Deconstruyendo héroes de Disney: modo batalla
Disney Heroes: Battle Mode se anunció en abril de este año y se lanzó globalmente en mayo como un impresionante juego de lucha de héroes con todas las funciones , desarrollado por PerBlue Entertainment . El juego está dirigido principalmente a los millennials que crecieron viendo películas de Disney y están familiarizados con las IP más modernas. El juego presenta muchos personajes del Universo Disney y Pixar, todos reunidos en un solo juego.
En esta deconstrucción cubriremos:
- Metajuego y jugabilidad principal de los héroes de Disney
- Los héroes del juego y por qué son tan importantes.
- Misiones diarias, operaciones en vivo y eventos.
- Modos de juego y sus dependencias entre sí.
- Análisis de progresión de campaña y juego.
- Y monetización del juego
¿Podrá el crossover de Disney estar a la altura de las expectativas?
Desde una perspectiva de juego, el juego está inspirado en luchadores de héroes casuales anteriores como Heroes Charge (2014) y Soul Hunters (2015) y está dirigido a una audiencia más informal a media. Los personajes son el punto de venta del juego (lo que se puede decir de todos los productos de Disney) y está claro que esa era la intención.
El juego hace visible a todo el elenco de héroes desde el principio, mostrándole al jugador las zanahorias: sus personajes favoritos. Incluso revela la longitud del palo diciéndole al jugador exactamente qué hacer para recolectar a cada héroe. La accesibilidad de los héroes varía desde fácilmente adquirible hasta prácticamente premium, pero incluso estos pueden disminuir para los jugadores muy afortunados.
Autor invitado: Niek Tuerlings Diseñador de juegos en June's Journey en Wooga, Berlín. Descargo de responsabilidad: el artículo es la visión profesional del autor sobre los héroes de Disney. Wooga GmbH. no está afiliado a esta evaluación de ninguna manera.
Jugabilidad principal de los héroes de Disney
El jugador comienza con un puñado de héroes y, al participar en la campaña para un jugador, rápidamente comienza a reunir suficientes héroes diferentes para poder crear un equipo de sus cinco favoritos.
El juego principal consiste en seleccionar un equipo, comenzando un nivel en el que este equipo lucha contra otros equipos de oponentes controlados por la IA. Después de ganar la pelea, el jugador recibe recompensas, según el modo de juego.
Durante la pelea, la única agencia que tiene el jugador es elegir cuándo activar la primera y principal habilidad de cada héroe cuando su barra de energía está llena. Al hacerse más fuertes, los héroes obtienen tres habilidades más, pero se activan automáticamente.
En el metajuego, el jugador está limitado por dos cosas: la resistencia y lo que el juego llama nivel de equipo . La resistencia se genera con el tiempo. El nivel del equipo se genera por la participación del jugador. Todos los niveles de héroe están limitados por el nivel del equipo, de ahí el nombre. Se pueden conseguir nuevos héroes encontrando una cantidad inicial de fichas de héroe. Después de adquirirlos, los héroes se pueden mejorar de cuatro maneras diferentes:
- Aumentar su nivel de estrella recolectando más fichas.
- Aumentar su nivel ganando XP en batallas
- Promocionarlos equipándolos con insignias.
- Mejorando sus niveles de habilidad usando oro.
Es interesante que mejorar las habilidades de los héroes sea el único sumidero de oro significativo. El oro también se utiliza para promocionar héroes después de encontrar suficientes insignias, pero la cantidad es sustancialmente menor que la cantidad necesaria para las habilidades. La razón de esto es que Disney Heroes permite al jugador mejorar las habilidades del héroe desde el principio. Otros juegos como por ejemplo Star Wars: Galaxy of Heroes requieren monedas de eventos por tiempo limitado para esto. Supuestamente una decisión tomada por motivos de sencillez y las diferentes franjas de edad para ambos juegos.
