以產品體驗的角度談《動物之森:口袋露營》是如何盈利的

以產品體驗的角度談《動物之森:口袋露營》是如何盈利的

原作者:Matt Suckley 譯者:Willow Wu

歡迎回到In-App Purchase Inspector,在這裏我們會以消費者的視角,定期測評一些F2P遊戲。

每期文章,我們都會考慮遊戲中IAP的誘因、壓力、它們的感知價值、IAP帶來的擴展內容還有整個遊戲體驗的評估。

最終目的就是看看這遊戲究竟值不值得我們砸錢,不花錢的遊戲體驗是否也能讓玩家感到滿足。

這次我們測評的是《動物之森:口袋露營》——任天堂發行的第四款移動應用,同時也可以說是最受期待的產品。

目前它在澳大利亞測試發行,預計在11月底就能全球正式發行。

正式發行在即,我們看到的這些遊戲內容很有可能會成爲正式版。

跨平臺要謹慎

任天堂宣佈跟DeNA合作,要把他們的遊戲移植到移動平臺,《動物之森》就是其中備受關注的一個。

這個溫馨的村莊模擬遊戲系列雖然沒有馬里奧和塞爾達系列那麼火爆,但是從它的玩法、節奏來看,《動物之森》系列也是任天堂的上乘之作,是最適合轉化爲F2P模式的遊戲。

Animal Crossing: Pocket Camp(from pocketgamer.biz)

Animal Crossing: Pocket Camp(from pocketgamer.biz)

這個系列在早先就嘗試過讓玩家過一段時間後再返回遊戲中,而現在這種玩法在很多F2P遊戲中都有應用。

它的實際玩法就是設計一個家、收集資源、跑腿,在移動平臺上玩這個遊戲並沒有什麼不順手的地方。

這就是爲什麼《動物之森:口袋露營》不需要像馬里奧和火焰紋章系列那樣更改遊戲的原有設計,爲的是更好地適配移動平臺。

快樂的野營者

遊戲本身也沒有因爲F2P的盈利策略而變質。

在剛剛開始玩遊戲的時候,摘完蘋果你會發現還要等3小時蘋果纔會再長出來,有些玩家可能就會開始害怕《動物之森:口袋露營》可能是個相當耗時間的遊戲。

然而,開發者們已經將遊戲中的計時器縮減到最少了。在之前付費版本的《動物之森》中,要花費整整一天才能結出新果實。

總的來說,完全不用擔心《動物之森:口袋露營》會因爲這種等完又等的玩法成爲一個折磨非付費玩家的遊戲。

這些跟原作一樣的互動方式讓《動物之森》成爲一個更適合F2P結構、而且是更正規的F2P遊戲。和小動物們互動、提升友誼等級,這也會有助於提高你的整體級別,每次升級系統都會贈予獎勵。

鐘聲響起

《動物之森:口袋露營》有兩種貨幣:Bells就是遊戲中經常使用到的貨幣,跟一般F2P遊戲中的軟貨幣一樣,在玩遊戲的過程中就可以的得到,還可以通過出售物品獲得,而Leaf Tickets則是遊戲中的硬貨幣。

Leaf Ticket是以禮包的形式購買:從1.49澳元買20張到62.99澳元買1200張。完成任務也會得到不少的Leaf Tickets。

對於玩家來說,它也是個十分有用的道具。遊戲中的捕魚、捉蟲小遊戲就可以用到,比如說你可以花15張Tickets買特殊的漁網和蜂蜜,會更容易抓到特殊的品種。

在你剛開始玩遊戲的時候,系統會給你推薦一個相當划算的新手禮包:包含40張Leaf Tickets、兩種不同的漁網、還有一些蜂蜜,這些只要1.49澳元——按這個價格你一般只能買到20張Leaf Tickets。需要注意的是這個禮包限時72小時,過了這個村就沒有這個店了。

另外,你還可以用5張Leaf Tickets購買肥料,直接跳過上面提到的3個小時的等待時間,讓果樹立刻結果。

遊戲中還有個地方Shovelstrike Quarry,在這你可以挖到一些珍稀礦產資源和Bells。你可選擇等幾個小時後進去一次,或者找至少五個小夥伴纔可以進去——很明顯這是爲了增加玩家的社交互動,讓更多人來玩這個遊戲。如果找不到朋友而你非進去不可的話,那就乖乖交出20張Leaf Tickets吧。

進入之後,玩家要選擇五塊石頭,每一塊岩石都含有不同的礦物。

要從這麼多石頭中挑出五個,各種礦物的價值也有所不同,這就跟“吃碰飯”差不多。雖然機制不太一樣,但是本質上是跟抽卡系統差不多的。

相似而不同

在遊戲的初期階段,你可能覺得《動物之森:口袋露營》沒有那麼多F2P套路,但是之後你就會覺得其實多多少少還是有的,而且不僅是上文所提到的那些例子。

《部落衝突》向世人展示了建築工人也可以是盈利點——玩家付一次錢就能增加一個建築工人,增加一倍的生產力。

《動物之森:口袋露營》也應用了類似的做法:遊戲默認是一次只能製作一樣東西。你可以花費80 Leaf Tickets激活第二個製造任務——大概是5澳元,可能相比遊戲中的其它消費有點高,但是長期看來絕對是有益的。

