我还没玩这个游戏我就给了我一个不错的影像:
1)它有实现TCG的T,T=Trading。原因来自很多TCG没有做到trading这个东西。因为卡牌是游戏的一大资源,如果开放玩家自由买卖的话,开发商就少赚很多钱了。而这是一个有internet的时代应该要有的基本交流&贸易功能,但很多开发商为了赚钱就把它砍了。
2)它有收钱,但你很难做到pay to win。关于这点,我倒现在无法100%跟你们肯定,但目前的状况是如此的叫好。你可以丢钱进去这个游戏,但你可以现钱买的东西是很少的,你买不到什么机率加成,你没办法100%买到你要的卡。
cash在这个游戏的主要功能就是在你不要farm/farm不到那么多的in game money时让你买比较贵的东西罢了。
3)诚实&LC的开发商,他们的LC是大家都知道的,说不做就是不做,minecraft很多方面不好就是因为这点。但他们很诚实,哪里烂/臭可以拿出来讲也可以给你讨论。
然后这个是他们的其中一个访谈对话内容。这是一个我蛮欣赏的观点。但也全部并非它说讲的那样严重恶心。guild wars2 算是一个不错的例子,但A net比较可怜,gem store赚的钱全部归NCsoft,所以event多故事少。
In a blog post titled: "I hate 'free to play', the superstar indie developer elaborated, saying he was "sceptical" of the free to play trend.
"The reason some people are moving to this area is that free to play showed up in the 'social gaming' segment (Facebook) and made a few people (Zynga) very rich," he wrote.
"It's been tried in other genres in other markets with decent success. By 'success', I mean 'it's profitable'. The reason anyone switches to 'free to play' is to make more money. You get your players hooked on your game, and then you try to monetize them. The idea is to find a model where there basically is no cap on how much the player can spend, then try to encourage players to spend more and more money.
"Various psychological traps like abusing the sense of sunk costs get exploited, and eventually you end up with a game that's designed more like a slot machine than Half-Life 2.
"So instead of calling it 'free to play', we should call it 'as expensive as you want it to be' or something."
现在出多3张卡:
Enegery--> Automata Forge. Structure, 0/3/5, cost 3. Instead of attacking, Automata Forge summons a Gun Automaton on an adjacent tile. Pay 3 Energy to decrease Countdown by 1. This ability can be used any number of times per turn.
Stag Heart (Growth). Enchantment, cost 2. Enchanted unit gets +1 Attack and +1 Health for each Stag Heart in play.
又是一个不错的buff,不懂可不可以全部放在一只怪上面。我刚刚用250G买了一张,等买到第二张才拿ai来开刀试下可不可以重叠效果。
Faith Duty (Order). Enchantment, cost 2. Enchant unit you control. At the beginning of each of its turns, enchanted unit is dealt 1 damage and opponent units on that row get their Countdown increased by 1.