Vainglory vs. Clash Royale, and the future of “hardcore” games on mobile
andreaspapathanasis.blogspot.com
andreaspapathanasis.blogspot.com
In terms of single player games, I don't think the same logic applies, and in my opinion we've gone way too far in the "short attention span" direction. As long as a game makes it easy to save and resume, immersive hours-long experiences with detailed graphics can be really fun to consume in bite-sized pieces. Nintendo's been doing it for decades with their portable devices (Zelda, Mario, Pokemon, Metroid), and it's clearly a successful approach.
It's a shame that smartphones are orders of magnitude more powerful than the Game Boy, yet mobile app stores are overflowing with single-level "infinite churn" games that amount to Tetris with micropayments.
That's not to say that they are no good games or TV anymore. But they are few and far between. They take vision, risk, and a bit of money. Also right now they are harder to find. I think if game producers used their names like movie directors it may help. But right now its often just the studio name. Which leads to situations where a studio makes a great game, people learn their name, a publisher injects a lot of cash/people, the core team leaves, and their next game is a bloated mess. If people knew the core team's name, or even just their leader's name, it would help the general populace follow the person to their next project.
Free to play cannot rely on promises of classical marketing.
Hence, the game needs to be fun or people stop paying.
IMO, part of this is due to low-level technical issues. The DS does a really, really, really good job at letting players choose when and where they play. Games start up instantly, pausing and resuming is seamless. I don't know how much work developers need to do to support suspend/resume, but I've never seen it not work.
In my experience on Android, very few games deal well with getting killed in the background. Yes, this is different than what happens in the DS, but the user experience should be the same. From what I can tell, there is more burden on an Android developer to deliver a seamless resume experience than there is on the DS.
Because of that, you can't trust that your game state will be preserved if you do something as simple as lock your phone while your game is running. If you resume, will your game be where you left off? Who knows. Add on functionality that requires online access, and you end up with a platform where people prefer games that load quicker and where you can finish a session in the time it takes to stand in line, if only for the simple reason that anything more complicated usually ends in frustration.
Although as a counterpoint, Blizzard is taking atypical monetization strategies with Hearthstone that may be causing problems. It is freemium as most games are nowadays, but very expensive to make a competitive deck with required cards, with zero catchup mechanics (a new feature with freemium games to provide retention). Blizzard is also refusing to balance cards which promote stagnant gameplay, which makes the game incredibly stale. (https://www.reddit.com/r/hearthstone/comments/4207ye/the_we_...)
And let's not get started over the 9 deck slots issue.
Also it allows casual players who may take a several month break to return. The top tier decks may change, but a deck that was good a year ago would still be relevant for casual play.
The comparison isn't exactly fair since MTG cards have a dollar value, but HS cards only have a perceived time-sink value. Also the out right refusal to rebalance existing cards does make the game stagnant. But that feeds back to the casual play argument. If cards were completely rebalanced it would be prohibitive to returning players. I would be interested to see numbers on casual v hardcore players. Reddit has a skewed perspective, and it seems like everyone has a full set. But almost none of the people I know irl that play HS have anything close to a T1 deck, yet they still sink 5-10 hours a week into the game.
You don't see the NBA declaring that this week 3 pointers are worth 5 points because casual fans find it "stale" to see the same rules and strategies week after week.
Blizzard has done this approach with Diablo III patches (giving new functionality to underused builds) and it has breathed new life into the game.
If they take the worst cards and give them a small buff, they will still see no constructed play and everyone's time is wasted. If they aim for actually making them constructed quality, they need to do as much balancing and testing work as they would do for new cards to avoid them being overpowered, in which case they might as well spend that time developing new cards.
FWIW, "strictly better" cards existed before Magma Rager, for example Dr Boom is very popular and is strictly better than War Golem.
The only mobile games I can bring myself to recommend are Andoku Sudoku, The little crane that could, and crossy road (which even includes monetisation schemes without feeling intensely annoying).
Suggestions for others would be appreciated
You Must Build a Boat, The Executive, Out There, Monument Valley, Hitman GO, Lara Croft GO, DEVICE 6, The Room (and sequels), Prune, Lifeline (this one's great because it would only work in mobile), Threes!
If you're looking for good mobile recommendations, I'd point you at http://toucharcade.com. They do iOS reviews, but a good chunk of the games also release for Android these days.
