A very obvious question, how long can I play the S2 content?
There is definitely not much experience based on S2 content alone, even if it is quite good,
But this is not a very accurate indication of play time.
There are two points that cannot be avoided: “Game Depth” & “Game Core Loop”.
Well…and the hard “innovation”.
Let’s discuss it based on D4’s positioning as “SimpleXEasy”.
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Game Depth — unknown degree (variation, randomness)
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Game Core Loop — continuous contact gameplay loop
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SimpleXEasy — The game mechanism is simple and easy to use
. . .
Obviously, there is no problem for stand-alone games.
But operating the game cannot support the entire S2 version.
There should be no problem playing the current content for a month.
But then what?
Perhaps there is a need for periodic additional content and a more stable game loop.
e.g.
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Vampire Power—Second Level
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Hunter reputation — recurring rewards
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BATTLE PASS — recurring rewards
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Is the later gameplay fulfilling (guide & goals) and exciting for players?
First, roughly plan the gameplay time positioning
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Blood Feast (early and mid-term) ※Excellent performance
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Dungeon (middle to late stage)
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HellTide (middle and late stage)
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Summon BOSS (late stage)
S2 enhances the dazzling performance of “Whisper + Tide”.
The big problem of “dungeons” is secondary, even if it has been optimized.
The problem is that there are too few goals and a single choice, resulting in a degraded strategy.
This does slow down content consumption but comes at a cost.
. . .
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Synergy effect
The famous ones are sets, skills + powers.etc. -
The thrill of randomness
Raise treasure, open boxes, damage, etc.
. . .
Brush treasure! Brush treasure! Brush treasure!
Gamble! Gamble! Gamble!
If you can entice players to continue to Brush treasures and Gamble! , it will be relatively successful.
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Does the lack of clear Comeback make players lose their enthusiasm?
What most resource characters have in common is a character catching up mechanism.
The problem is still stuck in “experience” (characters, runes, etc.).
If you adopt a phased addition of content with a follow-up mechanism,
This major problem can be significantly improved and continue to attract players.
e.g.
■ Weekly updates with continuous +% experience, or regular +% experience activities.
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Is EndGame required?
For now, there is a full wait but no clear EndGame.
- EndGame — There is exclusive or loop gameplay after reaching the level.
“Loss of constant positive feedback” in exchange for “no ending.”
This presents a huge design problem. Questionable.
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The remaining D4 details will be discussed separately if there is an opportunity.