從產品體驗的角度聊《暗影之槍:傳奇》是如何盈利的

從產品體驗的角度聊《暗影之槍:傳奇》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《暗影之槍:傳奇》(Shadowgun Legends),Madfinger最新的科幻風格第一人稱射擊遊戲。

新作上架

首款《暗影之槍》遊戲發行於2011年,在那時要做一個類似《戰爭機器》的手遊幾乎是不能可能的。

《暗影之槍》是付費遊戲,那時候的手遊大多都不是免費的。在2013年,Madfinger將這一系列轉向了F2P&多人遊戲模式。

而現在,他們又在這個系列中加入了新元素——《暗影之槍:傳奇》是一款設定在永恆世界中的FPS遊戲,和初代遊戲一樣,遊戲畫質達到了超一流的水準。會讓人不禁想拿這個遊戲和《命運》做對比。

Shadow gun Legends(from pocketgamer.biz)

Shadow gun Legends(from pocketgamer.biz)

除了技術上的成就,Madfinger CEO Marek Rabas還告訴PocketGamer.biz《暗影之槍:傳奇》還有其它方面值得期待,他表示在盈利上也會“比較特別”。

所以《暗影之槍:傳奇》有呈現出這些“特別之處”嗎?

解脫

Rabas的之前的採訪中說“新遊戲中不會有任何常見的盈利套路——比如說計時器、能量條等等”,這就讓人覺得有意思了。

確實,手遊有一些普遍應用的盈利機制,動作遊戲中更是如此。

但是Rabas並沒有食言。《暗影之槍:傳奇》真的沒有計時器和能量條,流程長度限制顯然也不是爲了盈利。

但是其它F2P機制還是不可避免地出現了。遊戲有硬貨幣和軟貨幣,奇怪的是它們並沒有非常明確的名稱,我就把它們稱作金幣和現鈔吧。

玩家可以花4.99美元買到250個金幣,最多可以花99.99美元買到12500個金幣,可以說這是專門爲付費玩家準備的。

買買買

《暗影之槍:傳奇》的遊戲體驗有很大的部分是來自遊戲的環境設定——一個繁華的大都市,當你完成任務平安返回的時候會有市民跟你一起慶祝,還有很多店主會給你任務獎勵,提供新的任務。

玩家可以跟其中的某些人做交易,例如買賣護甲、武器等等,這就給虛擬貨幣帶來一種更加私人化的感覺。

而非付費玩家可以通過完成任務或者是花現鈔來獲得新裝備。玩家每天能得到300現鈔(可以看作是角色的“工資”),完成任務可以掙得更多。

玩家還可以出售不想要的裝備換取現鈔,再用來購買新物品。但出售裝備更多時候是爲了騰出裝備欄的位置。

遊戲初始裝備欄只有16格,玩家很快就會覺得不夠用了,這就是《暗影之槍:傳奇》的主要盈利點之一。

空間需求

無論玩家內購了什麼東西,他們都會因此得到一個戒指(Premium Ring),它最吸引人的地方在於附贈的80個裝備空位。

考慮到這是一款注重裝備和任務回報的遊戲,可以說這個戒指真的是一筆非常划算的投資。

保險箱也是盈利點之一。

做任務可以獲得保險箱,它會佔據一個裝備格子,玩家只能用鑰匙打開。(80金幣才能買一把鑰匙,大概是1.60美元)。

裝備空位緊張的時候,就會讓人更想打開這些箱子——你不僅能獲得箱子內的物品,還能騰出一些空位,這就是遊戲設計的巧妙之處。

鶴立雞羣

所以總的來說,《暗影之槍:傳奇》還是成功證明了手遊可以完全不用計時器或者是能量條來盈利。

有一個小細節值得注意——遊戲中的廣告牌播放的是Nvidia的產品,目前尚未清楚Nvidia是否有投資這個遊戲。

《暗影之槍:傳奇》中的大部分內購都是外用裝備,玩家可以從不同的商店購買禮包,有時還能遇上折扣。

對於那些喜歡拼運氣的玩家,他們可以花100金幣玩一次幸運輪盤,獎品就是裝備、財富或者是保險箱。

前文提到的,把有限的裝備空間當作是遊戲的核心盈利點再結合保險箱的設計機制,這就是《皇室戰爭》寶箱機制的改良版,而且它還不用計時器。

遊戲的所有流程都沒有能量條限制,甚至在PvP模式中也沒有,這是個相當大膽的設計,但能夠有效地激勵玩家一直玩下去。

只有時間才能證明這種做法是否能帶來可觀的利潤,但它確實是令人耳目一新。

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 Shadowgun Legends, the latest in Madfinger’s sci-fi FPS series on mobile.

