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Party Star Review: Sending Rivals to Play Good Idea or Good Business?

When I first saw the product "Party Star", the game criticism was quite surprised.

Taptap, which has always advertised its opposition to copycat plagiarism, its parent company Heartbeat Network, actually connived at its team to make a product that can be seen at a glance in Copy's "Nintendo Star Brawl", which is simply a critical subject that makes people shine.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

Although Mr. Huang Yimeng repeatedly explained in a media interview that "Party Star" is not plagiarism, "Party Star" is "following" a platform fighting category created by Nintendo, sony and Ubisoft have made similar products, but in the game criticism, if only the core gameplay is similar, it may indeed be called "inheritance category", but if players can see the prototype of "Nintendo Star Smash Brood" from the many character designs of "Party Star", then you are unlikely to avoid the suspicion of "copying and drawing".

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

Like the snow monster's moves of "Party Star", the update of the past six months seems to be a process of "de-Mori Yoshi Rigidization".

Party Star Review: Sending Rivals to Play Good Idea or Good Business?
Party Star Review: Sending Rivals to Play Good Idea or Good Business?

Of course, considering that today on the Taptap platform, the best reputation of a navigation-themed mobile game is "Dream Back to the Great Voyage" from the Changsha upstream network, which is basically a fandom mod work copied and recreated by the glorious "Age of Great Navigation 4", perhaps today's Chinese players have a higher tolerance for the "copying and drawing" of game production than when "Original God" first came out.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?
Party Star Review: Sending Rivals to Play Good Idea or Good Business?

There may be a premise here, your game is really fun enough for users to tolerate your moral flaws.

You can learn about the gameplay performance of Party Star through a simple demo of the game criticism:

An overview of the game experience of "Party Star" can be summarized as a kind of, compared to the "everything from Jane" of "Nintendo Star Brawl", the props that are randomly refreshed in the scene are cut, the battle space is relatively small, and the camera zoom performance is less called.

At one point, the development team also cut the defense action in Party Star, but considering that without defense, the action of grabbing and throwing lost its value, and the recent update added the defense action back.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

For a series of adjustments in the testing process of "Party Star", the understanding of game criticism is that compared to the strong randomness and strong entertainment of "Nintendo Star Smash Bros.", "Party Star" prefers to produce some kind of more "hardcore", faster-paced fighting competitive experience, the venue is simpler and clearer, and the player's delay in attacking through defense is minimized.

In the Taptap evaluation page of "Party Star", the most frequent thing you see is the player's criticism of "balance", most of which is a scolding of the two characters of snow monster and snow, and a simple B key skill continuously releases multiple segments of judgment laterally, which is difficult to interrupt.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

Isn't Nintendo Smash Bros. Brawl a problem of balance? Seventy or eighty characters, the balance is a mess, there must be some newcomers like Link who are easy to get started, of course, there are star firefox and other characters that need to be repeatedly practiced, and the operation ceiling is extremely high.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

But because "Nintendo Star Brawl" has a strong randomness in the venue and props, most players will still treat it as a kind of "brawl" and "entertainment" game, you know, family game, play the game is really a fun, will not be too real about the balance.

Therefore, although Nintendo Smash Bros. Brawl will also provide balance updates, and although Nintendo Smash Bros. Brawl also has a tennis ladder and even an unofficial folk event, you will rarely see a strict and fair demand for rigor and fairness in the Nintendo Smash Bros. Brawl player community.

Then "Party Star" suffered more fire in terms of balance than "Nintendo Star Smash Bros.", in the eyes of game criticism, it is not necessarily that the action design of "Party Star" is worse, but that "Party Star" intentionally or unintentionally highlights the competitiveness to a higher status, which further activates the player's victory and defeat anxiety.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

While emphasizing competitiveness, "Party Star", as a "Kryptonian mobile game", learns from Supercell's "growth-pay" business model of "Red Dead Redemption", and the season pass, task and store design are copied in full. Players can charge their characters to "level up" through a variety of forms, including opening boxes and paying, with each level increasing the offensive and defensive bonuses by 5%.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

Perhaps the author of the machine core network is very reluctant to admit it, but under the commercial mechanism of "Party Star", the damage played by Kryptonian players is indeed higher than that of the average player with the same starting line, and it is also more meat than you.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

This 5% attribute difference per level seems insignificant at first glance, but in this kind of environment where the skin of "Glory of the King" plus 10 points of life will be ridiculed by the player group and damaged fairness, the "Party Star" that highlights the fighting elements highlights the hardcore competition is officially released in the circle, which is bound to trigger a round of public opinion.

Some of the smarter peer teams, operating similar " growth-pay" business models that give character upgrades and attributes, may consider adding attribute bonuses to the PVE content, similar to the school-year plot line of Harry Potter Magic Awakening, or the weekly active limited-time points challenge of "Battle Double Pamish", which will guide the competitive passion of the players to various numerically oriented PVE rankings.

Then you can try to design certain PVP gameplay that does not reflect the difference in accumulation, erases the numerical value, and provides independent cyclical reward content for players who pursue "fairness" to compete.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

The flaw of the "growth-pay" model similar to "Wild Wild Brawl" is that the effective period of the player's strengthening and numerical suppression experience obtained from the paid behavior is very short, and as the player gradually matches you to a stronger opponent, the player experience with similar growth and accumulation tends to be flattened.

The more the growth accumulation goes up, the weaker the expectation of immediate positive feedback from paid behavior, so after the initial outbreak of novice influx, even if the retention data and community building are very good, they will usually fall into the weakness of profit growth, just like the bottleneck faced by Harry Potter Magic Awakening today, not necessarily caused by "the game is not fun".

So while Party Star has always had a good ranking on the free download list after it went live on the Japanese Appstore, "recognized by Japanese players", you can hardly see it on the best-seller list, and the main payment behavior only happens when the game is just launched and after the big update.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

On the one hand, this may be because Japanese players regard "Party Star" as "Nintendo Star Smash Bros. Brawl" that can be played on mobile phones, but the enthusiasm is only a shallow taste, on the one hand, it may be that mature Japanese players can easily see that in the "Party Star" model, the paid behavior is difficult to bring lasting and effective experience improvement.

In the eyes of game critics, this is determined by the mismatch between the series of frameworks and goals inherent in Party Star as a commercial game product.

The development process of "Party Star" may be too focused on "copying and drawing", in the framework given by "Nintendo Star Smash Bros." to transform a hardcore fighting ecology that is not suitable for paying in the mobile game market, there is no attempt to break through the framework, integrate the experience advantages of "Smash Bros. Brawl" in terms of strong blows, cool blows, try to do some PVE content, disperse the player's growth accumulation and paid purposes into different gameplay, but separately press into the matching PVP module, which gives "Party Star" The future operation realization and public opinion maintenance have sown the seeds of instability.

If this is the case, if investors expect to get the version of "Party Star" to open a paid module in the near future, it will be disappointed in the short and medium term to support the performance improvement expectations of the weak heartbeat network.

Party Star Review: Sending Rivals to Play Good Idea or Good Business?

After all, why do you think it's a good idea to pull out your phone and play games during a party?

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