On the day of the launch of "Singing Tide": What kind of second game will a non-core second-game player be attracted to?
Ask yourself, I shouldn't be a core user of the two-dimensional category.
After all, whether it is from the perspective of my consumption investment in ACG products or my understanding of related cultures and related groups, it is difficult for me to keep up with the rhythm of core users. But what's interesting is that in recent years, the mobile games that I have been able to stick to are basically the second games that are rooted in the roots. For example, "Singing Tide", which officially opened the public beta today (May 23), has a certain attraction to me.
It is reported that it took less than a day after the pre-download of "Singing Tide" was opened, and it has topped the free list of more than 100 countries and regions. As of press time, "Singing Tide" has also achieved the sixth place in the best-selling list of the national server, and it is obvious that the number of players who are interested in this work is still considerable.
While urgently promoting the main line of "Singing Tide", as a non-core user who is interested in trying out all the new second-game products, I suddenly want to analyze myself: what kind of second-game product can make players like me who are "easy to lose" keep up and invest time and money for a long time?
Representative of the "post-Genshin Impact" era: everything that should be there must be
As an old guy who has been in contact with the second game since "FGO", my tolerance at the audio-visual level should be relatively high. Previously, I also thought that even if "Genshin Impact" had an overwhelming leading effect on the second game, it would not affect some products to continue to take the "non-masterpiece" route of emphasizing the plot and characters. However, before I knew it, many of my friends and I were no longer very receptive to the process of PPT - it had to be a complete RPG narrative.
Therefore, my primary requirement for a new flagship product like "Singing Tide" must be to reach a high standard in terms of audio-visual performance, technical presentation, world scale and overall completion.
At present, although the whole framework is not too surprising, it does "have everything". The exquisite character design and modeling, the smooth cutscenes, and the filling of the world with a certain scale and recognition are basically in line with my needs in watching, listening, and aesthetics.
In addition, although I didn't care so much about the design of the character card image, "Singing Tide" was also considered to have done my homework. Over time, it shouldn't be difficult to find a Preferred Character that matches my XP and works well.
Of course, under the so-called "masterpiece look", "Singing Tide" still has some inherent thresholds like many similar products. For example, the slow pace of the story, the output of a large number of worldview proper nouns when it comes up, some dark screen filters, and mobile optimization that need to be strengthened, these aspects of the problem are not to say whether it will lose players like me. And whether the amount of content in the early version can satisfy the majority of players will have to be observed at present.
But as far as I'm concerned, it has an emphasis that's hard to replace—combat overall.
In the previous internal test, the battles of "Singing Tide" have received high praise from many players and media, and the current open beta version is undoubtedly more mature.
As a mature ACT battle covering the gameplay of charging, air connection, role switching, skill release, concerto charging, sound skeleton summoning, precise dodge and knife fighting, the game's combat elements are very full, and the pace is fast enough, which can be seen that the official dares to put forward requirements for the player's operation and matching resource monitoring. At the same time, the game unfolds very quickly in combat, and there will be no boring problem of some ARPG initial moves, and it is basically an overwhelming experience as soon as you get started.
In addition, although "cutting character segments" is not uncommon in action games, "Singing Tide" has really polished it into an exceptionally smooth and mature core system. The role switching CD of "Singing Tide" is extremely short, which can be called an indispensable mechanism for canceling the backswing of the combo, and at the same time, starting from the concerto mechanism to match the team, maximizing the damage released by multi-character switching, is also a very important point.
It's important to switch roles
Overall, the early version of "Singing Tide" is delicate enough in terms of skin, and the combat experience is even more prominent. I think the phrase "Genshin Impact, which fights better", is still a bit biased in terms of gameplay. At least compared to "opening the map", I was completely driven by the battle to play. And more gameplay around the battle also has the opportunity to completely establish the experience at the corresponding level of the product.
If the framework of big world exploration has begun to subside in the world, and it is difficult for "Singing Tide" to get more dividends as a latecomer, then its solid combat feel, rich characters and genres are likely to be the foundation for "Singing Tide" to go on for a long time, which is worth paying attention to.
Cultivation, more cultivation
Speaking of cultivation, I believe many players will think that this is a big mess in the second game, which can be called the most blunt time-delaying design. But unfortunately, I found that I actually had some "like" cultivation. In other words, I have a lot of fascination with the exquisite, rich character BOX and the character build with a sense of choice.
For example, miHoYo's randomness of brushing relics has always been criticized by players, but I have been succeeded by its PUA, and I must first play the simulated universe when I go to work every Monday, so as to have fun fighting a double-burst entry. Even if the entire cultivation content of Lao Mi is not so profound and changeable, the pleasure of matching the relics is still difficult to refuse.
