Comments on: Deconstructing Smash Land: Is it too Simple? https://mobilefreetoplay.com/is-supercell-smash-land-too-simple/ The Art and Science of Mobile Game Design Mon, 06 Aug 2018 16:19:17 +0000 hourly 1 https://wordpress.org/?v=5.7.12 By: Daniil Demchenko https://mobilefreetoplay.com/is-supercell-smash-land-too-simple/#comment-71 Mon, 15 Jun 2015 11:37:02 +0000 https://mobilefreetoplay.com/?p=606#comment-71 In reply to Adam Telfer.

Very useful, thanks!

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By: Adam Telfer https://mobilefreetoplay.com/is-supercell-smash-land-too-simple/#comment-70 Mon, 15 Jun 2015 08:00:48 +0000 https://mobilefreetoplay.com/?p=606#comment-70 In reply to Daniil Demchenko.

Great Questions!
1 ) LOL and SL’s F2P model is very different. LOL could easily get enough depth out of 17 characters because each character is very unique (so many different abilities, tactics, etc). SL is trying to make money off of progression, and that can’t be solved by simply adding a few more heroes or pacing the game to be a bit faster. Eventually (in my opinion) they will run into the same issue. I would still recommend that they change the system to more of a Gatcha, or find a way to make upgrading and deciding between heroes to be much more deep with another system.
2 ) Yes I think its very possible to have more stats in SL. Personally I think “casual v core” & “east v west” is not a great way to understand the current marketplace. Its far more complex than just those 2 dimensions. There are a number of games that have more stats that SL including the recent Marvel Contest of Champions. Ultimately the goal has to be creating long term retention, not creating the widest possible audience. This can come through a Gatcha system, more stats, and increasing the value of stats. There are also a number of other avenues that are more approachable, but will (usually) require on substantially more content and variety.
3 ) Haven’t really thought too hard on the size of the arena. It could be a relic of keeping the arena small enough to fit on all devices, it could be because of balancing. I’d assume Supercell have done their research on that, but it would be worth experimenting with if you are working within this genre.

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By: Daniil Demchenko https://mobilefreetoplay.com/is-supercell-smash-land-too-simple/#comment-69 Sun, 14 Jun 2015 15:02:56 +0000 https://mobilefreetoplay.com/?p=606#comment-69 Adam, thanks for an insightful review. A couple of comments / questions:
1) To which extent the limitations of SL can be overcome with more content and balance tweaks. LOL had only 17 characters at launch.
2) Your point on variety of stats in comparison with Monster Strike is spot on. The question is, would it be right for a casual game on the West to have a such a complex system?
3) Why Supercell doesn’t use a whole screen for gameplay, leaving a border outside of the plane? Smaller plane significantly limits the tactics and I’m not sure it’s a right thing here.

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