Brief discussion D4 S2 "Comeback & EndGame"

:o: 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”.

  • Game Depth — unknown degree (variation, randomness)

  • Game Core Loop — continuous contact gameplay loop

  • 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.

  • Vampire Power—Second Level

  • Hunter reputation — recurring rewards

  • BATTLE PASS — recurring rewards

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:o: Is the later gameplay fulfilling (guide & goals) and exciting for players?

First, roughly plan the gameplay time positioning

  • Blood Feast (early and mid-term) ※Excellent performance

  • Dungeon (middle to late stage)

  • HellTide (middle and late stage)

  • 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.

. . .

  • 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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:o: 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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:o: 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.

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