SSG | Apps

Smartphone Social Games

ゲームシステムの分析

下のゲームはゲームシステム別になります。

上のTop25種類は書いていますが、その他にも色々あります。

ゲームシステムの分析

経営ゲーム

TinyChef by TinyCo

Pet management 動物経営ゲーム

TapZoo, PetHotel etc.

DragonVale

シティシミュレーション/CityBuilder/Sim

TinyResort by TinyCo

Goals Balance

Wooga MagicLand: Island

DollarIsle

Tiny Tower by nimblebit

Smurfs Village by Beeline

CityBuilder mechanics

Layout/Proximity

Roads + pathing

Resource Management

TradeNations by Z2Live

TinyVillage by TinyCo

CastleVille

resource game mechanics

Mines/Resource generators

Storage

Jobs/Workers

Haulers

Trading mechanic

Crafting

Marketplace

Center Castle/TownHall/BigRock

Resource + Battle

BattleNations

Advance Wars

WikipediaLink

Empires and Allies by Zynga

HaypiKingdom

Travian

Modern War by Funzio

StarCraft

Command and Conquer

ミッドコアー

Wasteland Empires

Backyard Monsters

FFTactics battle

Resource+battle Common mechanics

Research/Tech tree

Battle Mechanics

Resource + Puzzle (realtime)

Pioneer Lands by Nevosoft

Jack of all Tribes

Roads of Rome

Other mechanics

Surge mechanic

Civilizations Wars, Buccaneer Blitz

AnimalLand by CyberAgent

Collection mechanic

Indirect control:

Rogue-Like!

Mining/鉱員


経営ゲーム

TinyChef by TinyCo

ビジネスシミュレーション+アポシステム。

第一世代ソーシャルビジネスシム、そのカテゴリーは満杯

cook > wait > collect

expand restaurant

NightclubStory, RestaurantStory, BakeryStoryなどのTeamLavaゲームは大体一緒。


Pet management 動物経営ゲーム

TapZoo, PetHotel etc.

Pet games

key mechanic of breeding, limited by number of free breeding slots.

卵+ハビタットの合成システム

TODO - petgame mechanics esp breeding


DragonVale

Facebook page

YouTube

Pet management + breeding of Dragons

upgrade dragons

place them in suitable habitats

Eggs

Hatch

Habitat for the types of dragon

Speedup (impatience) is main billing mechanic.

Rainbow Dragon for xmas: $100!

Key monetize point: speedup (“finish now for 1 gem?”)

references: PocketFrogs breeding + collection mechanic

課金ポイント:スピードアップ(あせっていらいらすること)


シティシミュレーション/CityBuilder/Sim

TinyResort by TinyCo

build > wait > collect rent > upgrade > repeat

tune to meet goals

tourists move on their own, not required to manage them or assign jobs.

Goals Balance

different goals for your city, you have to keep growing but balancing different needs.

as the city grows, other requirements come in focus. eg need more electricity or plumbing.

similar to SimCity balance of  Residential/Industrial.

as activity rises, so does Crime etc.

Problems:

requires multiple islands as player soon fills up first island. this is a problem as you don’t want to “leave behind” the stuff you’ve invested in so far to build up the first one.


Wooga MagicLand: Island

facebook/HTML5

Center castle’s levels controls size of overall population

add more houses on the map to generate more rent

houses cost food. you have to grow food and feed houses

peasants > villager > knights house

generate coins: longer period but more coins

Troll wacking > cost HP, generate XP

http://www.slideshare.net/wooga/killer-game-loops-in-social-games


DollarIsle

build more houses > increase population > get more rent > finish construction > gain XP

road unconnected houses don’t generate income

building types: shops, business, … road

goods take many minutes to mature

remove trees

quests drive to invite players by email

move items: -money

sell items: +money

buildings: size, X income / minute, initial cost

add decorations near houses to increase their rent


Tiny Tower by nimblebit

CityBuilder mechanics

Layout/Proximity

putting flowers next to a building increases its rent.

certain buildings react better to certain items (eg house+flowers, factory+purifier..)

special buildings have to be within X range of each other. eg a factory has to be close to a mine.

Roads + pathing

have to connect shops to a road to activate. connect new buildings to the town hall.


Resource Management

TradeNations by Z2Live

trading with people creates benefits for you both (gold and XP bonus)

you need bakery to make items to trade (also tailor, other shops)

walkthrough

you have to harvest resources before you can build items.

“workers” are also a limited resource so you cannot build too many things in parallel.

storage house: has limited storage so you cannot keep harvesting forever - you need to keep repeating a loop of harvest, store, use...

mine resource > haul > store > craft items > sell > buy buildings > collect tax

jobs mechanic: population becomes a limiter

specific people contribute to society

deco items increase tax

shops manufacture items from resources

level up: increase max population, larger houses for more concentrated villagers, shops can make premium items

have to maintain ratio of shops:houses (first shop=3 houses = 3 villagers)

upgrade houses = adds villagers


TinyVillage by TinyCo

(clone of TradeNations? with pet building)

ゲーム性を拡張するために、資源の様相相が入っている

“Big Rock” is a symbol in the background, controls your level and other in-game features. It shows the requirements you need to upgrade the village.

Upgrading Rock costs resources (wood, coins, rock) and unlocks new buildings.

Decor items cannot be upgraded, so have only one-off value.

Haulers: have to hire to deliver resources

Items are made by the stores, some items take longer but sell for more coins

eventually: raise dinosaurs to battle the T-Rex and get back your village.


CastleVille

many categories mixed together...

TODO analysis


resource game mechanics

Mines/Resource generators

Each time-slice resources are generated. location can only hold a certain amount.

Come back regularly to harvest or you are not generating optimum resources.

Storage

To hold each type of resource. Limited by level so you need to upgrade storage

Storage can be upgraded.

Storage can be raided unless you bank the items

Jobs/Workers

buildings require workers. this finds a use for your population, and limits growth of the city or parallel actions based on current population.

new items require workers to fill the jobs.

eg to build a hospital in BattleNation you need 3 workers, but maintaining iron mine takes 2 workers...

Haulers

Use villagers to transport resources between the generators and storage.

Trading mechanic

eg TradeNations. Get an extra bonus for trading. this also reactivates other player.

Crafting

create more valuable items by mixing two resources. also acts as a sink for generated resources. building troops in the barracks is a form of crafting.

combining resources to generate items that can be sold for higher value.

requires you to plan ahead as to which items you want.

Marketplace

buy and sell ingredients/materials etc.

sell base resources you have mined (wood, stone etc)

for higher price you can sell crafted items (eg hammer made from wood)

P2P marketplace for real-time trading between users

Center Castle/TownHall/BigRock

Central castle that acts as a symbol of your village progress, but also controls what you can do. have to level this up (spend resources) to unlock new items.


Resource + Battle

リソース管理+バトルシステム

BattleNations

resource management + battle

chessboard turn-based strategy (which modern war doesn’t have)

battle mechanic - eg put the riot trooper with shield upfront, then put snipers, and mortar at the back. so deep battle strategy.


Advance Wars

WikipediaLink


Empires and Allies by Zynga


HaypiKingdom

Tutorial

Hit high appstore rankings despite being very simple mostly text UI

Main map

cropland: produces crop resources

mines: iron, stone, wood

warehouse: storage of four main resources

main building: level controls overall growth

Barracks: make troops

Tech center: upgrade tech for new troop abilities

Marketplace: buy/sell  resources

interesting: “enhance” feature allows to increase production for a short period: booster


Travian

TODO: travian analysis


Modern War by Funzio

StarCraft

TODO: analysis

Command and Conquer

TODO: analysis

ミッドコアー

Wasteland Empires

http://forums.crowdstar.com/viewforum.php?f=362&sid=d034e6d293f814cd268009fd430f609e

http://support.crowdstar.com/entries/20572406-wasteland-empires-faq

scavenge to clear area and get basic resources

build to create provisions

items required to complete building

three types of resources

idle colonists are needed to complete most actions: building, creating troops, research

increase provisions to increase population

building grants XP to levelUp

research tree: new buildings and troops,  dependencies

research costs resources, has dependencies

water wells have to be connected by road to expand your camp.

wells cannot be moved once placed.

weapons have range and can be used to defend base while you are away.

quests drive to battle NPCs to advance storyline

build troops costs resources, based on tech tree status

map to select opponent

attack battle

strategy allows choosing which units attack where. send in strong armor units to attract fire, and then follow up with non-armor “detonator” units.

Backyard Monsters

TODO: analysis

FFTactics battle

TODO: analysis

Resource+battle Common mechanics

Research/Tech tree

upgrading buildings to a different level is gated by parts of the tech tree.

researching tech-tree items takes time.

we can have a linear tech tree (like Wastelands) or branching (like WoW, many other games)

Tech tree can be dependent on character class.

Battle Mechanics

Unit types and properties

Barracks take time to generate new.

weapon types: bazooka can only attack land vehicles

machine guns: can use against mechs, infantry, helicopters

terrain: affects movement, vision

roads enable faster movement

roads enable supply of ammunition

air attacks move over any terrain

fuel is required

troop transporters can take troops to front lines

hospital to heal wounded units (at a cost)


Resource + Puzzle (realtime)

Pioneer Lands by Nevosoft

solve maps in fastest time.

can sell resources while playing the map.

decisions: go for the gold, or sell resources - use gold to hire another worker. OR just try with one worker to complete the task without spending money.

operations take different time cycles, so keep your worker busy. eg harvesting resources (wheat) takes one cycle. crafting to flour takes two cycles. Optimize to keep your workers busy all the time.

Jack of all Tribes

have to decide which way to clear the level. try and clear in a quick time.

roadblocks: define the best path.

http://www.bigfishgames.com/online-games/11914/jack-of-all-tribes/index.html

コイン+2資源に限定していて、シンプルカジュアルでも遊びやすい、続けやすい探検

少しずつ進める。

Roads of Rome

3資源に絞って。道路作るリソース管理ゲーム

http://www.bigfishgames.com/download-games/14977/mac/roads-of-rome-ii/index.html


Other mechanics

Surge mechanic

Civilizations Wars, Buccaneer Blitz

group a bunch of your workers together and surge the opponent.

http://www.simonvideo.com/games/civilizations-wars-hd-chillingo-ltd/


AnimalLand by CyberAgent

Facebook game but...

Collection mechanic

bonus per each page of the book

short-term goal: 66% of (LevelX) complete!

Indirect control:

animal has favorite house, but you cannot call it directly, just hope they come.

strategic placement: types of house work better in different areas (coast/water/inland)

combination? house type + location = animal that will appear


Rogue-Like!

http://www.hexatron.com/rogue/index.html?


Mining/鉱員

California GoldRush

アイテムを買いながら宝探し。自分のキャラをアプグレードする

しかし persistent (自分のファーム、町など)のいつまでも残る/成長できるものがない。むしろ探検形ですが、驚きのものがない。

http://www.digitalchocolate.com/iphone-games/california-gold-rush/


◀ back