Thursday, March 28, 2019

Improving Freemium Design - Monsters Invade: Oz


I first saw Monsters Invade: Oz (MIO) at the GDC Play booth this year. I was drawn to it from the graphics and description of "catching monsters similar to Pokémon." However, like all times I visit a GDC Play booth I find the atmosphere too difficult to stand there and play and really immerse myself in the game that I'm checking out. I don't know if it's the crowds, the music or the fact that I know industry people are standing behind me and watching, but I just can't find myself getting a good opportunity to analyzing the game. I left the demo of the game confused on mechanics or reason of why I'm playing, but I said I'd give it a try when it launched so let's take a look!

https://itunes.apple.com/us/app/monsters-invade-oz/id607204560?mt=8

What they did right


Art & sound

I know this is subjective, but you are reading my thoughts and I really dig the art. The hand drawn characters fit well with the concept of "ink" and the music is just as cool, unique and fun.

The icon is also unique (in a good way). It sticks out against other apps.


Collection mechanic

I've been playing Pokémon since it made its debut in '95 so of course I can dig the monster collection mechanics. I often feel like collection mechanics are under appreciated. Look at all the looting systems in hardcore MMO's to the looting mechanics in non-traditional genres like FPS's like the Borderlands series. There's no reason why these mechanics can't also be in used in casual or mobile titles as well.

Modifiers

MIO allows players to spend premium currency for permanent and temporary modifiers. The permanent ones are a no brainer, but quickly get too expensive for non-paying players which is a great encouragement to monetize without being pushy. The temporary ones allow players to get a leg up on a battle if they need to. Not pay-to-win because players still need to hit the meters right, but certainly pay-for-competitive-advantage.

Permanent modifiers
Temporary modifiers before each battle

Short session friendly

I can fire up the game and have a meaningful experience within maybe ten seconds. This is key for mobile games because you need to remember that some players are playing out of impulsive boredom. They might just be waiting in line somewhere or waiting for their wife to try on cloths. Having a game that can scale with the player's time is the best way to approach game design on mobile. Remember easy to play, difficult to master.

Currencies

MIO has three forms of currencies; ink, gold bars and books. Players can only purchase gold but in turn can be used to purchase ink or books. Most F2P titles need a dual currency structure and many can benefit from even a third. DragonVale was one of the first games I remember with a third currency and it was the #1 top grossing iPad app of 2012, and #4 top grossing on iPhone. Did the third currency really help them achieve these rankings? I believe so because monetization comes down to sinks and sources within your game. In theory, the more things you allow (or even force) players to purchase then the more valuable the currencies become.


What could be improved


Delay balancing

I know F2P games need delay, but there was some serious delay in MIO. Once I burned through the initial ink (which acts in a similar way as energy) I earned maybe 200-some ink per day if I logged in once or twice per day to fill up my dog's "ink." That might sound like a lot, but that only heals my monsters maybe a couple times and I have to heal with almost every battle. As a non-paying player, I can only fight a few monsters before needing to quit. Perhaps this tight of a delay is working for MIO but if that's true then there must be a lot of whales or a lot of paying players.

608 for a week's worth of waiting

Compounding delays

Not only do I regenerate ink at a very slow pace, but I need to wait several hours to "train" or revive my monsters. Sure almost all F2P games have delays that measure in hours, but normally you're not hit with that long of a delay right away. First monster I caught took 2 hours to train before I could use him. Second took 6 hours. Players wait just as long for monsters to revive if defeated.

I waited 6 hours and came back to find that when your monster revives, it revives with no health! I didn't have enough ink to heal him so I ran from the battle. Walked around until I encountered anther battle and found out that I can't run anymore either! I then had to wait for other monsters to heal, for ink to regenerate and now I couldn't run. As a player, I did feel like I was getting hassled.

I did find out eventually that you can continue to escape battles if all your monsters are dead. It doesn't do a whole lot of good besides running around the map on a collection quest, but at least I wasn't locked out of the game.

Notifications

This section is about excessive popups. This section is about excessive popups. This section is about... enough already! I enabled notifications and it was only a matter of hours before I went into my settings to remove the notifications for this game. The fact is some users will uninstall over removing notifications. Leading up to disabling notifications, I was receiving one an hour. There's no logical reason why they should be messaging more than once per day, and even that might be considered borderline too many.


No means no, Facebook

The first time I played the game I was asked to connect with my Facebook credentials. I elected to. The next popup asked me to allow posting to my friends on my behalf. I elected no. Almost every time I've launching the app since, I've been asked to allow posting to my Facebook friends and my answer is and will continue to be NO! I understand there are some really successful games with aggressive Facebook strategies (I'm looking at you Candy Crush) but I don't think it's a good idea for all games to be aggressive. There are factors that will make it more acceptable like audience, genre and current level of success.


