If you're here, you've probably read the little
manifeso-diatribe-rant about this game. I made some assumptions about what players with a phone in their pocket want, so let's hear it from you-- as you think about what you wish was on your phone, ready for your gaming pleasure, and currently is NOT, how would you finish this sentence: I wish I had a mobile game that __________.
Comments
I wish I had a mobile game that mattered, that wasn't casual and gave me a universe I could get lost in. I wish I had a mobile game that had me thinking about it when I wasn't logged in.
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Games like that blow.
That's what was great about TC you wer able to find battles that wer in your range.
2Weapons lots of weapons
3Spells
4Skills
5Lots of different ability's
6fair play
7and ORDER BRAWLERS
8and THOMAS
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I've played a lot of mobile games like Final Fable and things. They are fun at first, but once you get towards the mid level of the game, like level 40 out of 60. The game just turns into a tedious grind. Combat feels the exact same as it was at level 1. Just with different names and bigger numbers.
It loses its sense of adventure and fun at the point, and I just slowly play it less and less, until I realize I haven't logged in for 3-4 days or a week. Then I just uninstall it.
I also understand the need for IAP but just so long as they aren't mandatory to have fun or advance.
Doc
@Darggie, Paragons intent is to give you an ongoing satisfaction & thrill, and we are attacking your point about getting into a grindy lull midway through with ferocious attention. In fact, the endgame systems we're working on should not only give you exciting challenges, they will give you opportunities for competition and cooperation you'll hopefully find fun. THAT SAID, the game's presentation still be simple and easy to grok. We'll be showing comps and mocks and such in the coming weeks to illustrate.
@Docgeo, you know my feelings on story, but this will be a twist on traditional storytelling. We're planning a combination of player-directed and community data-driven storytelling to keep you interested in WORLD-TO-BE-NAMED. I'll explain that in another thread as well.
When you guys are mentioning "depth," what's your definition of that term in games?
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Maybe it's just extra dialog unlocked if you finish an enemy with a specific move. But that dialog would add just a bit of extra backstory for an enemy or the land. Little things like that, are things that keep me in a game, and keep me replaying things.
Also, not a fan of being limited on how much I play by things like "energy" that recharges. BUT I concede that it is a mobile game, and will more then likely be a factor I'll have to live with.
I don't like them if they lock me out of the game. That is teh suck.
This game is taking a crack at being both uniquely mobile AND involving/deep/tasty. We will need your feedback on those claims as we go.
And @Darggie, you can count on hidden secrets...
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I don't actually game on mobile much because I'm almost always at a computer, which offers much better control and ulility.
That said, the games I tend to enjoy most on mobile don't involve frantically tapping a screen or making use of a digital joystick. I think the medium lends itself well to menu driven, turn based or otherwise more data/information driven games.
I wish I had a mobile game with some actual depth, but remains playable rather than frustrating with a touch interface. A real challenge to achieve. My experience designing UI for mobile apps tells me it will likely take many iterations before it will be a smooth experience. I hope you guys spend serious time on this area too, not just the game design! I'm sure it will be great.
doc
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How do you think about Guilds in mobile gaming?
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And to clarify, our House system is set to be a game system-- something that will be equal parts community and competition. It's not a typical Guild in the computer game sense of the word. We're fiddling with Guilds of a more player-controlled nature, but that would be separate.
Oh and PS you're the worst.
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Where only members of that Guild could see that you were a member, and it allowed you to join other guilds and obtain information from them, strategies, plans, ect. That can be sold to the highest bidder.
Kind of like a Thieves guild, that invades other guilds.
As for what guilds mean in mobile gaming specifically, I don't have much input. I've never actually heard of a mobile game that has you interact with others in anything more than a versus match sort of way.
And for the original topic of the thread, I wish I had a mobile game that didn't feel like a chore after a while. This kind of applies to more than just mobile gaming for me, but it seems to be such a common thing now for all non-static games to have things you have to do every day, and if you don't, you either fall behind or actually suffer punishments. This requires logging in even if I don't feel like it that day, which makes the whole thing feel like something I have to do, rather than something I want to do. After a while, I start to feel like playing less and less because of all of the times I had to play when I didn't feel like playing.
Limited time only events are a bit like this for me, too. Now and again they aren't bad, but there's a game I play that has a one week event every month, and there are a number of things you can only get for that one week and never again. It means I feel like I have to play every day during that week to try to get all of the items, and it's starting to burn me out on the game itself. (Which is too bad, since I like the game otherwise!) These events also tend to deplete my in-game resources, which makes it hard to accomplish my regular goals.
-Sox
(Maybe there should be a thread for "I wish I had a mobile game that didn't _______." You know, keep all of the negativity in one place.)
Free to play vs paid. I am very much in favor of the pay once kind of game. Alternatively, small entry up front and a very balanced store. Totally free games tend to end up frustrating me with a very low age group that tends to play them. However, totally free has been done well. See the recent Star Wars Uprising. Surprisingly well done for a free game.
Another tricky point is content timers. You should not limit my play. I don't want to do five levels and wait and hour. That does not bring me back, that just gets deleted.
Social networking tie-ins should be avoided (aka FarmVille). No ask friends for help crap.
Moble guilds are not always user friendly. Nether is communicating in general. Not like with keyboard and mouse. Guilds should be shared focus environments, and clearly defined as such. Also, there is a lot that can be said for following a "Facebook page" model for guild communication. People are bored with forums, they want something that is not fully chat and not fully a forum.
Most of all, to me gameplay is imperative. TC was unique in experience. It took traditional ideas and brought some more depth to them. Mobile gameplay should be planned for 1-3 minute sessions, allowing for choice of both offline and online play.
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Guilds: Absolutely! Both PC run and NPC run for skills, learning new skills, etc.
I want to be able to begin projects that can be completed while I am offline. If I am forging a chain mail coif, I want to be able to halt the progress without losing it (I set the coif and rings aside) and continue work on it later. If I set it my character to a task, I want him to continue to work even if I am not watching it, even at a decreased speed, and time off for the character to rest, but it will continue until I return or the coif is complete.