The relict brusher has become the standard configuration of the second tour
To be honest, the cultivation of commercial mobile games is not easy to do, but it is an important dimension that affects the long-term experience. And it's not that the more you cut the cultivation point, the more fun and esoteric, this year's "P5X" seems to me to have a lot of cultivation dimensions, and it should be moderately integrated.
Relatively speaking, there is a lot of cultivation content in "Singing Tide". Character levels, weapons, skill trees, these regular contents are all there, around the different mechanics of the role to match the team, how to use resources more efficiently to feed the character, the mainstream framework of this kind of second game "Ming Tide" must also be fully accepted.
But the setting of collecting sound bones in "Singing Tide" I think is a bit distinctive.
On the one hand, fighting monsters all over the map to absorb sound remains has a good drive, which is a major collection element in itself; On the other hand, the design that the sound skeleton can be summoned and put into a combo is really a departure from the equipment farming mode that only has a stat bonus and a passive mechanic. In addition, the construction of an expected collocation in the limited cost of sound remains also creates a strong sense of trade-off.
Of course, cultivation will involve long-term numerical planning, and it is difficult to say that everyone can have the same experience in place. And the depth of the development of the sound horror itself cannot be ignored, and the entries they have such as attack, defense, elements, and resonance efficiency must be quite laborious to brush up, but at least "Singing Tide" understands the character development not only in the numerical value, but also in the mechanics and style, which in my opinion is a good choice.
In short, I think the cultivation and collection of characters can be described as a highlight of the second tour that cannot be ignored. I believe that even players who are more inclined to experience the plot and take the "kitchen role" as the first priority will find it difficult to deny the structure of becoming stronger together with their favorite characters and gradually accumulating bonds. If in the subsequent iterations, "Singing Tide" can effectively fill the pool with a stable development rhythm to promote the characters of various styles, its long-term performance is still worth paying attention to.
Are there any moments that make people "impulsively spend"?
Finally, there is the important dimension of card pool.
It's curious to say, how long after everyone starts the server can't help but "start micro-krypton"? After all, at the beginning of the word-of-mouth stage, most products will still generously send resources for players to at least make up a small guarantee, and charging a monthly card can be regarded as a more recognized game.
Players like me, who tend to be more of a strength party, are susceptible to the sound of the internet. The remark that "XX can't play if you don't smoke" is very inflammatory to me. In particular, the turn-based gameplay of light operation and heavy numerical value is really not alarmist because of the difference in experience. Therefore, I have always admired those players who rely purely on XP to draw cards, and their tenacity to maintain their original intention may be the charm of the second game experience.
At present, it seems that the impulse of "Singing Tide" has not been increased due to the influence of character strength for the time being, after all, the fast-paced action gameplay that focuses on multi-character switching still has some protection for the basic lineup of players. Compared with similar products, "Singing Tide" does not seem to have significant requirements for the initial character extraction intensity.
Correspondingly, in the planning of the first limited card pool, Ji Yan's role as a role to open up the situation can be described as very luxurious. With its gorgeous dragon-shaped effects and outstanding feel, it is indeed a good choice to increase the initial character holdings.
For manufacturers, the arrangement of card pools is also an important operational proposition with many hidden doorways. Is there an appropriate amount of differentiation between each card pool character that allows players to fill the character BOX reasonably? The planning of the opening hours of the card pool and the distribution of related benefits are the core lifeblood of product reputation. It can be said that compared with the iteration of the main gameplay, the subsequent card pool arrangement of "Singing Tide" this year will not have a small impact on the performance of the product.
Epilogue:
Compared with the terrifying "Second Tour Battle Royale" on the market last year, the new products that debuted this year are undoubtedly ruthless characters with heads and faces. Either backed by a Japanese big IP, or a masterpiece that has been sharpened for many years by the representative manufacturers of the second game, it is likely that "Jeopardy Zero" will be launched in July, which will push the market competition to a fever pitch.
Therefore, the battle situation of this year's second tour market will presumably be more inclined to anxiety and pulling. Will the short-term winner-take-all be a "life or death" decision? I think it is necessary to make a more detailed observation and combing of the planning of the second game manufacturers and the market performance of the products, so as to give a phased judgment.
Judging from the performance on the first day, "Ming Tide" still has considerable absorption capacity, but the second tour has never been a one-shot deal, and the team's production capacity, long-term operation ideas and even marketing planning are all important angles that affect the vitality of IP. Are you optimistic that "Singing Tide" will take over the banner of open world second game, or open up a new voice in the action category? Let's talk about it in the comment section.
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