遊戲開發者探討Supercell測試新作Brawl Stars的潛在市場空間

原文作者:Matt Suckley 譯者:Megan Shieh

你覺得這個遊戲會全球發行、還是會被Supercell直接下架處理?

Tom Kinniburgh —— MobileFreeToPlay顧問

它給我的第一印象是很有趣、有技巧性、有挑戰性。

遊戲本身和關卡設計都很好,獲勝條件也清楚明白,這提供了很好的初始階段,然後你開始學習並完善每個角色的技能。

他們從同步多人遊戲中挖掘出了更多東西(技術上令人印象深刻),但是一些3G的滯後和問題仍然非常影響玩家。

控制裝置並不完善。操縱桿比觸摸感覺更好,但長時間的遊戲把我可憐的大拇指都玩痛了!

另外元遊戲感覺有點不全面或者構建不完整,我希望它能在接下來的一些更新中得到改進。

總體來說這是個很好的遊戲,但我認爲《皇室戰爭》更長壽,因爲我覺得它更適合手遊一些。

brawl stars (from tencent games)

brawl stars (from tencent games)

Alexey Sazonov —— Panzerdog首席執行官

Tom,我們正在製作一個動作競技遊戲來幫助你可憐的拇指!它的控制設置是‘點擊左,右來轉換方向’、自動奔跑、自動開火。

很明顯Supercell打算在移動設備上重新帶入多人在線戰術競技遊戲(MOBA)。我認爲這對所有在手遊競技遊戲中使用第三人稱視野的人來說是個好消息。

Supercell在這一領域的介入證實了我們都處於正確的軌道上。

我個人不喜歡“命值超長”機制或者遊戲中的任何控制方法,他們的教程看得我暈頭轉向。

但我有一些同事覺得《礦星之爭》挺好玩,也很欣賞他們將MOBA帶入手遊的新手法。

我覺得這款遊戲肯定不會有全球性的發佈。過去他們就已經砍掉過一些更好的產品,而我感覺《礦星之爭》很多方面的水平都低於那些被砍掉的遊戲。

這種情況很難期望高留存,甚至連遊戲中的角色和動畫也讓人興奮不起來。

Nicolas Godement-Berline —— Mana Cube 首席運營官

今天試玩了一下,我對玩法複雜和遊戲手柄控制的遊戲不怎麼感冒,我認爲這很可能會傷害遊戲的短期留存。

藝術風格比我最初想象的要好,但我猜想青少年和年輕的成年MOBA玩家會傾向於更黑暗、更牛逼的角色。

目前,留存和貨幣化的掛鉤是最小的。可以在gacha中用軟、硬貨幣支付從而獲得新角色的手法有點意思,介於MOBA和《皇室戰爭》之間。

這款遊戲目前在加拿大的下載量排名第一,收入總額排名第四;這很好,但遊戲的設置不太可能讓它的收入總額排名持久地維持在前10。

我認爲Supercell要麼在測試發行的時候將它砍掉,要麼從長遠的角度計劃、接受一個較慢的“構建”方式,給遊戲一些時間來建立一個擁有eSport追隨者和聯賽的社區。
Adam Telfer —— MobileFreeToPlay 顧問

