In frequenting the forums I have seen many individuals devoted to supporting Shadow Era and the community. After enjoying the Shadow Era product for years and supporting it via KickStarter, I thought I’d give a little back to Wulven via my skill set. As a software application business analyst, I’ve written (during my commuting) a business analysis case on the proposed campaign feature and the gaming industry methodology behind the key components of such development.
I provide examples not as suggestions, but to illustrate how the methods would be reflected within the Shadow Era product.
Any feedback from Wulven and team, in regards to this analysis is very much encouraged.
If Wulven & team would like to further discuss an area of the product in confidence, you’re welcome to PM me.
Constructive ideas and input are welcome from everyone.
Business Analysis Case - A Rewarding Campaign Design
There are key aspects to a well-designed ‘campaign’ in the gaming industry. Failing in these crucial areas will result in a product that is not well received by the end users. These components are:
- Difficulty
- Variable gameplay
- Duration
- Reward
- *Story Line
Difficulty
The difficulty of a game is vital to the end users enjoyment and can be a difficult balance to achieve. The game needs to be able to cater to a range of audiences from first time players to long playing veterans. Starting too difficult will likely discourage new players. They may perceive the game as too difficult and that it’s a ‘pay to play’ model. At the other end of the spectrum being too easy will have the experienced players bored and the lack of challenge will be unsatisfying. A common solution to this in the gaming industry is a ‘difficulty setting’, enabling players to determine how challenging the campaign will be.
SE Application:
The Shadow Era TCG is an incredibly easy model to incorporate a varying difficulty system.
Example of incorporating difficulty levels into the SE campaign:
Normal: Standard campaign
Hard:
- Opponent Hero starts with additional health (E.g. +10)
- Player Hero starts with reduced health (E.g. -10)
- Opponent starts with additional resources (E.g. 2+)
- Opponent starts with additional shadow energy (E.g. 4+)
- Opponent starts with a specific card already in play
- Opponent starts with a 'pre-defined' initial hand
- Opponent allies have +1 health \ +1 Attack
- Opponent has access to better cards/ better constructed deck
- Opponent has “special campaign only cards” (I.e. 3 cost, generate an additional +1 SE at the end of your turn)
- Your Hero starts Ablaze or Poisoned
- Smarter AI
Of course this allows for many levels of difficulty, including easier levels which would be the inverse to the Hard examples above. The varying difficulties also extend the duration of the campaign as many players will complete the campaign at the different difficulty settings. This can be further encouraged by providing a unique reward, at the completion of each difficulty setting. (Ideal examples of this would be an alternate art, or sleeve that’s exclusive to completing each particular difficulty level)
Variable gameplay
Essential to any game is variables within gameplay to break up the repetitive nature and keep the player interested. This is frequently achieved by adding new variables which pose a challenge to the player. An example of this would be the very popular, yet highly repetitive game of “Candy Crush Saga”. It adds the variable in the form of new “bricks” that require specific circumstances to remove, and thus adds a further layer of complexity and a new challenge to the player.
SE Application
Shadow Era is a reasonably complex game with many factors and variables to consider, particularly when playing quick matches and meltdowns. The campaign model however will be reliant on the AI which is currently predictable and “stupid”, providing limited challenge with matches that can be “repetitive” in nature. (There is current development towards a smarter and more robust AI which will be an excellent component of the campaign)
A hypothetical example of ‘absolute minimal variation’ in a SE campaign would be a linear flow of versing each opposing hero in a standard match. Much like versing the AI now, only having no choice of who your opponent is, or what hero you play.
Variation in gameplay within the SE campaign could be achieved by:
- Introduction of NEW ‘campaign specific cards’ throughout the campaign (Already announced by Wulven as an inclusion)
- Unique Scenarios rather than a standard match up (I.e. opponent starts with allies on the board, or that your Hero is ablaze, with a corresponding explanation in the campaign story – you’ve been ambushed etc.)
- Introduction of new card concepts (I.e. Single use card campaign only cards – as already announced by Wulven for inclusion)
- Varying AI “personalities’ for the same hero. (The same hero will behave differently in the different ‘levels/missions/stages’. I.e. May play aggressive, board control, mill, etc.) This will avoid ‘predictable’ AI and the player must learn the behaviour of his opponent for the particular level.
Duration
The duration is how many hours it takes to complete the campaign in its entirety. A surprising portion of new players will have no interest in playing “player versus player” gaming (Quick Match and Meltdown) and will instinctively gravitate towards ‘single player’ activity. (Especially those who have stumbled upon the game and are not familiar with TCG’s) Currently the game doesn’t accommodate such players, with the very limited single player options available. A portion of ‘casual gamers’ will play a game until they’ve completed the ‘single player’ mode and move onto the next game.
In regards to a new player first experiencing the product; the campaign needs to initially impress, tutor and then challenge the player. They should be thinking “just one more level” when they need to be going to bed and have them coming back the next day. Humans are habitual and establishing a daily visit to the product is a proven method of establishing a long term player. Long term players are more likely to invest financially (via Shadow Crystals) then an individual who downloads and (in their views) completes the game in a week.
You can spend months of developers time, creating the most amazing campaign, however if it can be completed in 6 hours by a player – it will likely have a poor return rate to the company and thus hasn’t been a feasible investment.
For this reason many games incorporate tactics for extending the gameplay duration. The business approach is to ‘build layers upon the base product’ which is substantially less ‘resource intensive’ then extending the base product. To illustrate this in a basic example: it’s more feasible to be able to play with 3 different characters/heroes through 10 levels, in comparison to building 30 different levels to produce the same duration of entertainment.
Gameplay duration is vital, to keep the customers active with your product and strategies to maximize entertainment value with little programming has been seen throughout the history of the gaming industry from:
- The early “Space Invader” games utilizing different difficulties
- “Open world games” such as “Grand Theft Auto” that are non-linear and allow exploring
- Different playable characters/heroes which alter your gameplay as used in “WOW”, “Diablo”, “Borderlands”, etc.
- High volume of playable levels with slight variations based on the game foundations as seen in many mobile apps such as “Angry Birds” and “Candy Crush Saga”.
SE Application:
Shadow era is a perfect candidate for many of the standard methods for extending gameplay entertainment, without compromising the product quality or over extending on the developer resources required:
- Option of completing the campaigns at different levels of difficulty.
See Difficulty section for a detailed breakdown
- Ability to play each campaign using every hero.
I understand LORE and story line is a commodity of Shadow Era. So you have a golden opportunity to effectively combine LORE, extended gameplay duration and reward.
For Example: You must complete the “Rise of Rain campaign” initially with Amber Rain.
On completion of the campaign using Amber Rain it unlocks all Human Heroes.
On completion of the campaign using every Human Hero, it unlocks all Shadow Heroes.
This way the LORE based story can be unveiled with the initial hero, and replay value utilizing the other heroes is considered a bonus.
NOTE: The key is to encourage the behaviour of completing the campaign with all heroes - is with rewards. (Unlocking is also a reward in itself)
- A substantial amount of levels before the campaign in completed.
For example: A 10 level campaign would be unsatisfying. (Players who have waited for this feature will feel cheated at the apparent lack of effort invested) Worsening the situation would be the unfortunate perception that it would be another 12 months wait for just another ’10 levels’.
In contrast 150 level campaign would overwhelm a player, potentially having them question if there is actually an end!
The quantity of levels is a double edged sword and you must find your own balance. The key ingredient is maintaining the entertainment value and not having the player feel they are ‘doing the motions’ when they start each new level.
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