If you like puzzle games (I assume you do, since you mention Andoku Sudoku), you should check out games by Pyrosphere[0]. Especially look at Lazors[1] and The Weaver[2]. Also fun to play is Hoplite[3] and the training mode in Lichess[4]. All of these games are free, though Hoplite lets you pay to unlock an extended endgame, it isn't necessary at all.
[1] https://play.google.com/store/apps/details?id=net.pyrosphere...
[2] https://play.google.com/store/apps/details?id=net.pyrosphere...
[3] https://play.google.com/store/apps/details?id=com.magmafortr...
[4] https://play.google.com/store/apps/details?id=org.lichess.mo...
[1] https://play.google.com/store/apps/details?id=com.graveck.st...
The goal of freemium games is to A) keep people playing your game only and B) get them to buy IAP. Problem A is solved by giving them copious amounts of free in-game items/currency...which makes solving Problem B harder as players have less reason to buy. Oops!
Developers have split the difference by offering the players exploding one-time bundles, but usually those bundles are still disproportionately priced.
Now I'm afraid to try Boom Beach lol
I think the reason I've not put as much time into games the past year is that it's just hard to find a ~3 hour chunk to play through a questline. Versus Boom Beach where I can pop on, smack talk my group of friends, attack the daily boss a couple of times, and be done in 15 minutes.
Witcher 3 is as different from 1 and 2 as Assassins' Creed 2 was different from Assassins' Creed 1. I recommend it
I'm happy that more people are experiencing games, but I'm disappointed that the most visible games in app stores are those that nickle and dime you to death.
There are still games that offer you better value and don't participate in IAP shenanigans, but I'm worried that the number of developers that find success in this business model is very small.
It's a 2D sidescrolling platform game, with one-button controls; this keeps skill involved. Traps consist of a three-trap set; you can upgrade them for damage (and buy a dev-made "optimal" setup), but you can't grind for 50000 level 1 walls (or level 99 walls, for that matter). Scoring is separate from currency; the gemswhich contribute to your score can be sold for game currency, but never bought. There's a Farmville-style gem mine tmechanic, but unless your traps are perfect, you'll get more from stealing other players' gems.
TL;DR: Clash of Clans is much better when grinding is nerfed.
I'd like more serious games, but anything that's not consumable in tiny bits (say, like Out There or Grand Prix Story) I'm not gonna play, not because I don't want to, but because I've so much better gaming platform to play on games and those games will never have a chance to work on mobile because complexity (From The Depths) scale (War Thunder) or user interface (Kerbal Space Program, any builder like StarMade really)
If I've got 30 minutes and feel like playing a game I will probably end up walking over to my office and playing JC3 for a bit.
Mobile, for me (as a Vainglory player since the launch in the US), means I can play anywhere. Not that I need to be able to play a game in 5 minutes while taking a dump.
I picked up Vainglory when I got my iPad Air 2 and have absolutely fallen in love with the game for almost ALL of the reasons that the author dismisses it.
Background: I'm nowhere near a hardcore gamer and I never played LoL or DoTA, so I'm a newbie to MOBAs.
But I think Vainglory is fantastic. When I gush about it to friends, the two things I bring up are:
1) The game adapts to touch beautifully. I've always found that wildly clicking the mouse while scrolling with your other hand is awkward in these sorts of games. Being able to physically direct your character with your fingers gives the game a much more intimate feel. You feel connected to the match.
2) The 20-30 minute play time is perfect! So many PC games require this multi-hour-long commitment that I was never really able to give. But knowing I can sit down and play a full (exciting) Vainglory match in 20 minutes is easy. The pacing is perfect - you get to experience all stages of hero development from weak to strong in what I think most people would consider to be a very reasonable amount of time.
Anyway, I just think this guy is off-base.
(And if any HNers want to play some Vainglory with me / form a team / start a guild, let me know! :)
By definition, isn't extended time commitments part and parcel with hardcore gaming? A hardcore MMO player is one who spends quite a bit of time raiding or PVPing - not one that logs on for a few minutes a day to do their daily quests or maybe level an alt.
Quite often within minutes of starting match you find out your team-mates have no interest in playing strategically or are actively trolling you. At that point you can be pretty sure the match won't be fun and you'll lose.
However the game expects you to keep playing for the next 20-30 minutes till your team inevitably loses. I know eventually you can trigger a surrender vote but it didn't seem like they were ever successful.