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https://m.cafe.daum.net/GuardianTales/AgPy/25916?svc=cafeapp
Proposal for Expanding Arena Gameplay and Optimizing Casual Social Positioning in Guardian Tales
Abstract: This proposal suggests adding a radical team-based competitive gameplay mode to the existing arena, while analyzing the feasibility of a seasonal group knockout tournament. It also aims to optimize the game’s casual social dimension and alleviate the character development pressure faced by non-veteran players.
Dear Guardian Tales Development Team,
Greetings!
In the official café, I noticed players’ creative suggestions regarding the arena gameplay. Besides the previously mentioned "radical team-based PvP gameplay", another idea of a "seasonal group knockout tournament" was also proposed. Combining the game’s existing framework and positioning, I will present a comprehensive analysis of these two gameplay concepts, hoping to provide more thorough references for your development decisions.
I. Analysis of Two Ideas for Expanding Arena Gameplay
(A) Highly Recommended: Radical Team-Based PvP Gameplay (3v3 Rotation Total Annihilation Arena)
1. Core Gameplay Mechanism
This gameplay takes "totally eliminating all of the opponent’s rotating characters" as the victory condition and falls into the category of fast-paced team annihilation battles. Three team members take turns to fight, and the match ends in defeat for a team only when all its members are defeated (total annihilation). This design expands the "deathmatch (annihilation system)" from a single-player scenario to a multi-player team scenario, emphasizing the high competitiveness of "rotational confrontation + full-team elimination" and delivering a more intense gameplay experience to players.
2. Framework Compatibility and Design Details
If developed based on the existing single-match duel framework, it is necessary to add process designs for "multi-player rotational combat", such as round-based matching rules and team member rotation rules (e.g., the defeated player steps down, the victorious player continues to fight, etc.). Although it involves partial modifications to the underlying matching and combat logic, it is essentially a "gameplay module expansion" that can run in parallel with the regularly rotated daily arena. It is recommended to launch it as a limited-time gameplay or special mode.
To enhance team strategic collaboration, functions like emoji communication or preset competitive prompt messages can be added. This allows team members to quickly convey tactical intentions during battles, improving the fun and strategic depth of team coordination.
(B) Requires Cautious Evaluation: Seasonal Group Knockout Tournament
1. Core Gameplay Mechanism
This idea advocates building a tournament system of "multi-round group elimination". For example, player teams are divided into several groups, and they advance through multiple rounds of matches such as group stages and knockout stages, ultimately competing for rankings. In essence, it upgrades "single-match real-time competition" to "long-term tournament-based competition", aiming to enhance the depth and stickiness of PvP through a sense of tournament participation.
2. Core Challenges in Implementation
- Need to build an additional complex seasonal framework: This gameplay is not a "module expansion" based on the existing system, but requires the development of an entirely independent tournament system. This includes, but is not limited to, group division algorithms, multi-round tournament timing and reminder functions, cross-round point/record storage systems, and progressive reward design. It will not only extend the development cycle and increase costs but also require adaptation to existing account data to avoid data conflicts.
- Severe conflict with the "real-time duel" positioning of the existing PvP layer: Currently, the core of the game’s PvP lies in "real-time matching for single matches and quick decision of victory or defeat", and players have formed the habit of "participating during leisure time" (for example: using fragmented time to play 1-2 arena matches). However, the seasonal group knockout tournament requires players to continuously participate in multiple rounds of matches within a fixed schedule, which demands blocks of time and contradicts the "real-time" positioning. Additionally, this gameplay may overlap with the existing "regularly rotated daily arena" in terms of functions, further increasing players’ PvP participation pressure and potentially reducing player retention.
[If it must be implemented, a limited-time format is recommended.]
II. Supplementary Proposals for Optimizing Game Positioning and Gameplay Pressure
Based on the analysis of the two aforementioned gameplay options, the "radical team-based PvP gameplay" is more recommended for priority implementation. It involves controllable modifications to the existing framework and aligns with players’ core demand for "real-time, lightweight" PvP.
It is also important to emphasize that the current issues of the game, such as redundant systems and high character development pressure, cannot be solved solely by optimizing PvP gameplay. Since PvP inherently relies on the depth of character development, there is an inherent contradiction between its "competitive nature" and "casual social interaction". Therefore, it is suggested to break through from the dimension of external gameplay: for example, optimize the interactivity of the farm gameplay (e.g., allowing friends to help water crops, steal yields, and interact with princess NPCs) and add a home visit function (e.g., allowing players to visit friends’ homes, leave messages, and give small amounts of resources, as well as interact with princess NPCs). This will enable players to enjoy a relaxed social experience in non-competitive scenarios, truly achieving a "balance between character development pressure and casual experience".
I hope the development team can comprehensively evaluate the above proposals by considering both gameplay feasibility and player experience. I am also willing to provide more ideas if further refinement of the design details for a specific gameplay is needed. The decision on whether to expand the gameplay should also take into account factors such as the company’s project budget.
Regarding rewards, the event token system can still be adopted [as players tend to prefer lightweight gameplay; it is suggested to minimize the gap in this expanded arena gameplay (). The fundamental reason players participate in the arena is for "vanity", i.e., rankings. A large number of players, regardless of their reasons, have this simple demand. Therefore, expanding the gameplay modes to meet this demand without modifying the original "rotation total annihilation arena" will basically avoid any major issues].
In addition, regarding the article I read in the café [which suggests allowing only one bloomed hero...], currently the Training Room unlocks up to 2 bloomed heroes, and the AA72 bloomed hero quest gives 1. There is no need for deliberate restrictions. However, if restrictions on the number of bloomed heroes are imposed, it will indeed encourage players to experiment with different lineups and enrich lineup diversity to a certain extent. That said, the balance between bloomed heroes remains uncertain (); some heroes are still weak even after blooming, making them unsuitable for PvP.
Regarding the company’s revenue: I noticed that the revenue of the Korean server was very low last month, although it is supported by other servers. While I agree that restricting the number of bloomed heroes in battles can somewhat increase overall revenue (the viewpoint of restricting bloomed heroes), I think you could try this approach to alleviate the pressure of revenue KPIs.
Sincerely,
Luo Yu
Date: October 10, 2025
thank you~
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