFreeToPlay

I’m in the process of writing a quick breakdown on it. First impressions are that it’s fun, skillful and challenging.

The gameplay itself is nice, the level design works well and your win condition is clear. This makes for great initial rounds and you start to learn and perfect your skills on each character.
They’ve got even more out of synchronous multiplayer (technically impressive), but lag and some issues on 3G still really affect you in this game.

The controls are not perfect. The joystick is better than touch, but longer game sessions hurt my poor little thumbs!

Also, the metagame doesn’t quite feel full or built out – although I expect that to improve in a few updates.

Overall, it’s a great game, but for me Clash Royale has greater longevity as I find it slightly more suited to mobile.

Alexey SazonovCEO Panzerdog

Tom, we are making this competitive action game to help your poor little thumbs! The controls are ‘tap left and right to turn’, autorun, autofire.

It’s clear that Supercell had an intention to reinvent MOBA on mobile. And I think it’s good news for everyone who’s making something new in mobile competitive games with third-person view.
Supercell’s involvement in this genre validates that we all are on the right track.

I personally don’t like ‘bullet sponge’ mechanics or any of the control methods, and they almost lost me during the tutorial.

But some of my colleagues have actually enjoyedBrawl Stars and their new approach to MOBA on mobile.

I have no doubts that this game is not making it to global launch. In the past they have been killing much more solid products, and Brawl Stars feels below their level in many aspects.
It’s hard to expect high retention, and even the characters and their animations are not exciting.

Nicolas Godement-BerlineCOO Mana Cube

Gave it a whirl today. I’m not a fan of the hectic gameplay and the joypad controls which I feel are likely to hurt the game’s short term retention.

The art style works better than I initially expected, though I suspect teenage and young adult MOBA players tend to favour darker, more badass characters.

The retention and monetisation hooks are minimal at the moment. Their approach to obtaining new characters in a gacha that can be paid either in soft currency or hard currency is interesting, falling somewhere between a MOBA and Clash Royale.

The game is number one for downloads and and fourth top grossing in Canada right now. That’s very good, but the gameplay will make it unlikely to sustain a durable top 10 grossing position.
I think Supercell will either kill it in soft launch or take the long view and accept a slower “build up” approach to give the game time to build itself a community with an eSport following and tournaments.

Adam TelferConsultant MobileFreeToPlay

Brawl Stars will be a very interesting game to watch over the course of the soft launch.

For what has already been discussed, the controls and the progression systems are weaker than a normal Supercell game, and most likely will lower their revenue per player.

This will most likely be the reason why Supercell would stop the game.

This all being said, the game is ridiculously fun. Bold design, beautiful characters and 3v3 MOBA gameplay has never been so approachable.

You can see the response in the streamer community – they are in love with this game.

eSports and streaming is a definite angle for this game, and there’s potential here that even with lower revenue per player, they’re able to counteract that with a organically growing user base that sticks to the game simply because its community.

Overall, I believe the controls and the progression systems will be big weaknesses for this game, and the question will be whether the community and eSports growth angle will be enough to counteract this.

Oscar ClarkAuthor, Consultant and Independent Developer Rocket Lolly Games

Not had a chance to play yet – but looking at the vast array of videos and it’s obvious they completely understand what it takes to make this kind of game work.

As has been said, it’s obviously ridiculously fun. And I’m just watching it! I can’t wait to actually give it a go.

The pace of play seems to suit commentary and the characters are instantly identifiable (including the PlayerID).

It looks incredibly intense during the play sessions, and the characters clearly open up fantastic choice for people with different game play styles.

The rewards process, especially Gem Chests, seems very satisfying.

One thing that I’m yet to discover is how much impact there is from levelling up your character. I had assumed that these kind of games should have players start on a level playing field, and any advantage at all raises accusations of ‘pay-to-win’.

That doesn’t seem to be an issue here at all, probably because all options are available to all players.

However, I’d need to play to better understand. The upgrade system looks very simple although I’m surprised not to see the unlock system from Clash Royale - which I still think is genius.

Thumbsticks aren’t my favourite method. Tap controls seem to work better for me, but none of the YouTubers I’m seeing play seem to have a problem and the sessions are so short I suspect its going to be fine.

All in all, I think it’s going be amazing!

Devin NambiarHead of Product Management, Asia-Pacific Electronic Arts

The game looks incredibly fun when you watch Supercell’s video.

Unfortunately, if you have access to the Canada Store and play through it, you’ll find the game in its current form has several weaknesses and doesn’t quite hit the quality bar of other Supercell games – even the soft launch version of those games:

FTUE is too short which leads to incredible confusion in the early game.

The game is very punishing for new players who don’t immediately acclimate to the controls and commit to a tactic.

This will likely hurt D2 and D7 retention.

It’s hard to understand the difference between each of the game modes off the bat.

They all feel the same. Although the events or “brawls” have different objectives, there’s little direction for those players coming into a new brawl type for the first time.

Controls are very disappointing.

Character motion doesn’t follow desired path without latency, and the virtual stick is designed poorly because often between controlling and shooting, you can’t see what’s going on as your thumbs are covering the action – especially with certain brawlers in close-quarter combat.

Early-game experience and rewards structure doesn’t feel rewarding at all.

You often die easily, especially in brawl mode. And when you do win, the coin rewards aren’t calibrated correctly.

Eight coins for a win feels like an arbitrary number and not at all rewarding. Multiplying the rewards and costs of everything by 10 and inflating the economy overall seems like a good idea to make players feel they are making meaningful progress toward a gacha pull.

Gacha doesn’t feel very deep or well-calibrated.

As Nicolas said, dropping one item feels like a let-down.

You have to double-tap gacha reward boxes.

This is something so many mobile games continually get wrong and I’m not quite sure why.

Having the box automatically open versus opening when tapped is a more rewarding experience and an easy change.

It’s a very small thing, but small annoyances add up when it comes to retention and more importantly, session time and number of sessions.

But I do like that the life bar auto-refills, as otherwise this game would likely be too punishing for mobile – period.

Overall, Supercell has its work cut out for it, both in recalibrating rewards and progression, and improving controls and gameplay.

I wouldn’t be surprised if they killed the game in soft launch, barring positive results from making these and other changes.

Aaron LudlowProduct Manager PlayStack

I’m loving Brawl Stars. I think it has the potential to do for MOBAs whatPlants vs. Zombies did for Tower Defense (e.g. bring it to the masses).

The controls aren’t perfect, but very functional.

I love the way the game modes and maps rotate on a daily basis, and I’ve even noticed small changes to the maps each day, so with live data analysis and updating, these will only get better as time goes by.

From a monetisation standpoint, it’s extremely tight with what it gives the player – although we must remember it is in soft launch.

I think this is partly to force the player to use different Brawlers once they have collected all the coins from a mode, as the best way to earn additional coins is to level up the various Brawlers.

And I have no doubt the lack of coins is also enticing players to make a few IAPs – especially the coin doublers! (Source: pocketgamer.biz


上一篇:

下一篇: