The depth of the game is what fear me.
Here you need to reject your knowledge and game expert level.
To look again at all as the pure newbie.
Look at the vision, that after these updates, while we all Splinterlands gamers and devs will hurray this fact...
That we will have the situation, when the newbie, who would asking me (you, any old gamer): "So you are the fan of Splinterlands, please, tell me about, I wanna start"
And then the newbies will meet enough big description of the game depths (which will appeared). And then we would see they could say: "Nah, this is a real tough game, lets me go to another simplier one (also collectible card game on blockchain)".
I think that we here have enough joyful, fascinating and unpredictable with auto-battles. And it is really enough for me (to have fun).
Playing and arranging something during the battle on arena - seems to me tedious, even exhausting thing.
IMHO this one aspect would kill the mass expansion of the game,
even whether you think how to make the money or not (and if in these is the mass expansion sense - skillfully distribute the expendable part to a larger number of players - I appreciate this, no doubt), but
my fear is about "narrowing" of the gamers contingent due to the complexity of the gameplay of battles appearing.
I appreciate and respect your opinion.
However, I also think there are ways to address those concerns by focusing on UX.
I’ll be spending a lot of time analyzing how to best create a flow that introduces the game in a user-friendly manner. It may sound overwhelming “on paper”, but with a thoughtful application of intuitive UI...you may be pleasantly surprised by the ease of onboarding new players.
One possibility is that upon launching the game, maybe you’ll be greeted by a world map. Tap on the arena to join a tournament. Maybe tap on a flashing quest giver to unlock nearby conflicts. Tap on your land to access management of your resources.
I’m sure we can figure out creative ways to simplify the added layers of the game world.
In regards to adding an extra turn to battles, if that seems tedious to you...well, to each their own. But I would argue that gamers typically want to PLAY games—not look for ways to NOT play.
Playing games is supposed to be fun. By transitioning from 1 turn to 2 turns, it will increase the length of games by possibly another 1-2 minutes at most. The games will still be quick, particularly when compared to any other collectible card game on the market. But what you get in return for that one extra turn is a dramatic increase in strategy, potentially exciting twists, and an opportunity to engage in a more meaningful way.
On top of that, it has the potential to raise the value for cards in your collection that maybe went unused before. And it opens up a rich ecosystem of harvesting and crafting that some people might find more fun than the traditional card battles. For those people, becoming card crafters may be more fun.
I urge you to withhold judgement until we have something functional to test. I honestly think you’ll like where we end up.
Posted using Partiko iOS
If you have a few hours to spare, you might take a look at Brave Frontier. I'm not sure their UX is first-class in general but they have crammed a seriously large number of game modes into their game, with nothing more than a phone screen to work with, and are still one of the more popular gacha games out there.
Okay! I've downloaded the app, and I'm working through the tutorial. I'm always open to stealing good UI ideas, haha.
Thanks for the advice!
So I was trying to show in simulator disscussion of the old player and the new gamer, that the new one want to play in smth and would to choose to play smth simplier one.
If the user interface woould be so filigree
that it will entice the beginner to explore the game layers - I only for this!)
That's just because of the lack of information about what and how will be done, I decided to warn with a vision of where I see the problem points.)
Your feedback is appreciated.
We will try to make sure the simplicity of gameplay is not lost. My job is to make sure nothing feels "too complicated" or "tedious".
I look forward to hearing what you think as updates are released for testing.