A new take

When the original Shadowgun launched in 2011, having a Gears of War-style third-person shooter on mobile seemed barely possible.

Shadowgun came with a premium price tag, as was standard for mobile games at the time, but the series took the leap to free-to-play – and multiplayer – with Shadowgun Deadzone in 2013.

And now Madfinger is keen to put another new spin on the series with Shadowgun Legends, a persistent-world FPS that invites comparisons with Destiny – and like the original Shadowgun in 2011, is very much at the forefront of mobile visuals.

It’s a technical achievement if nothing else, but Madfinger CEO Marek Rabas told PocketGamer.biz last year to expect innovation in other areas; he promised “something different” in terms of monetisation.

So has Shadowgun Legends delivered?

Welcome break

Perhaps Rabas’ most intriguing claim from the aforementioned interview was that “there will not be any typical mobile stuff like timers, energy bars or whatever”.

Indeed, these are some of the most-used monetisation mechanics on the platform, particularly when it comes to action games.

But there has been no back-pedalling in this department. Shadowgun Legends really is free of timers and energy bars, and limiting session length is evidently not part of its monetisation strategy.

Inevitably, though, other free-to-play monetisation staples do feature. The game has hard and soft currencies – their names curiously ambiguous in-game, but we’ll refer to them here as Gold and Cash, respectively.

Gold comes in bundles ranging from $4.99 for 250 to $99.99 for 12,500 and is almost exclusively the preserve of paying players.

Retail therapy

Shadowgun Legends’ bustling hub world is a large part of the experience, with its citizens celebrating your character’s safe return from missions and numerous vendors serving up new missions and rewards.

Some also buy and sell items, such as armour and weaponry, which gives a more personal feel to virtual currency transactions and embeds them in the game’s world.
For non-paying players, new gear can be gained through playing missions or by buying it using Cash. Players earn 300 Cash per day (an in-game “salary”), while more can be earned by completing quests.

Selling unwanted gear is obviously another way of earning Cash for new items, but this also serves the arguably more important function of clearing inventory space.

The inventory has only 16 slots by default, so it fills relatively quickly. This is the one major element of Shadowgun Legends’ monetisation design in which scarcity plays a major role.

Room to breathe

Any purchase in Shadowgun Legends grants the player a Premium Ring, the most valuable perk of which is an additional 80 inventory slots.

For a game based heavily around gear and loot, this is a major boost that – for dedicated players – is worth investing for.

The inventory is really the centre of the game’s monetisation strategy and this also comes to the fore with locked strongboxes.

These can be earned through playing missions, and occupy a slot in the inventory, but can only be opened using a key that costs 80 Gold (approximately $1.60).

With inventory space already tight, it makes the appeal of unlocking them twofold: not only do you get the items within, but also save some all-important space.

Away from the herd

So for the most part, Shadowgun Legends is successful in proving that mobile game monetisation can be built without timers or energy systems.

Worthy of note are the in-game billboards for Nvidia, though it’s unclear whether Nvidia is paying for this placement.

But the vast majority of its purchasable items in Shadowgun Legends are cosmetic, with particular bundles and offers available from specific vendors on a rotating basis.

For those wanting randomised rewards, 100 Gold can also be used to spin the Lucky Wheel to get either gear, currency or strongboxes.

Elsewhere, the aforementioned strongbox mechanic and the centralising of the inventory is a clever take on the Clash Royale chest mechanic, without having to resort to timers.

Meanwhile, the complete lack of an energy mechanic – even for the PvP modes – is a brave move that encourages play first and foremost.

Only time will tell whether or not this approach can yield significant profits, but it’s certainly a breath of fresh air to play.(source:pocketgamer.biz