New Player and Constructive Criticism
Posted: Wed Nov 02, 2016 5:52 pm
Hello!
First of all, I would like to say that the reason I'm taking the time to type this out is because XII Brave is not only a local brand that I strongly support, but also because it's a company by gamers for gamers. I would like to believe that this is true.
A. PREFACE / BACKGROUND (Skip this if you're lazy)
I've been following the development of Valiant Force ever since it's inception and signed up last year when the pre-registration was simply on a piece of paper with a pen at a local (Singapore) booth @ STGCC. Every time there's been a post on the Valiant Force Facebook page / etc I've been actively sharing and getting excited for a locally produced game to take on the mobile app market. I was even more excited for XII Braves when you announced you had partnered up with companies bigger than themselves to launch the game in the international market - so much so that I was willing to wait even longer for the official launch of the game.
Fast forward to this year. Close Beta launched and was open to Android users. Some of my friends never got the key, while others ran iOS devices. While I was really excited about the game, I wasn't about to purchase a new android phone simply to play the CBT. I understood the reason why Apple users didn't get the CBT - it's customary for CBT to be on Android. The wait continued as I entertained myself with other games both on PC and on mobile.
First day of launch
On the 1st of November, I eagerly waited for the launch of the game - realizing that there was no launch timing on the Facebook Page. It got slightly frustrating as there was zero indication on the page and no reply to the people posting on the page itself... until 6:41pm (+8 GMT), where you declared the game's official launch.
I'm not going to lie, with all the patience I had, I was slightly disappointed with the way this was handled. While I understand there was no fix time in which Apple would roll out the app to its store, it would have been nice if you had mentioned something on the Facebook page itself so at least the players knew you hadn't forgotten about the game on Launch day.
B. GAMEPLAY
These opinions are of course, of my own and not representative of anyone else. There will definitely be people who might not agree with what I say here. Now I've been an avid player of games, both on mobile and on PC, and I would like to share some constructive criticism now that I've finally gotten my hands on the game as a non-CBT player.
Multi-genre fusion
I really enjoy how there's an attempt to include multiple genres in a single mobile game. The equipment swapping element of the game is reminiscent of classic SRPG like the Final Fantasy Tactic series. This, along with base building elements to gain resources definitely adds points to the game. As an experienced gamer, I had little difficulty navigating the experiences - the guide quest function definitely helped.
First impressions - SRPG (?)
Here comes the problematic bit. Mobile games need to catch the players' attention very quickly. All it takes is a double tap back to our home screen and a few seconds to delete the game, never giving it a second thought. I would say very honestly that I gave this game more time than I would have given other games because of above-mentioned reasons. The first one hour of the game was spent doing repetitive quests, where the monsters barely scratched my characters. I would repeat the same actions every single match and I'd win. This, plagued with the constant barrage of "LIMITED TIME PACKS" was getting slightly discouraging. Where was the strategy? No doubt veterans of the game who had sloughed through the beginning stages during the CBT would say that the depth comes in later in the game, where you tinker with character builds, etc. However, most of the curious, generic, casual player base would have been lost by then.
There was little motivation to continue playing past the first 9 levels (repeating the same actions again and again) before unlocking the event map.
Layout
When it comes to SRPGs, there has been a few in the mobile market that's pretty popular. Now this is where I quote evidence from the app market itself to back my assertions -
Fantasy War Tactics and Phantom of the Kill are both titles that have been out for some time, averaging a 4.5 in the android app store. Both of them have relatively clutter-free layouts during the actual battle segments where players tend to spend most of their time. Valiant Force, however, splits its screen into two; with the bottom portion as the controls and the 3D elements at the top of the screen. Now I don't know if its just me, but I realized I've rarely stared at the top half of the screen for most of the battles. I'm effectively playing this game on half of my phone's screen whenever I'm battling.
Character rendering
I believe the reason why I didn't look at the top half of the screen as much as I wanted to was partially because of this - the 3D characters felt very rough compared to the well-drawn 2D art (props to Alchemaniac). The details were not very compelling. However, I do appreciate the cut scenes for when they use their skills - a pity you only finally manage to use those skills more than an hour into the game.
