As of now, the "Devils Summon: Battle of the Sky" from South Korea has been entrenched in the top ten best-selling list of iPad all month long in the iPhone's best-selling list also hovering around in 15, which means that according to conservative estimates, the development Business Com2uS received from this game daily income of not less than 1 million yuan.
Puzzling list of people
This is a not so localized Korean game, the Chinese market has made remarkable achievements, all of the localization is text localization, the game content is not for users in mainland China to "optimize", the lack of a large number of already in this market Proved to be the golden rule of the "humane change" in the eyes of peers, this marketing strategy is tantamount to suicide.
Android version is even more outrageous, currently only go Google Play channel (basic and mainstream Android users insulation), you can directly switch the server in the menu, but there is no difference between the Chinese server and the service
However, the response of the players is beyond the prejudice in the industry. "Daimon Calling" is the most serious game of user reviews in these two years. The long comments can be seen everywhere, most of them are sincere and the opinions of users will be attached with their own opinions. From the suggestion of "physical disgusting" to "asking for additional trading and chatting functions", it can be seen that the game has attracted many non-native mobile gamers who have never had contact with mobile games before and are still holding PC tour vision look at this game.
From the game planning level, one experienced by the domestic game market practitioners can easily find a lot of flaws: such as pay points are not attractive enough, there is no monthly card, no pay VIP, not even the first prizes; there is no probability of compensation , Face black big R spend thousands of pieces may not be as good as silk smoked; social system is not connected to the ground, you can not like the other mobile games that did not fight on the system to push the "friend" to help battle, but Proactively looking for a friend (joining a friend referral mechanism after a recent update) is completely beyond the ease of use ...
Even worse, the curve of the difficulty of the game is ignorant of the little white is not friendly - even before the level of players need to think about properties g, skills with the kind of bothering, at the next button you can directly get the loot " Raiding "set to mainstream in China, such products seem to think about using the hair can not be successful.
As a result, for a period of time, the industry was at a loss to the success of Call of Duty. Everyone tried to find out the secret behind the success, but they basically got nothing. To be sure, developer Com2uS imported some users into Devil's fantasy from the cross-promotion of its other products, such as Anglers, but this one alone can not explain its performance in the best-seller list - Long-term top-selling list to maintain the forefront, there must be some long-term solution.
When talking about a successful product in the industry, it is always too much to focus on the product's periphery: Is there a lightning-prone IP? Whether to promote effective found dead loyal user base? A channel has been the A (even S) level evaluation? Is it the right time to buy a scoreboard wall or even a brushed list? As for the game itself is fun, then like "the top of the cake strawberry", there is better, without prejudice to eat.
But in the face of "Monster Call", we see is another scene, all the periphery are gone, we can see only the product itself.
So let us see how this product in the end.
"Monster Call" at first glance and conventional "Brush Brush" mobile online games is no different story and world view are clouds, you have to do is push the map, brush equipment material such as stuff, develop team roles, and Like its counterparts, there is a big pit - it is pumping roles, and because of the lack of "ten consecutive pumping the end of the" kind of probability of compensation, can only die knock random, probably thousands of dollars thrown into the no sound.
However, in actual operation, "Monster Call" brush (push map) but to make people more convincing. I prefer to refer to the push map in the game as MF, because it gives me a feeling that is somewhat similar to MF in Diablo.
In the following, I try to analyze: the same pit, why I am willing to "demon call" laborious MF, but do not want to easily sweep in similar products.
It does not necessarily mean sacrificing convenience to improve the challenge
The Making of the Monster is special: it does not aim at relocating the ignorant little white, but trying to attract players who have certain demands on combat and tactics.
As a turn-based game, combat system without increasing cumbersome operations under the premise of ensuring the maximum combat independence of the players. Unlike Turret Legends, where you can only stand by and wait for the Slot Full of Mans to intervene manually, you can control all attacks in the Combat Call, including normal attacks. The method is to click on the enemy to release the default skills (normal attack), the rest of the need for a few rounds of cool skills to click on the corresponding icon to release. As each character has two or three skills, with the point and release, without cumbersome menu, combat experience has been better than some old school Japanese RPG, but in terms of strategy is not inferior to the latter.
Of course, this setting poses a problem: as a result of a single process and constant fighting, the player quickly becomes tedious after the initial freshness and desperately wants automatic combat or even the addition of "mopping up" functions - often those trying Joined the "strategic battle" mobile games, to this step also the ideal shattered. However, "Monster Call" cleverly clever here, the game built the same automatic fighting, but did not mask the charm of manual combat.
In this regard, "The Call of Dons" solution is: substantially enhance the characteristics of combat skills. The game joined a lot of Buff, Debuff, control technology, and even a large number of conditions trigger, overlay, even carrying additional effects. The default skills usually do not simply cause damage, there is always something with the additional effect (such as Shadow Reaper's default skills will automatically add a round attack after killing the enemy attack), and the need for a few rounds of cooling skills are more powerful Special effects Many skills require players to manually match to maximize revenue. For example, I have an archer, in the face of the enemy in the detriment effect, the effect of each benefit will bring a 15% attack bonus, I have to try to use auxiliary career to reduce the effect to the highest priority to kill Objects, similar skills even carry abound.
