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The following is a comprehensive analysis of Guardian Tales from four perspectives: players, products, market, and distribution:
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>1. Player perspective: core experience and controversy
- Puzzle and stand-alone experience
Players generally recognize the game's level design, especially the integration of puzzle solving, hidden paths, and Easter egg exploration, which creates an immersive feeling similar to stand-alone games. The box-style level design combines a variety of interactive mechanisms (such as using props to crack the mechanism) to make players feel interesting during exploration. However, some puzzles are of low difficulty and short process, resulting in a lack of in-depth experience.
Subsequent decryption gradually increases the difficulty.
- Development and payment controversy
Although the game is centered on puzzle solving, character development relies on card drawing and numerical systems. The efficiency of character upgrades in the middle and late stages is significantly reduced, and resources need to be repeatedly swiped, resulting in the loss of some players due to "liver degree". However, micro-krypton players can obtain free resources through tasks, and the overall payment pressure is relatively controllable.
However, [Newbie buff or return buff], [Recruitment camp], [Selected special weapon, selected hero], [guaranteed], [100 black + 8400💎] of the Guardian Camp, and cooperative stores, etc., have well guaranteed the entry needs of novice players.
In addition, the development system is complicated [upgrade, breakthrough, awakening, blessing; breakthrough, engraving] |
[Special weapon, accessories, magic card, relics, peripherals, dress-up...]
Chain skills.
The more complicated the development system is, the more difficult it is to optimize and balance the experience.
[Six-star upgrade system] > cannot be applied to [existing pvp system]
Can be used for [guild vs guild, asynchronous pve] > cannot be used as the main pk content (no need to worry at present)
The difference in illustrations is too large > illustrations cannot be given!
- Social and long-term retention
The PVP and guild systems provide light social interaction, but the core gameplay still tends to be single-player, and the player community is more concerned with level strategies and Easter egg mining rather than strong social needs.
Suggestions: Develop social elements
Farm expansion, [Stealing vegetables gameplay: players can visit each other's homes and take some crops;]
[Stealing vegetables expansion gameplay> Guarding the princess: players can feed each other peppers or chicken legs (3 times a day); choose to give rewards mechanism, feed peppers steadily, and you will get Rolandin's diamonds 💎; feed chicken legs, and the princess will give (gold coins, diamonds, star pieces)].
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>2. Product perspective: balance between design and commercialization
- Art and gameplay innovation
The combination of pixel style and high-resolution character painting is unique in mobile games, which not only reduces development costs, but also attracts specific user groups through retro style. The gameplay integrates ARPG operation and puzzle solving, filling the market gap.
Disadvantages: Insufficient production capacity;
Suggestions: Develop repetitive gameplay (e.g. fishing);
But try to keep players fresh.
- Double-edged sword of business model
Although the card-drawing payment model has increased the source of income, the impact of character strength on PVP and some levels has caused players to criticize "Pay-to-Win". Character balance problems have appeared on multiple servers, affecting long-term reputation.
Suggestions: Break the influence of the reincarnation team environment by developing a red snow upgrade plan. (Allow players to block knives through server delays, and try to provide a lower limit on the number of blocked knives)
Red Snow(A) Restraint→ B
C restraint(A)
For example, citing [Thetis's ghillie suit talent mechanism, the number of times is offset]:A
For example, using an attack speed hero to defeat Chixue, thus achieving a dynamic balance effect, the upgrade plan was previously released
- Pressure of content updates
As a long-term online game, it is necessary to continuously launch new levels and activities to maintain player enthusiasm. Limited-time activities have successfully enhanced freshness through nonsensical plots and unique mechanisms (such as "Succubus Cafe" and "Once Upon a Time in Hollywood"), but the problem of main plot templates still exists; production capacity is seriously insufficient.
- Adjustment of income direction:
The development direction will be biased towards non-pvp (non-development) display development.
Farm content expansion, designed according to [user stratification]
, to increase user stickiness.
Low-krypton users (general users; 0~about 13629.24 won), ensure basic experience and keep them. [0-68 yuan]
eg: Monthly card (validity period reached, can still be collected).
Medium-krypton users (core group; about 13629.24~about 33672.24 won) , to be willing to spend money. [68-168 yuan]
eg: Pass (special skins are put into passes for bundled sales, players contribute daily activity and provide activity, which is nothing more than giving "ordinary and rare resources" on the basis of "special skins").
[To eliminate the impact of the previous high price of "198": Because those who buy "198 special skins" are all rich people, they are basically not particularly short of resources. Collect user IDs through questionnaires, and search through the database> Giving "10~20 blessing books" is completely possible]
For example, special skins, the price range (about 25655.04~about 33672.24 won) [128-168 yuan].
Special skins increase the attribute [comfort (does not provide damage bonus)]
To pave the way for the [dormitory home (visitable)] system.
