‘The 7 most expensive words in business are: “We have always done it that way!”’
Kaizen (改善?), Japanese for “good change” is typically applied to measures for implementing continuous improvement
OK I may not know game design, but I do know business. D3, you need to sit up and say ‘we really cracked a good one here’, we can either make this game amazing and springboard our whole company or we can dwindle. I have outlined the below as a new business model because I, like everyone else moaning on this forum actually love your game and think it has amazing potential. And if you don’t want to listen, any other game designer out there that wants to make this game, please go ahead and use this. I don’t know if you have read your steam reviews but they are nearly all negative, many of them from peeps that have played over 1,000 hours of your game, because of changes you made that the community hated. Guys alarm bells should be ringing over there. What I am trying to do here is show you what your game could be. Every day your valued customers post farewell notes in this forum, do something about it, your business model is absolutely crap and needs to be chucked out and replaced. Period. Expand the steam version and move into Xbox and Playstation territory. Then have a lite version for mobiles. 20 years after it came out my mates and I can sit down on playstation 1 and rock Puzzle Fighter 2 all night.
Before anything else you need to balance your game. You need a curve scale with AP cost versus damage, for all the three character types; damage, support & Tank that is converse to health. Then with hybrid characters like tanky support BP you need to be in between somewhere. Then you need a fixed scale for all the tile types, like strike, defense countdown etc, and work off that, then any future imbalances you just tweek the numbers a bit. All numbers should be arbitrary and the only difference is the character, colors and flavor of each character. An open beta server and your community will play test stuff for you FREE! Imagine free market research! Free game balance, free staff! Tanky Thor should do less damage than DPS GSBW.
You need to hire more artists that do the character art. Currently it is amazing art and all in the same style for game design but that means you can only release content as fast as one artist can put together the 4-5 pictures per character. Everyone wants skins; I would pay 10 bucks for Mr Fixit hulk skin, or girl Thor. Don’t get over complicated if someone wants to buy something then sell it to them. You should have a stretch goal of like 200 characters by the end of next year.
I think you should look closely at Magic the gathering. It is a similar business model in that you can theoretically play free, but anyone that thinks they can win a game of Magic the Gathering with a standard pack is probably delusional. You may look at the below and say well that is impossible, but I am trying to define the ultimate your game could be and create some goal line. They do say without goal lines there are no touchdowns. I think you should get rid of most of the way you make money and focus on HP, charge entry to special events and offer HP as a reward, you have too many whacky currencies atm. You pay to enter a special event then if you are a good enough player to keep rolling your wins, you keep rolling, if you have a run of bad luck you need to buy a little more HP. Don’t make every event pay to enter, you need a healthy balance of free to play too. All together remove covers as a reward and run everything through HP. Blizzard Entertainments business model is Make a better product and people will be happy to buy it.
I would have a landing pad when you open the game with these options (make it like there is lots to do and explore options on how to play):
• Buy covers/ shop
• Social
• Tutorial mode
• Trial mode
• Play
If you click on each one a brief description:
Buy: Kill the whole 10 pack 42 pack. Just kill it with fire. It feels like a rip off and it is a rip off, you are basically running a lottery scam, everyone knows it, it pisses everyone off, it is unfair and a price gouge. Kill it with fire. Harvard Business Scool teaches that companies that perform ethically ALWAYS outperform in the long term. Have a page with every cover that is available. Boosts, health packs and special team ups, skins etc basically anything that costs HP. Get rid of the whole mess that is currently in place, there are people that want to play characters but have never got the cover that want to spend money on your game but you don’t let them, my best friend would instantly buy 4 covers for Ldakens Black but can’t because he never got the first cover. Remember if someone wants to buy something then sell it to them. Maybe something like special team ups like Devil dinosaur that aren’t available in game. You can’t keep gouging your customers; you need to make people feel like they are getting value for money. Let’s say at the end of next year there were 200 characters available with 100 covers per character colour and it was a buck or 100 HP to buy a cover, we have (200 characters X 3 colours X 100 covers X a buck = $60,000) obviously no one (I hope) is going to buy that and you would have many ways to constantly be winning HP or covers but it creates a longer game and should promote character diversity, you may have a favourite character and get to 80 covers and splash out on the last 20. I think ultimately it would make people more involved, have more to play for and you win by massively increasing the accessibility of the game (think those massive Asian markets, where they are happy to spend small incremental amounts as part of their social experience, they largely play in Internet cafe’s with their friends and will regularly pay 5- 10 bucks for stuff in game, I don’t work in game design and even I know that.) and the players get a better product. Maybe have an Auction house where you charge an HP fee to sell a character cover, so if I have a cover I don’t need at least I am half way to a cover I do want. Have a free weekly featured character that is slightly cheaper. Everyone wants to try before they buy, if you have good balance and peeps get a chance to try a fully working character people will buy in, this would also massively help the 2 -3 star transition. Every week have free characters to play, how are people going to know if they want to buy a character if they never tried it?