玩類似《部落衝突》這樣的遊戲,如果不花錢,遊戲中無處不在的計時器對你來說簡直就是一種無盡的煎熬。

《動物之森:口袋露營》的早期階段並不是這樣的,大多數物品都能在1-3分鐘內完成。但是測試發行版本還沒有足夠的內容來評估遊戲規模會發展到哪種程度。

但是綜合考慮,這些早期表現還是符合原作粉絲對《動物之森》手遊版的期望:忠於原作系列,在移動平臺上操作流暢,而且沒有利用F2P特性對玩家耍陰招。

本文由遊戲邦編譯,轉載請註明來源,或諮詢微信zhengjintiao

Welcome back to the In-App Purchase Inspector – our regular look at free-to-play games from the consumer’s perspective.

In each instalment, we consider the incentives or pressure applied to make in-app purchases, their perceived value, the expansion offered by IAPs and the overall value of the experience.

The end goal is to see whether the game makes a good enough case for us to part with our cash, or whether players are content – or engaged enough – to ‘freeload’.

This time we’re taking a look at Animal Crossing: Pocket Camp, Nintendo’s fourth – and arguably most anticipated – mobile release.

It’s currently soft-launched in Australia, with a global release set for the end of November.

With the game just around the corner, these impressions are very likely to be indicative of the final version.

Cross carefully

From the minute Nintendo announced its partnership with DeNA to bring its franchises to mobile, Animal Crossing was the one that stood out.

The gentle village sim series lacks the obvious star power of Mario and Zelda, but the manner and rhythm of its gameplay always stood out in Nintendo’s stable as being the most suited to free-to-play conversion.

Here was a series whose previous entries had already experimented with having players return regularly over a long period of time, encouraging play patterns we now associate more with free-to-play.

And as for the actual gameplay – designing a home, collecting resources and running errands – it all feels very much at home on mobile.

This is why Pocket Camp didn’t require the same fundamental design changes that were required when Mario and Fire Emblem came to mobile, and it’s all the better for it.

Happy campers

Nor has the game been meaningfully changed by free-to-play monetisation.

After picking some apples in the early stages and realising it then takes a further three hours for the tree to bear fruit again, some might fear that this is a sign of things to come.

However, the timers are kept to an absolute minimum and, as we’ve already pointed out, it takes fruit a full 24 hours to regrow in previous, premium Animal Crossing games.

And generally, any worries about Pocket Camp becoming a grindy experience of interminable slowness for non-paying players are very quickly quelled.

The same interactions that always defined Animal Crossing become part of a more formalised, F2P-friendly structure – interacting with animals increases a friendship level, which in turn contributes to an overall levelling system that gives rewards at each increase – but you’d be hard-pressed to find a cynical strain.

Ringing bells

Pocket Camp has two currencies: long-standing series currency Bells are earned in much the same way as usual, through general play and selling items, while Leaf Tickets are introduced as the game’s hard currency.

Leaf Tickets come in bundles ranging from 20 for 1.49 Australian Dollars to 1,200 for A$62.99. A good supply can also be ensured by completing objectives.

As for their actual use, Leaf Tickets come in handy in a few ways. As part of the fishing and bug-catching minigames, for instance, specific nets and honeys can be bought for 15 Tickets apiece to stand a better chance of catching certain species.

There’s also a rather good starter pack available for your first 72 hours, featuring 40 Leaf Tickets, two different kinds of fishing net and some honey for A$1.49 – which only gets you 20 Tickets under regular pricing.

Elsewhere, five Tickets can buy you some Fertilizer to bypass those aforementioned three-hour wait timers and make a tree bear fruit again instantly.

Then there’s Shovelstrike Quarry, an area in which high-value minerals and Bells can be mined. It can be entered only once every couple of hours, either for free with a minimum of five other players – one of the game’s more explicit social hooks – or in return for 20 Leaf Tickets.

Once there, the player gets to choose five rocks to mine, each one containing a different kind of mineral.

With many more than five rocks to choose from and a great variation in the value of the minerals on offer, this is a case of pot luck. While framed differently, it is in effect a kind of gacha system.

The same but different

This isn’t the only example of Animal Crossing: Pocket Camp sticking more closely to the F2P playbook than it may initially appear.

Clash of Clans was the game that showed the world the potential in monetising a second builder, by offering the player a chance to effectively double their in-game productivity with a single purchase.

Pocket Camp has a similar system in place when it comes to crafting, where by default only one item can be crafted at any one time. A second slot can be opened up for 80 Leaf Tickets – a larger investment of around five Australian Dollars in real money, but one with a longer-term benefit.

However, games like Clash of Clans wear the player down with long wait timers to the extent that continuing without this purchase feels like a huge slog.

This isn’t the case in the early stages here, with most items crafted in a mere one to three minutes, but the game hasn’t been available long enough to assess the extent to which this scales up as you progress through the levels.

But all things considered, early impressions suggest that Pocket Camp is Animal Crossing on mobile as the fans wanted: true to the series, and very much at home on mobile, but without bowing to the uglier side of free-to-play.(source:pocketgamer.biz