CBT vs New players
I believe that by now you've read enough complaints about CBT vs new players and how there's been no data wipe for the official launch. I do not understand much about the production of games as I'm simply a player, so I'll choose to respect your decision to go for a no-wipe CBT instead of simply rewarding CBT players with exclusive items in the official launch after the wipe as per many other games. However, it does bring about certain problems as it does affect the experience of a new player in two main aspects:-
1) Arena.
The most competitive players (read, Whales or hardcore free players) of a game who will spend most of their time obsessing over your game and spreading it by word of mouth will definitely be looking to play in the Arena. Grinding all the way to level 15 for new players to finally unlock the Arena will only lead to disappointment and a huge sense of helplessness as they look at the rankings in comparison to their puny, unevolved characters. There's very little incentive to spend on the game to play catch up when they can choose instead to devote their time to another game where they know they'll get an edge if they spend / grind hard enough.
2) Event.
Frankly, this damages the game more than the arena itself, because it doesn't just affect your hardcore player base, but it affects the vast majority of the new players looking to pick up a game. I've read guides and looked at tips for this event (and most players won't even do this) and I'm just looking at the items that costs 10,000 and above and wondering just how many times I have to grind the beginning stages of the event to gather enough tokens. (I started the minute the game launched and I can only get ~20 tokens per game currently) I believe this Halloween event was not very suitably paced as a starting event. It felt more like the official launch was months ago and I'm starting a game that has events catered to players who are veterans of the game. A better event would be something that's realistic enough for new players to clear within your two week timeframe without having to spend 12 hours a day + waiting for energy refills to complete.
It's very discouraging to start a new game and receive this message - "Give this event a miss, the mobs are too strong for you. Perhaps next event, maybe."
Conclusion
I'm not sure what kind of backlash I will receive for posting this, but I've decided to take some time out to type this not to bash the game nor the devs, but because I feel a lot for this game since a year ago and I really do want to support fellow Singaporeans in a dream that's often laughed at in our society. I really want XII Braves to succeed, and I want Valiant Force to be a game I can happily promote to my friends as an amazing locally produced game. I don't know what you can do at this point, but I'll continue playing for a week or so to look at the many different functions the game has to offer (and still try for the event exclusive items), but I don't see many new players doing the same.
P.S. I did read the README before posting. I hope this didn't flout any of the rules.
First of all, I would like to say that the reason I'm taking the time to type this out is because XII Brave is not only a local brand that I strongly support, but also because it's a company by gamers for gamers. I would like to believe that this is true.
A. PREFACE / BACKGROUND (Skip this if you're lazy)
I've been following the development of Valiant Force ever since it's inception and signed up last year when the pre-registration was simply on a piece of paper with a pen at a local (Singapore) booth @ STGCC. Every time there's been a post on the Valiant Force Facebook page / etc I've been actively sharing and getting excited for a locally produced game to take on the mobile app market. I was even more excited for XII Braves when you announced you had partnered up with companies bigger than themselves to launch the game in the international market - so much so that I was willing to wait even longer for the official launch of the game.
Fast forward to this year. Close Beta launched and was open to Android users. Some of my friends never got the key, while others ran iOS devices. While I was really excited about the game, I wasn't about to purchase a new android phone simply to play the CBT. I understood the reason why Apple users didn't get the CBT - it's customary for CBT to be on Android. The wait continued as I entertained myself with other games both on PC and on mobile.
First day of launch
On the 1st of November, I eagerly waited for the launch of the game - realizing that there was no launch timing on the Facebook Page. It got slightly frustrating as there was zero indication on the page and no reply to the people posting on the page itself... until 6:41pm (+8 GMT), where you declared the game's official launch.
I'm not going to lie, with all the patience I had, I was slightly disappointed with the way this was handled. While I understand there was no fix time in which Apple would roll out the app to its store, it would have been nice if you had mentioned something on the Facebook page itself so at least the players knew you hadn't forgotten about the game on Launch day.
B. GAMEPLAY
These opinions are of course, of my own and not representative of anyone else. There will definitely be people who might not agree with what I say here. Now I've been an avid player of games, both on mobile and on PC, and I would like to share some constructive criticism now that I've finally gotten my hands on the game as a non-CBT player.
Multi-genre fusion
I really enjoy how there's an attempt to include multiple genres in a single mobile game. The equipment swapping element of the game is reminiscent of classic SRPG like the Final Fantasy Tactic series. This, along with base building elements to gain resources definitely adds points to the game. As an experienced gamer, I had little difficulty navigating the experiences - the guide quest function definitely helped.