觀看《礦星之爭》測試發行的過程將會很有趣。

上面已經討論過的控制設置和弱於其他Supercell旗下游戲的升級系統,很有可能降低ARPU。

控制設置和升級系統將會成爲這個遊戲的巨大弱點。

Gacha系統感覺尤爲淺薄。只去掉一件物品,然後可能要使用一個藍色籌碼直接購買一個角色感覺很累人。

這很有可能成爲Supercell扼殺該遊戲的原因。

撇掉這些不說,這個遊戲是真的非常非常好玩。大膽的設計和好看的角色,3v3MOBA的遊戲從來不曾如此平易近人。

streamer社區上的反饋是:他們愛上了這個遊戲。

電子競技和流媒體對這個遊戲來說是一個明確的角度,在這裏有潛力。即使ARPU較少他們也可以通過一個喜愛這個社區的、有機增長的用戶基礎來抵消這一點。

總的來說,我相信控制設置和升級系統將是這個遊戲的巨大弱點,問題是:他們的社區和電子競技增長角度是否足以抵消這一點。

Oscar Clark —— Rocket Lolly Games 作者、顧問、獨立開發者

我還沒玩過,但觀看了大量的視頻,很明顯他們完全理解制作這種遊戲所需要的東西。

就像人們說的那樣,這遊戲顯然超級好玩。我就只是看着別人玩都覺得很有趣!迫不及待地想要試一試。

遊戲的節奏似乎跟評論一致,角色的識別度很高(包括PlayerID)。

遊戲過程看起來非常激烈,而且各個角色無疑爲不同遊戲風格的人提供了選擇。

獎勵過程似乎非常令人滿意,尤其是寶石箱子。

我還沒有弄清楚的一件事就是角色升級的作用有多大。我曾假設這些遊戲應該會讓玩家從一個平等的狀態開始玩,因爲任何優勢都可能被指責爲“付費贏”。

大概是因爲遊戲提供適用於所有的玩家的選項,所以這點在這個遊戲中似乎完全不是問題。

無論如何,我得玩過了纔能有更深入的理解。升級系統看起來很簡單,但我有點驚訝這個遊戲竟然沒有使用《皇室戰爭》裏的卡牌解鎖系統——直至今日我都還是覺得這個系統是神來之筆。

我不是很喜歡使用遊戲手柄,觸屏控制對我來說更好用;但我看油管上的人玩起來似乎都沒有問題,而且遊戲會話都那麼短,我覺得應該是沒關係。

總而言之,我認爲這個遊戲會十分驚豔!

Devin Nambiar —— Asia-Pacific Electronic Arts 產品經理

在Supercell發佈的視頻裏,遊戲看起來非常有趣。

不幸的是,如果你有機會進入加拿大App Store試玩,你就會發現它目前的形式有幾個弱點;而且沒有達到其他Supercell遊戲的質量標準,甚至比不上那些遊戲的軟發行版本:

FTUE太短,在早期的遊戲中導致了難以置信的混亂。

這款遊戲對無法立即適應控制設置和無法專心使用一個策略的新玩家來說,很折磨人。

這很有可能會傷害到D2和D7的留存。

很難一下子理解不同遊戲模式之間的區別。

他們玩起來感覺都一樣。雖然這些事件或“打鬥”有不同的目標,但對於那些第一次出現在遊戲中的玩家來說幾乎沒有什麼方向。

控制裝置讓人大失所望。

角色動作總是延遲;虛擬遙控杆的設計很差,因爲在控制和射擊之間你的拇指總是會掩蓋住屏幕上的動作,特別是在近四分之一戰鬥中的某些“打鬥者”。

早期的遊戲體驗和獎勵結構感覺一點都不值得玩。

你總是很容易就死了,特別是在“亂鬥模式”中;然後當你贏的時候硬幣獎勵又不能和玩家的付出成正比。

贏家獲得8個硬幣感覺很隨意,而且不是很值得。將所有的回報和成本乘以10並使經濟全面膨脹,這似乎是讓玩家覺得他們正在朝着gacha方向取得有意義進展的好主意。

Gacha感覺不太深,也不太精確。

就像Adam說的,去掉一件物品讓人感覺很失望。

你必須雙擊gacha的獎勵盒子。

很多手機遊戲不斷的在這點上出錯,我也不太清楚爲什麼。

當一個盒子被選中時,比起需要點擊才能打開,自動打開能爲玩家創造更有價值的體驗,這也是一個比較簡單的改變。

這是一件非常小的事情,但當涉及到留存、會話時間和會話次數的時候,小的煩惱就會累積起來。

我喜歡生命條自動填滿的功能,因爲不然的話這個遊戲作爲手游來看可能真的太折磨人了。

總而言之Supercell有得忙了,包括重新調整獎勵和升級,以及改進控制和遊戲的設置。

除非他們對遊戲做出了相應改變和其他調整,否則如果這個遊戲在軟發行的時候被砍掉,我一點都不會覺得驚訝。

Aaron Ludlow —— PlayStack 產品經理

我很喜歡《礦星之爭》。我覺得這個遊戲能像《植物大戰殭屍》推動塔防遊戲一樣,推動MOBA的普及。

控制設置不完美,但是很實用。

我喜歡遊戲的各種模式和每天輪換地圖的手法,我甚至都能注意到每天地圖上的小變化;所以隨着實時數據分析和更新,遊戲內容只會隨着時間的推移變得越來越好。

儘管我們必須記住遊戲處於軟發行期間,但從貨幣化的角度來看,它給玩家的獎勵非常吝嗇。

我認爲這在一定程度上是爲了迫使玩家從一種模式中收集了所有的硬幣後,使用不同的打鬥角色,因爲賺取額外硬幣的最好方法就是升級不同的打鬥角色。

毫無疑問,硬幣的缺乏也吸引了一些玩家去光顧IAP,尤其是硬幣翻倍功能!

本文由遊戲邦編譯,轉載請註明來源,或諮詢微信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