Questing

I love to quest. Games like Skyrim are dangerous for me because there's just so much to do. MIO also has quests, but so far they haven't varied much. I either need to pick things up on the map, defeat or catch so many monsters or walk in front of something. I understand that mobile games need more simplicity, but I think this is too simple.

Confusing map graphics

For anyone who's played a JRPG (Japanese Role Playing Game) you know that you can search pots, open chests or interact with NPCs on the map. MIO has chests but you can't interact with them (even though a closed chest implies you can open it). It has characters on the map (and sometimes they animate) but you can't interact with them. The first time I was playing I was so confused why they were on the map if I couldn't do anything with them. I was especially confused with the little animated mushroom men. I kept tapping on them, or running into them expecting that they did something because they were moving, but nope. Nothing.

Why can't I open these chests? WHY?

Battle mechanics

I like how simple it is, but I don't like how repetitive it is. It would've been nice if different monsters had different ways of attacking instead of the same timing meter attack. Another issue I have with the meter is it varies with opponents that I meet and I can't seem to find out why. Is it because certain colored monsters have weaknesses towards other certain colors? Is it per monster and not per color? Does level matter? I can't seem to figure it out and the game never explains why.

Another thing is the computer never misses but I do. It's possible I could never miss as well if I hit the meters right every time, but I can't do that. It makes the missing subject even more frustrating when my monster has low health, I'm out of ink and my ability to continue playing is hinging on being able to hit the center of the meter when it's spinning back and forth at a crazy-fast rate for unknown reasons to the player.



Little Box Apps had a serious advantage against other indies because they were featured by Apple, but if you look at the top grossing charts (below) you can see that MIO has likely hit its peak in revenue.

Chart publicly available at appfigures.com

I think the major lesson to take away from this is optimizing before global launch, or if you know a platform has interest or will feature you it's crucial to get the monetization piece of your game nailed down to maximize revenues from such an awesome opportunity.

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Game Music Online: Brian Schmidt Details Composing In The SNES And Genesis Era

Want to get into blogging more regularly again. So, what pulled me out of my long hiatus?  In part, a wonderful post by Brian Schmidt about working as a game composer in the Genesis and SNES era. The fact that there are gems like this simply lying in Internet forums is pretty amazing. Brian is also remarkable for his work with reaching out from the game audio community to those who want to learn more about it. If you want to learn more about game audio, check out GameSoundCon, which he runs each year. It's a great place to learn more and this year there's an academic track as well.  More soon...

Wednesday, March 27, 2019

Dreamfields – Fantasy Farm

Welcome to the 3D Wonder World where your dream comes true. Dreamfields is a social multiplayer online game in which you can play and have fun with many friends. Just by a mouse click, several cute imaginary creatures show up in front of your eyes such as pigs, dragons, jam-eating bears, etc.
Dreamfields – Fantasy farm
Dreamfields – Fantasy farm

There will be different tasks for you to overcome in order to finish the mission which is to wake to Custodian. Try to learn magic, interact with your lovely friends and get help from them. Are you ready to build your own amazing farm? Interesting things awaits you ahead. No doubt. Just go for it! Enjoy with games online 2018!

How to play: Use the mouse to interact with the computer. 

Tuesday, March 26, 2019

Impetus Gutian/Lullubi Army

Thought it would be nice to view my warbands together.  By the time I convert another 2 units I will have close to a full army for Basic Impetus rather than just allies to eg Sumerians or Hammurabic Babylonians.
As much as I like the Cutting Edge (middle group) I do prefer figure size/heft of side units.  Although the centre unit is more petite in scale, they seem to blend in due to same painting and basing etc. Flank units contain Castaway Arts , Newline Designs and Eureka with heads from Mad Robot and Hasslefree among the conversions.

Broken Sword: The Smoking Mirror - Remastered (PC)

Broken Sword The Smoking Mirror Remastered logo
Developer:Revolution|Release Date:1997|Systems:Win, OS X, iOS, Android

Looking back over the games I've played for my site over the last seven years, I've noticed a pattern forming: I've played a horror game for Halloween on every odd-numbered year, while even-numbered years have gotten games like Snake's Revenge and Saints Row IV at the end of October instead. Seems to me that I've got a bit of a tradition forming here... but I despise pointless traditions, so this year on Super Adventures I'm breaking the pattern by playing Broken Sword: The Smoking Mirror - Remastered! I don't think I'll be seeing any ghosts or zombies in this one.