Social: A better chat system, alliance controls, all the social things, Network marketing is essential these days, somewhere to beat the drum, tell others that you came first, virtual communities build games over the long term. What about overarching corporations with many alliances. Hello! access the forums in game! Paying $200 for a 20 person alliance that you have to be part of to compete in is more price gouging. I agree with the cap of 20 players, or you create 2-3 unbeatable teams, but the cost to the commander is ridiculous.
Tutorial: Either dramatically expand the story mode and have it somewhere separate or get rid of it. For tutorial you should have 2 games with every character, one playing with that character one playing against. So that people know what they are getting in to. Lets say there are 50 characters then the tutorial is 100 games, every time a new character comes out 2 games are added to this. Lets say I am at Loki, I can play one game with the best scenario for this character say 166 Patch/ Loki/ Lcap and see how good the green/ black combo is in reality. Then I have a chance to play against that team and see how it is on defense.
Play: This opens up into many ways to play the game. As a business person it baffles me that you have a system in place where you dictate the way in which people play. For example the current system is designed to be played for 1 hour, then don’t play for 3 hours while a node cools down, then play for an hour. A system where you encourage people to not play your game is rubbish. If I had a factory I would want it churning out product 24/7 or your profit will suffer. People hate being told what to do, open it up and offer as many flavors of the rainbow as you can come up with. Everyone thinks that you force them to play too much or not enough, let people play in the manner of their choosing.
Game modes
Sealed Play- Buy a 10 pack of covers and make a team out of those covers with 7 other players, play 3 rounds have rewards based on 3/0 wins 2 / 1 wins, 1 / 2 wins and 0 /3 wins. You can either do this with buy a ten pack keep the covers or some other monetary mechanism like 200 HP entry.
Trial mode - where you can try a team out, or try a new character in your favourite team.
Casual Play- pop in for 1 match
Fun Play – where whacky stuff happens, like fusing a 2 X 2 or 3 X 3 group of tiles into a big hummer of a gem if they all match like Puzzle Fighter 2 (Still the best game ever, period) or like the board turns 90 degrees to the right every three turns, or your roster keeps changing, or a three way game or 4 way game like two headed giant, or 2 versus 2 play, or just fun weird stuff.
Arena mode- wait for 32 players to join, this lasts 3-4 hours, if you score well you get a big HP reward if you don’t you lose your HP, set game times and maximum game length times. No Health packs, true healing applies. People will pay 2 bucks for a nights entertainment,
Challenge or Puzzle play – create complex puzzles like Lazy Thor has 7 green, you have to win before he gets off call the storm with these three characters, or here’s a level 400 hulk, enjoy! Or what about a maze, or an infinite mode where if you clear a page it resets to a new team and a new page of tiles.
1 star events – only 1 star characters allowed.
2 star events – as above
3 star (open events) – anything goes
Regular rotating PVE or Story modes – super casual, clear as you want in a 4 day period, with different start and finish times
Live tournaments – with highest ranked players fighting live and streamed to Youtube.
A gamble mode – Like I bet my BP black cover versus your LThor Green cover. Or each put in 200 HP and the winner gets 300 (see a trend here, loads of incremental charges)
Roster Run- like an arena with 32 players, but every time you use a character they disappear out of your roster for the preceding games. – Massively encourages large roster slots and diverse max covers.
Honestly playing the game now is like seeing someone using a winning lottery ticket as a drinks coaster. You want to yell at them get the damn thing cashed in because they could be doing so much more than they are with what they have.
If you are going to change the model then you also need to give back to the community to placate your existing customers don’t just make it a more sickening price grab, be fair and equitable, talk to us about what we want, we are here offering our help and support, in your community you will probably find any conceivable type of professional that is willing to help. Anyway some quick things I would suggest to give up on to change over:
• True Healing in PVP only, it makes sense
• Get rid of 1 and 2 stars make new players feel like they are competing in the big leagues rather than some 2 star purgatory for 2 years and make everyone 3 star, 3 powers, 15 covers all together or dramatically increase the numbers of each. Or just dramatically reduce the cost and make like 300 covers for each character. If you are going to kill off the 1 and 2 stars then consider having Player level or some other mechanism to match people up with equal power players. No one likes losing, especially if it is because they are new or perceive they haven’t spent enough money.
• Seriously consider Live PVP. 30 seconds to take a turn, done. Please it is 2014. An AI will always have idiosyncrasies that humans do not, like the AI will always do a match 4 over a colour it needs. People always figure this stuff out and exploit it.
• Give people more starting slots or completely remove the cost of slots, or just dramatically reduce it.
For the third time: if someone wants to buy something then sell it to them.