First impressions - SRPG (?)
Here comes the problematic bit. Mobile games need to catch the players' attention very quickly. All it takes is a double tap back to our home screen and a few seconds to delete the game, never giving it a second thought. I would say very honestly that I gave this game more time than I would have given other games because of above-mentioned reasons. The first one hour of the game was spent doing repetitive quests, where the monsters barely scratched my characters. I would repeat the same actions every single match and I'd win. This, plagued with the constant barrage of "LIMITED TIME PACKS" was getting slightly discouraging. Where was the strategy? No doubt veterans of the game who had sloughed through the beginning stages during the CBT would say that the depth comes in later in the game, where you tinker with character builds, etc. However, most of the curious, generic, casual player base would have been lost by then.
There was little motivation to continue playing past the first 9 levels (repeating the same actions again and again) before unlocking the event map.
Layout
When it comes to SRPGs, there has been a few in the mobile market that's pretty popular. Now this is where I quote evidence from the app market itself to back my assertions -
Fantasy War Tactics and Phantom of the Kill are both titles that have been out for some time, averaging a 4.5 in the android app store. Both of them have relatively clutter-free layouts during the actual battle segments where players tend to spend most of their time. Valiant Force, however, splits its screen into two; with the bottom portion as the controls and the 3D elements at the top of the screen. Now I don't know if its just me, but I realized I've rarely stared at the top half of the screen for most of the battles. I'm effectively playing this game on half of my phone's screen whenever I'm battling.
Character rendering
I believe the reason why I didn't look at the top half of the screen as much as I wanted to was partially because of this - the 3D characters felt very rough compared to the well-drawn 2D art (props to Alchemaniac). The details were not very compelling. However, I do appreciate the cut scenes for when they use their skills - a pity you only finally manage to use those skills more than an hour into the game.
CBT vs New players
I believe that by now you've read enough complaints about CBT vs new players and how there's been no data wipe for the official launch. I do not understand much about the production of games as I'm simply a player, so I'll choose to respect your decision to go for a no-wipe CBT instead of simply rewarding CBT players with exclusive items in the official launch after the wipe as per many other games. However, it does bring about certain problems as it does affect the experience of a new player in two main aspects:-
1) Arena.
The most competitive players (read, Whales or hardcore free players) of a game who will spend most of their time obsessing over your game and spreading it by word of mouth will definitely be looking to play in the Arena. Grinding all the way to level 15 for new players to finally unlock the Arena will only lead to disappointment and a huge sense of helplessness as they look at the rankings in comparison to their puny, unevolved characters. There's very little incentive to spend on the game to play catch up when they can choose instead to devote their time to another game where they know they'll get an edge if they spend / grind hard enough.
2) Event.
Frankly, this damages the game more than the arena itself, because it doesn't just affect your hardcore player base, but it affects the vast majority of the new players looking to pick up a game. I've read guides and looked at tips for this event (and most players won't even do this) and I'm just looking at the items that costs 10,000 and above and wondering just how many times I have to grind the beginning stages of the event to gather enough tokens. (I started the minute the game launched and I can only get ~20 tokens per game currently) I believe this Halloween event was not very suitably paced as a starting event. It felt more like the official launch was months ago and I'm starting a game that has events catered to players who are veterans of the game. A better event would be something that's realistic enough for new players to clear within your two week timeframe without having to spend 12 hours a day + waiting for energy refills to complete.
It's very discouraging to start a new game and receive this message - "Give this event a miss, the mobs are too strong for you. Perhaps next event, maybe."
Conclusion
I'm not sure what kind of backlash I will receive for posting this, but I've decided to take some time out to type this not to bash the game nor the devs, but because I feel a lot for this game since a year ago and I really do want to support fellow Singaporeans in a dream that's often laughed at in our society. I really want XII Braves to succeed, and I want Valiant Force to be a game I can happily promote to my friends as an amazing locally produced game. I don't know what you can do at this point, but I'll continue playing for a week or so to look at the many different functions the game has to offer (and still try for the event exclusive items), but I don't see many new players doing the same.
P.S. I did read the README before posting. I hope this didn't flout any of the rules.