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Topic: [ANN][ICO] AREAL - REVOLUTION IN THE GAMING INDUSTRY - page 8. (Read 3787 times)

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Card Battler
The most famous examples of card battlers are Marvel War of Heroes, Blood Brothers. Card battlers - an example of the structure of the game, where there is no gameplay, the game is reduced to "taping" on the phone screen. Pumping cards, finding the necessary map in missions, combining different cards in search of the optimal deck, searching for interdependencies between different cards provide a greater depth to card battlers. In such games an important role is played by social mechanics - clans / alliances and rivalry. Also, there are collections, events and other mechanics that contribute to the retention and involvement of players. The main engine of monetization is minikazino, with which you can get cards, the cards you need are not directly sold, but you can buy sets with random cards.
copper member
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Action with progress
The most striking examples are Deer Hunter and CSR Racing, Injustice: Gods Among Us (although there are borrowings from card battlers), Robocop. Most shooters (from the English shooter - shooter), racing and fighting games (from English fighting - fight, fight, duel, fight) are built on the basis of this game structure. Progress usually consists in moving the story of the game. In this case, for promotion, it is required to "pump" the character / machine / weapon, since at some point the player will no longer have a chance to defeat the opponent. This is the basis for the monetization of the game.
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Strategy
The most popular are Clash of Clans, Game of War, as well as many games with the same structure and different design from Kabam (Kingdom of Camelot, The Hobbit, Dragons of Atlantis) to Modern War. Progress in such games is expressed in the development of the attacking and defensive power of the player. The player begins with a small unprotected village (base / castle) with one type of warriors and gradually moves forward, which is very well reflected in the visual level, at each moment the user has a specific desired goal (to open a new warrior, strengthen the wall, etc.) , to which he aspires. The player constantly sees the villages of other players. When he gets to the village of a stronger player, he sees the buildings still closed to him, which causes him to open them and catch up with his opponent. He is invited to accelerate the upgrade, construction, the army. Monetization is built on the acceleration of progress, and in fact - on the sale of time.
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King Style Puzzle
The most popular examples are Candy Crush Saga, Pet Resource Saga, Jelly Splash, Farm Hero Saga. The structure of the king's puzzles is a vivid example of using one structure of the game with different gameplay. The game has a competitive aspect (competition with friends in advance on the map, the best result at a certain level) and the cooperative aspect (the opportunity to help / give heart to a friend). Progress in the game is expressed in moving the player forward along the plot (on the map). With the progress forward, the game process gradually deepens and becomes more complex. Monetization is based on the sale of accelerating progress. The game offers "cheats" (tricks), which help the player to move forward faster. The gameplay does not have a big impact on financial performance, because for all games of this type they are almost identical.
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User interaction model
First, the user makes a decision about the download. This decision is influenced by visual appeal, feedback, brand, developer's name, recommendations of friends.
Then the user starts interacting with the game. In the first hours / days, the most important factor for the user is visualization and gameplay, they are responsible for the formation of the user's interest in the initial period.
One gameplay to keep players for several months, it is impossible (do the same after a while). Therefore, during initial participation, the game should gradually move the player to the level of the structure, that is, set the goal so that the player constantly returns to it for the sake of progress in the game, that is, not for the next race, but to " route, etc.
This is followed by competitive, social, clan mechanics, which can raise the level of motivation of the player to an even higher level, for example, the leader in the best players or respect / recognition for contribution to the common cause.
mobile gamer

Below is an approximate classification of the types of structures of financially successful games:

King Style Puzzle
strategy
Action with progress
Bead bit
farm
Casino
slides
paid
I must say that there are other structures of games. In most cases, they are obtained by crossing the above structures or partially borrowing a mechanic.
newbie
Activity: 46
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Hi! When will be Yobit listing?
I'm a longtime subscriber of this thread would like to see this project on the larger exchanges like Yobit top 50 only for sales, I recently came back there listat such nonsense, the site is ephemeral and page 2 here) it seems to Me there administered only coins to merge and run with the money. I'm believing this project and listing on Yobit will only wet the reputation no more.
newbie
Activity: 10
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studied your white paper, very interesting, continue in the same spirit
newbie
Activity: 14
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Hi! When will be Yobit listing?
newbie
Activity: 6
Merit: 0
This project is interesting because when a game economy is implemented in the game, the developer can always give the player the opportunity to influence this economy (discounts, sales, various mechanisms perceived by the player as a purchase of something cheaper). Prices under such a model are initially overstated, as a result, when the shares are launched, the player believes that he receives a discount. Here the principle works: the player can miss the opportunity to use this action. It is said that this is a unique proposal, and if he does not use it, he will lose it. Here, attempts begin to give the player a slightly different game: turn it into a casino. The excitement of winning, based on greed, always works and failsafe. If the player is given random mechanics (dishonest ☺), we will get pretty interesting results - players spin roulette, players pay and forget about the game a little. At the same time, their original purpose was to get a thing or game currency, which is played out in these mechanics. Only when we receive these items can we hope that the player will return to the game.
Yes, of course, it would be much easier, faster and more convenient than to bring money to the bank through banks or credit cards.
Personally, I can not remember the game where it would have been realized well enough, I hope the Area will reach this niche of heights.
newbie
Activity: 46
Merit: 0
This project is interesting because when a game economy is implemented in the game, the developer can always give the player the opportunity to influence this economy (discounts, sales, various mechanisms perceived by the player as a purchase of something cheaper). Prices under such a model are initially overstated, as a result, when the shares are launched, the player believes that he receives a discount. Here the principle works: the player can miss the opportunity to use this action. It is said that this is a unique proposal, and if he does not use it, he will lose it. Here, attempts begin to give the player a slightly different game: turn it into a casino. The excitement of winning, based on greed, always works and failsafe. If the player is given random mechanics (dishonest ☺), we will get pretty interesting results - players spin roulette, players pay and forget about the game a little. At the same time, their original purpose was to get a thing or game currency, which is played out in these mechanics. Only when we receive these items can we hope that the player will return to the game.
Yes, of course, it would be much easier, faster and more convenient than to bring money to the bank through banks or credit cards.
newbie
Activity: 46
Merit: 0
will there be a mobile application from your team? Since in the era of portable gadgets this is very important

I agree, the application would increase the interest in the coin
If you think of a good idea as they did on the air with cryptotics, then in general it will be a bomb)
newbie
Activity: 186
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I hope to wait for news remained not for long time?
newbie
Activity: 10
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will there be a mobile application from your team? Since in the era of portable gadgets this is very important

I agree, the application would increase the interest in the coin
newbie
Activity: 36
Merit: 0
Until the end of the week we will show you our site, yet without a platform

White paper, site launch - you are definitely show some progress. What's next?

I think listing on the stock exchange  Cool
newbie
Activity: 36
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this coin will be used only for online games or for gambling too?
newbie
Activity: 46
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will there be a mobile application from your team? Since in the era of portable gadgets this is very important
full member
Activity: 476
Merit: 100
The game industry is a relatively easy to attract users to participate in the industry, but the important thing is how to attract, I hope it has a good game development content.
newbie
Activity: 13
Merit: 0
Until the end of the week we will show you our site, yet without a platform

White paper, site launch - you are definitely show some progress. What's next?
newbie
Activity: 36
Merit: 0
a lot of my friends likes games, I will advise them this project
copper member
Activity: 125
Merit: 0
Until the end of the week we will show you our site, yet without a platform
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