Heavy krypton users (maintenance group; about 33672.24~about 129878.64 won), to achieve > face. [168-648 yuan]
①Selected special effects; ②Interactive hero skin; ③Home theme background set; ④Season ticket (similar to monthly card privileges, different time; season ticket validity period can be accumulated by recharging)
Painting, making 2D villains, although there is nothing wrong with using AI;
However, the effect caused by this AI has a plastic feel, basically no texture, no details, which makes users feel perfunctory.
Compared with the original standing picture, it does feel [very ugly].
I hope to render it, or change the software again, or add some additional prompts to improve the [texture problem]
>Art and technical optimization
- Improvement of AI-generated content
Adopting the "AI-assisted + manual refinement" dual-track system:
- 2D standing pictures use "ControlNet + SDXL model" to generate line drawings, and the painter refines the light and shadow and materials to solve the "plastic feeling" problem;
- Interactive skins use Spine animation + particle special effects hybrid solution to reduce 3D modeling costs while improving expressiveness.
>3. Market perspective: positioning and competitive environment
- Breakthrough in the niche market
Pixel style is a niche category in China, but Guardian Tales has attracted young users through differentiated design (such as Korean humor and puzzle gameplay), which is especially in line with the preference of B station users for "playing with memes" and two-dimensional culture.
[Pixel style] is difficult to attract users in today's situation where [3D, open world... and other style games] are everywhere;
The changes that have been made [my room, personal space] display [standing pictures]>
have made [guardian tales] initially [competitive].
In addition, the flexibility of the product allows [guardian tales]
to introduce almost any system [table pet module], [friends visit], [hero favor display]...
Special NPC little princess dress-up gameplay (can sell "clothing gift packs"; price willingness 68~98 yuan)
- Global performance and challenges
The game has entered the top ten best-selling lists in both Korean and American servers, but with large fluctuations. When the national service was launched, there was a lack of similar competitors, which gave it an advantage in the short term, but it needed to deal with possible imitators that might appear later.
- Potential for cultural output
By incorporating multicultural elements (such as paying tribute to classic games) through lightweight plots and easter eggs, the international market's acceptance was enhanced, but the lack of depth in the main plot limited the breadth of cultural dissemination.
Points to note: The elements included in the production need to avoid [bald heads, NTR, international influence, such as whether the authors of some works have the possibility of causing international disputes, etc.];
Education-based, mainly for the good.
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>4. Distribution perspective: B station's strategy and effect
- Full resource integration promotion
Bilibili used all the resources of the station, including non-game area UP main linkage, in-station meme marketing (such as super long national service translation), and external advertising, to push the game to the fourth place on the best-selling list on the first day. This strategy was used in "Princess Connect Re:Dive", but the latter opened high and closed low due to insufficient content in the later period, which became a lesson for the past.
Reasons for criticism: Single content, lack of repetition, resulting in greater progress in play than in development.
The numerical gap should not be expanded [The Strongest Snail] This type of thing needs to be criticized [a lesson from the past].
- Long-term operation test
Bilibili needs to balance short-term popularity and long-term retention, such as maintaining the quality of level design and optimizing the development rhythm through version updates. In addition, cooperation with the developer Kong Studios and the publisher Kakao Games (such as the global server layout) will affect subsequent market expansion.
Occasionally releasing [redemption codes] affects [the direction of public opinion].
- Strategic significance
The success of the game is crucial to Bilibili. In 2020, the growth rate of its game business slowed down, and it needs to rely on "Guardian Tales" to prove its distribution capabilities and attract more high-quality products to ease revenue pressure.
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> Summary
"Guardian Tales" achieved impressive results in the early stage with its unique gameplay and Bilibili's precise distribution, but its long-term performance still faces multiple challenges such as content consumption, development, market competition, and product self-esteem. In the future, we need to find a better solution between innovation and commercialization to continue the vitality of "Pixel Legend"!
In addition, Kong needs to learn to solve problems from multiple perspectives.
I know that financial solutions may not necessarily be adopted, but I think the development direction I pointed out is correct.
I hope you can consider it.
Finally,
Regarding the [six-star upgrade system], I think it needs to be considered from multiple perspectives and multiple perspectives.
[Designers, directors] are prone to stay in [personal perspectives] and need to consider whether the user group is happy with [this system]. In addition, when implementing this system, [whether the pressure of cultivation will increase]?
Development cannot just be taken for granted and only for yourself to create [controversial cultivation content] art.
The more cultivation content there is, the more difficult it is to balance.
Although it looks perfect in form.
However, [pvp] is difficult to balance.
If possible, please "ban" it from [pvp].
And use it for asynchronous pvp content of pve cooperation.
For example, different forms of buffs, skills, and cooperation between guilds can be selected according to different situations.
You can also realize the transformation you envisioned.
We just want to have a good experience,
and do not want to achieve [opposition between players and developers].
Why can't we achieve profits in another form?
I hope you can think about it carefully.
Thinking about these four angles makes my brain feel very painful.
I hope you can think about it seriously and work hard to realize it.
Thank you
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