Pursuing blood at frequent percentages is a feature of the skill system
In fact, under normal circumstances, automatic combat AI is not stupid, but also for the property to make some grams of gifted play. However, in a difficult battle, it is of crucial importance to master the strategy of combat. At this time, the gap between manual and automatic will be clearly demonstrated.
This is a very clever design ideas, you want to emphasize the sense of participation of players, do not have to sacrifice convenience, as long as the player is really aware of the benefits of manual participation, players will naturally "distinguish right and wrong."
Some difficult Boss battle will give automatic combat "buried thunder" to encourage players to fight more efficiently by hand
Further, compared to similar mobile games or even tour, we will find "Monster Summoning" fighting skills as a whole is biased toward the imaginative, high probability of control technology, ignoring the blood volume will be only in accordance with the percentage of buckle attack skills abound , Often you will find that a Samsung monsters have a very strong skill, into a difficult situation to choose from. But on the other hand, it is also easy to spawn some extreme career mix, rich combat strategy. This is also the game's initial design ideas decided, April 17, "Monster Call" on the line when the development team interviewed by Korean media had said:
"The most important contribution to our design thinking is the previous RPG games, I mean those games that have to have a strategy book and how to run a combination strategy yourself." Although the game started with a slightly harder game and the less familiar The system can feel a bit difficult, but one by one mining experience, you can feel a sense of accomplishment.
Serialization equipment ideas
Unlike the rag doll equipment of its kind, the devil's summoning equipment system is replaced by a rune plate with six runes on it, representing numbers 1 to 6, respectively. Rune their complete sets, for example, 2 blade Rune suit effect is + 12% crit probability - then you can consider is to find 4 blade Rune, get + 36% crit effect , Or find 4 irritation Rune, improve crit 40% damage?
The serialization of the runes has brought far more than the bumbo doll equipped with intuitive MF ideas - each mark corresponds to a suit, each mark of 1 to 6 a small drop corresponding to the rune number. Want to brush that Rune need, only need to correspond to the level of the MF.
Compared to similar products, in the "Legend of Turret", you can see very clear brush equipment clues, but you often want to brush that equipment do not often brush out, especially to the late, you can only brush out the equipment Of the debris, 20 to 50 pieces to get together in a piece of equipment, this feeling is very cloud, and user experience began to appear here from the fault. To know the legendary in the middle of the previous period, this is a very gradual growth curve of the game, equipment and character growth staggered up, players can always get short-term gains (equipment not only bring property bonus, but also the role of evolutionary material ), Which is a major source of game player power. However, in the latter part of the game, unmolded pieces of equipment can not bring any short-term gains, the physical value of the day are consumed is also hard to see what the visible harvest, which is not a small game hit enthusiasm.
The Rune Call system of rune system is another way. The player gets at least a rune (or something better than a rune, such as a summons book) every time the MF is played. Randomness comes from the rune itself, just like "dark" equipment, runes are subject to a variety of elements of good and bad, and completely random. Roughly speaking, there are stars, attributes, qualities (colors), and affixes (yes, that affix in Diablo). In other words, you want to get the ideal rune in your mind, you need random to the properties you want, random to your desired affixes + random to the quality you want + randomly to the star you want.
Legendary class! Unfortunately, stars and attributes are generally, food tasteless to abandon a pity
This provides a psychological expectation that "every time things get lost, luck is good and may go awry," in contrast to the "shard" revenue in The Legend of the Turret. In fact, the "demon summon" pay point is quite small, almost only pumping this one, good Rune can only rely on time and luck to decide. However, this "spend less time" terminal MF thinking, but it is easy to attract more core players retained - the fact that the core players pay rates are not bad.
Like a point of asynchronous interaction
"Do not give up monsters, they can play a key role in the game not only for the synthesis and evolution of monsters, monster even a star, as long as the intention to develop, will certainly be able to feel the return ..."
This is the "Devils Summoning," the development of co-ordination Cheng Min-ying in an interview with Korean media to give players advice. Facts have proved that some exaggerated remark, some monsters are "dog food", born only to be eaten. However, as mentioned above, the skill set of "Monster Summoning" is very bold and unobtrusive. Most monsters are given unique value at design time to maximize room for growth, which is rare in other card games .
However, this also poses a problem that players may face a lot of "seemingly great value to cultivate," the monster can not do anything, I do not know which should focus on training. The game's built-in "card discussion" is born to solve this problem. In each card interface, you can enter the corresponding card forum, see the user experience. Helpful tips will be liked and topped, useless will be sank. This clever asynchronous interaction undoubtedly shines, in theory, in this interactive system, even the game Raiders have become dispensable, UGC (user generated content) can solve all problems in the game.
Of course, this is only theoretical. The reality is that sometimes the power of the masses in the country is not very reliable ...
Conclusion
In a nutshell, "Demonic Summoning" is the most prominent feature of its efforts to get rid of the homogenization product of "pumping out cards". The good news is that in a serious homogenization of the mobile game industry, this effort has been recognized by players. It is this recognition, so that this "not how to be localized" products in the Chinese market has been successful. Our only hope is that such a product will not be the one exception.
Finally sigh, gain this is a Korean game, coupled with Com2us rejected the domestic channels, only to create the current results. According to one industry source, if the domestic team to make such a product, get the channel over there - "certainly can not be promoted."