I'm torn here, because I really want to call it Broken Sword II, but there's clearly no 'II' in that logo up there. There was in the original game's logo, but they've taken it away for the Remastered version, because I guess knowing what order things go in only confuses modern audiences. Personally, I'm more confused by the subtitle. Is it referring to a mirror that's recently been used as a murder weapon? A mirror people that go out to when they fancy a quick smoke?

Wait, I forgot to mention that I'm playing the game on Halloween because it was released on October 31st, 1997, the same day as Curse of Monkey Island and the Blade Runner adventure game, so all three are twenty years old today! Well okay, technically this is only seven years old because I'm playing the Remastered version on Steam. I would've played my original CD version but I've lost it. I've checked shelves, I've checked boxes, I've checked other boxes buried underneath boxes, and it seems like the bloody game's just vanished.

Funny thing is, when I bought the game the discs were already damaged and some of the video files wouldn't copy when I installed it. Fortunately, when ScummVM came out there was a compatibility problem with the video codec so Revolution put revised cutscene files up for free and I could finally play this game I'd owned for years! I actually still have that install on my hard drive ready to go, but I lost half the files in a hard drive failure and now ScummVM won't even recognise it.

It's like fate doesn't want me to play this game, and it doesn't care how much physical storage media it has to break to keep me from it.

Read on »

World Of Tanks Y El Problema Del Pay2Win

Nota: Todo sera en base al Juego de la Versión de Moviles

  ¿Qué es el Pay2Win?

         El Pay2Win como indica su nombre ("Paga para Ganar") consiste en un practica en la cual el jugador/usuario utilizara su dinero para comprar ciertos "Buffs" (Mejoras del personaje) que dan una ventaja sobre el jugador que no gasta dinero en esos "Buffs", este representa un problema muy importante en la industria del videojuego ya que muchos jugadores pueden llegar a sentirse inútiles en el juego a no ser que compren sus "ventajas" (Cosa que después llega a alimentar el ego).


        Esta táctica para lograr conseguir dinero se utiliza bastante en lo que viene siendo el modo de juego "Free2Play" (Como indica la traducción literal "Gratis para Jugar", el "2" es un juego de palabras con el "two" y el "to"). Se ve cada vez fuertemente impulsada en los juegos que se acercan, algunos lo realizan de manera sutil y no tan descarada( Véase: Clash Royale[Luego hablaremos de este en otra ocasión], Defiance, Face of Mankind[Que descanse en Paz]) y luego esta el modelo en el que literalmente si no pagas no haces na´(Véase: Star Wars Knight Of The Old Republic, UFO online, Red Crucible Firestorm).

        Realmente en el Pay2Win existen diferentes variantes de "Que es" y "Que no es" pero creo con un ejemplo todo seria un poco más claro(o eso espero), así que vamos con el ejemplo:


       La mayoría los juegos "genéricos" que están hechos a base del motor de Half Life 1 caen en  este circulo de abuso Pay2Win, ¿Cómo lo hacen? Usando un sistema en el cual obtienes armas mejoradas a base de pagar con una moneda la cual se obtiene pagando(O pagas por el producto directamente).


        Dicho esto creo que podemos comenzar a profundizar en el World Of Tanks y en lo que la gente habla de un modelo Pay2Win, tratare de mantener una opinión neutra en el asunto analizando tanto opiniones de otras personas como casos personales ocurridos en mis horas de juegos.



World Of Tanks

       World Of Tanks es un juego traído por la mano de Wargaming.net el cual tiene de temática los tanques de la segunda guerra mundial(WWII) tanto si fueron usados en combate y producidos en masa o si solo quedaron como un pobre prototipo para desechar después, aquí los podrás encontrar y usarlos en el campo de batalla para tener una referencia de como era o pudo ser(en caso de prototipos) su rendimiento en batalla.

       World Of Tanks implementa mecánicas muy interesantes a la vez que efectivas debido a que no te explotan con muchos números ni acciones complicadas, solo tu y tu tanque en un campo de batalla de siete contra siete, aunque sus mecánicas se ven influenciadas por el Pay2Win.

Sistema de Munición   

Los Tres Tipos de Munición del World Of Tanks
           
           Este se podría decir que es el punto más "controversial" a la hora de jugar, recordemos que la munición en el World Of Tanks es el elemento más importante (Ya que sin este no dispara el tanque pero igual te permite entrar a partida sin munición),

 El jugador (Osea TU) tiene como opción por defecto la elección de tres tipos de munición las cuales son:






Munición AP

        La munición "AP" significa en el español "Alta Penetración" es la básica del juego y la más barata, la cual solo se paga usando créditos comunes y corrientes (Que se obtienen en batalla), su daño y penetración son promedio y nada fuera de lo común.

