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Core diagnosis of current problems:
1. Concentrated development pressure
- Excessive investment in resources for a single character (awakening stones, evolution stones, exclusive weapons) forces players to focus on a single character, limiting the diversity of the lineup.
- The cost for new players to catch up is too high, and old players feel a strong sense of repetitive work (such as mechanized resource collection).
2. Content consumption gap
- After the main line/extra content is consumed, the only long-term gameplay is numerically driven PVP (arena, 3v3, Rome) and guild wars.
- Lack of intermediate content: neither one-time puzzle solving nor "repeatable experience content" of pure numerical confrontation.
3. Weak social attributes
- The existing social attributes only stay in the guild battle ranking competition, lacking collaborative and emotional connection designs.
[Singularization, numerical inflation problem]>
What I want to say:
Regarding the decision-making problem of changing directors many times:
GT is divided into previous works
and
GT is divided into current works
Previous works:
Dungeon Lian Meng;
Early works, Q-version style;
Because it is the first product;
It is understandable that profits rely on [drawing cards, VIP privileges];
But, with the development;
The previous work also took the path of [concentrated and complicated development],
Players are limited by the development of [single hero];
This is fatal and helpless;
→Because the main decision
is the development direction dominated by pvp;
Leisure The content is one-time, forming > [content consumption gap]
Players have nothing to play, and the [one-time content] experience is over;
The result is [roll value];
ps: It is not to let you give up [value pk], but to let you hope to design [focus] towards [repetitive leisure content]> At least let players have something to play [instead of logging off after completing daily tasks...]
Reason for server closure: insufficient production capacity, one-time content consumption is over;
The speed of value expansion is huge;
Currently GT is following the old path of [previous work: Dungeon Lianmeng]; this is also the [most fundamental disease] of the Korean game market! ! !
[Multiple generations of directors, the practice of decision-makers] >
For the decision-making problem of multiple changes of directors:
Currently, GT has changed directors 3 times;
But the development decision is still>> [Single centralized development pressure]
First generation director: Jin Xiangyuan:
At the beginning of the game release period,
At this time, the development limit can be set at will;
Second generation director: Jin Fukang:
During the main line S3 period, at this time,
the development pressure is already very high;
Single pressure system: [Blessing] and [Engraving];
Third generation director: Robin:
After the main line 20, at this time,
the basic system has been built;
Single pressure system :[Six-star hero] and [Redstone 1000 Flowering Exclusive Weapon] and level training improvement;
Flowering version, add linkage level improvement
[Casual, simple casual content]>
Problem, one-time;
This will greatly reduce the enthusiasm for playing;
What needs to be done, repetitive, social, online, visiting content
What you need to do>
So, I hope you develop [repetitive], [non-one-time decryption], [non-numerical PK]>[Casual content] ps: Developing online or visiting is the best choice [Farm]
[Weak social tendency]
Cooperative expedition>
Cooperative expedition gameplay , even if it tests cooperation;
However, at high difficulty, strangers have weak cooperation,
Daily cannot be completed;
However, at low difficulty, they are still strangers,
Sociability = No;
Challenge the dungeon, you can realize the team interface [expression social];
Gem inlay can reduce the difficulty of the dungeon;
However, low-level gems make players [lack of motivation];
So, the social interaction achieved by the dungeon is still [weak social];
You need to solve the [strangers] problem;
What you need to do: add [+Friends function] in the cooperative expedition match;
Add private chat function;
For the guild, currently only Staying in ranking competition;
Lack of collaboration and emotional connection;
Meteorite mining, seemingly cooperative on the surface;
actually an operational design;
The original [Reservoir Python] guild command-style position design is good;
ps: But because the rewards are difficult to mobilize enthusiasm,
the rewards in this regard need to be improved;
ps: Because six stars require a lot of experience;
Gradient design [medium number of diamonds] + [different large amounts of experience [1/2 of the experience required for a six-star hero (guaranteed amount) + difference experience] > Because the pressure on the president is to be put on the [guaranteed amount], the [guaranteed amount] must be feasible! [Resource acquisition adjusted to 1/2~3/4 six-star hero experience value]
Added to the guild rotation activities,
[Activity cherishment] is 2 priorities lower than [Blacksmith consumption reduction];
No blacksmith activities are given on non-major holidays [1~2 times a year]
[Cooperative guild war] is rotated once every half month;
Adjust the pressure on the front row through natural competition; [Appropriately reduce its pressure, and adjust the willingness to play and spend money]
In meteorite mining, add ranking rewards red crystal [20-50 red crystals]
In the slime dungeon competition, add [red crystal 20-50] to the store
Summary:
Clever use of rotation activities, guaranteed amount + differentiated resource design; optimize the experience without affecting income acquisition
Avoid single centralized pressure before the construction of repetitive leisure, visiting and other social gameplay is completed
Collaborative mutual assistance pk, medium amount of diamonds + [guaranteed amount of huge demand resources halved + differentiated resources] division design
Natural competition, relieve pressure, promote competition, and collaboration;
thank you~
good night~
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<본문 종합 해석>
이 문서는 가디언테일즈 게임의 개발 및 디자인 문제에 대한 상세한 피드백입니다. 주요 문제점으로는:
1. 단일 캐릭터 개발 집중: 플레이어들이 자원 제약으로 인해 한 캐릭터에만 투자해야 하는 문제
2. 콘텐츠 부족: 일회성 콘텐츠 소비 후 PVP 외에 할 것이 없음
3. 사회적 요소 부족: 길드전 외에 의미 있는 사회적 상호작용 부재
제안하는 해결책으로는:
반복 가능한 캐주얼 콘텐츠 개발 (특히 농장과 같은 방문 콘텐츠)
사회적 기능 강화 (친구 기능, 개인 채팅)
보상 시스템 재설계 (보장된 보상 + 차별화된 보상)
순환 활동 시스템 도입으로 플레이어 참여 유도
이 문서는 게임 디렉터가 3번 바뀌었지만 여전히 같은 개발 방향(단일 중앙화된 개발 압력)을 유지하고 있다는 점을 비판하며, 한국 게임 시장의 근본적인 문제로 지적하고 있습니다.
The summary is okay; however, regarding the cyclic activity tasks, I want to say that the previous [Reservoir Python] guild war should be completed in collaboration with the guild; set a cycle to add it to the guild rotation [through guaranteed minimum + differentiated rewards]; to [like the blacksmith activity], it can reduce the burden; and ensure that the income will not be greatly affected.