         Todos la usan debido a su bajo precio y lo efectiva que puede ser en batalla(Penetración y daño varia según el tanque y el cañón), aunque su daño no destaque contra la HE y su penetración no se compare a la de la APCR su bajo precio la hacen la elección más fiable si queremos ganar dinero en los combates.

Munición APCR

      Se puede decir que aquí es donde se habla del problema del Pay2Win ya que esta munición es la "premium" osea que se paga con monedas de oro las cuales son pagadas con dinero real(Dolares, Yen, Euro) pero también es comprable con dinero conseguido en partidas, pero no es muy rentable esta compra.
      
        La idea de esta munición es comprarla con oro y nada más con oro ya que aunque tendrás perdida no importara ya que pondrás reponerla con mas oro, este tipo de munición suele ser la queja de los usuarios por su facilidad al penetrar, causando que las estrategias que tengas a la hora de jugar se vean arruinadas por esta munición.

         La munición premium la suelen utilizar las personas que son más novatas en el juego (Termino común "Noob") las cuales aun no son capaces de encontrar un punto de penetración en ciertos tanques pesados con los tanques a los que se enfrentan(Aplicable también en medios, todo depende de que tanques se enfrenten al momento de penetrar)


 "Gold can buy "premium ammo," but credits can also be used to do so (although this isn't a very sustainable rate). If you aren't premium account and using credits to buy premium ammo, you will be losing money on a fight (unless maybe you use just one shell)."-Kommisar Klose

     "Con oro podrás comprar "munición premium" pero lo puedes hacer con créditos (Pero no es muy rentable. Si no eres premium y usas créditos  para comprar munición, tu estarás perdiendo dinero en cada pelea( a menos que uses solo un disparo)"-Kommisar Klose (Extraído de Steam).

Premium

       Otro punto muy remarcado en el Blitz es la posibilidad de tener premium lo cual te permite tener un bonus que te multiplica "x2" la experiencia obtenida en batalla lo cual supone una ventaja sobre el jugador no premium pero esta ventaja aplicara sobre dinero y experiencia ganado(aunque con el dinero aumentado permite usar munición mejorada) por lo que no representa un Pay2Win muy profundo.


Precios de la Cuenta Premium
      El jugador Premium realmente no ejerce una "ventaja" destacable en la batalla, no se le otorga mayor penetración, ni mayor rango de visión así que aplicando lo dicho anterior es Premium no otorga una ventaja Pay2Win sobre el jugador que no posee esto,

Dicho esto se puede hablar de otros puntos que si rozan el Pay2Win.





Mejora Instantánea

Precio de Mejora Instantánea del T-43 
     Otro plato fuerte el World Of Tanks Blitz es la posibilidad de mejorar al instante cualquier tanque, investigando todos los módulos del tanque al cual se le aplica el mismo concepto del Premium, puedes tener de una manera más rápida el tanque que quieras pero  no te dará ninguna ventaja jugable sobre los demás.

      Por lo tanto este apartado no puede ser calificado como "Pay2Win" ya como se ha dicho en este punto no obtienes ventaja alguna, es como pagar por un tanque No premium y que al final es un gasto absurdo de dinero.

Potenciadores

      Este ultimo salio hace relativamente poco, es una mecánica que te permite comprar una especie de "chapas" militares que se obtienen únicamente con oro(Y misiones pero en menor calidad)  pero no representan un modelo Pay2Win debido a que estas mejoras son una cuestión netamente de ingreso de dinero común o experiencia por medio de batallas, las chapas o potenciadores también se gastan por batalla por lo que comprar cinco de estos no sale realmente rentable y terminaría como una perdida monetaria ya que no se garantiza que en todas las partidas te vaya a ir tan bien como para que el potenciador sea de ayuda(Ademas que te los pueden dar por misiones realizadas pero de peor calidad).


¿Es World Of Tanks Blitz Pay2Win?

            La respuesta corta es no, la larga es debido a que presente elementos que se pueden conseguir con oro únicamente no representan un facto de beneficio en el campo de batalla de un jugador sobre otro, si es verdad que APCR representa un beneficio sobre otros jugadores pero la probabilidad de encontrar a alguien con un tanque lleno esa munición es baja, ademas que el uso común es comprar un solo disparo por lo que sigues en la misma(Ademas de que puedes fallar o dar en una zona donde no dañes, ejemplo: Las orugas).

           World Of Tanks Blitz es un excelente juego con una idea realmente simple, sabiendo como utilizar elementos de pago sin la necesidad de que toquen el Pay2Win, un juego totalmente recomendado el cual consigue balance entre la gente que paga y la que no llegando a ser ambas partes iguales en el campo de batalla donde depende en su mayoría de la habilidad del jugador y no de lo comprado por el jugador.



Saturday, March 23, 2019

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