Pellizcos motivacionales – Los héroes
Actualmente, Disney Heroes cuenta con 42 héroes, una cantidad decente pero no copiosa para un juego de este género. Cada héroe tiene un conjunto de habilidades diferente y un equipo siempre consta de 5 héroes. Esto significa que los jugadores tienen composiciones de equipo potenciales más que suficientes para experimentar, aunque no todos los equipos son viables. Los equipos equilibrados suelen tener al menos uno y, a veces, dos héroes de cada tipo (apoyo, control, tanque y daño). Este es el núcleo de la diversión del juego, razón por la cual los jugadores estratégicos y competitivos son el público principal al que se dirige Disney Heroes. Además de esto, la capacidad de chatear, el combate cooperativo o competitivo y la capacidad de formar gremios satisfacen los deseos sociales del jugador . La narración no es el punto fuerte del juego, pero inicialmente puede satisfacer los antojos de exploración del jugador .
Deseo de héroes
Cada batalla genera entregas aleatorias de insignias y fichas de héroe. Junto con los héroes potenciales que aparecen en diferentes tipos de cajas de botín, estas recompensas variables crean el deseo de seguir jugando. La pantalla de colección de héroes expone claramente todos los héroes disponibles a los jugadores, lo que resulta especialmente atractivo para aquellos con fuertes ambiciones de coleccionar .
The game has a Daily Quest system, and since this provides the bulk of the player’s team level experience, this should be the biggest reason to come back every day. It works for a while, but Disney Heroes keeps offering the same quests each day. It’s a list of quest that asks players to engage with practically every game mode, and always in the exact same way, day in day out. This sets the precedent for players to find the most effective routine, which then becomes boring and presumingly hurts the game’s long-term retention. A more varied quest system with a random selection of daily quests (as opposed to just showing all of them) should be able to reduce this monotonous daily ritual.
Game Progression
Disney Heroes offers an abundance of game modes which all use the same brawler mechanic. At first glance, it’s strange to call a game that has one single core mechanic ‘varied’, but when looking closer at the characteristics of each game mode, one can see that each mode has its own specific purpose. What the game does well is using its different currency rewards to make all game modes dependant on each other, ultimately feeding into the same goal; leveling up the ultimate team.
Loot boxes, competitive PvP with global leaderboard, tournaments, guilds, daily events, a collection system with upgradable powerups and a synchronous cooperative multiplayer mode, it’s all there.
Campaign Progression analysis
To understand the intricacies of the game’s engagement potential, a study of its progression is required, which can seem pretty complex at first glance. For clarity, an infographic is included at the end of this paragraph, outlying the main features, their interdependencies and the currencies they use and generate.
The campaign is the main storyline of the game. Beating new levels progresses the story and replaying beaten levels is the main source of badges. This feature also offers an elite campaign where next to the badges, new hero chips can be acquired. The friend campaign is a game mode where heroes are paired with another hero to beat levels that require a specific kind of stamina. Beating a hero’s friend campaign unlocks another (fifth) way to improve heroes; equipping them with Memory Disks. Episodes in the friend campaign are gated by the hero pair’s relationship, which can be improved by sending these heroes on missions together. Missions are nothing but a timer started by the player which rewards friend experience when it runs out. Heroes sent out on a mission can still be used in other game modes.
After the player has battled their way up through 2 campaign chapters the market opens up. The market is the place where earned currencies can be traded for hero chips and badges. During the day at specific times, players are incentivized to check back into the game and review the newly refreshed products in the market, next to claiming some free stamina.
Disney Heroes offers six game modes that unlock at different times during its progression which reward currencies to buy specific hero chips in the market. This means that if a player chooses a hero to be on their team, there is a big chance they need to engage with one of these features to be able to purchase the chips needed to upgrade this hero. The arena is the place where players can match their favorite team composition against other players in a single battle. The coliseum does a similar thing but requires three teams of heroes. Creep surge is a cooperative mode with the player’s guild members, happening during a fixed 4-hour window every day. Then there is the city watch, a single player mode where the player’s entire hero collection has to be used to win 15 battles without hero HP and energy being replenished. Then there is the heist, a real-time cooperative multiplayer mode where players can join 4 others to hunt down a thief that’s trying to steal the city’s treasure. Lastly, the recently released guild war makes guilds-versus-guild battles possible by asking other guild members to submit their best team compositions and letting them all fight in a battle every couple of days.
These six game modes cover all possible applications of the core gameplay and make sure to give the player a nice vertical slice of the game. The currencies that flow out tie back directly into the Market.
Disney Heroes also offers two game modes that are built to strengthen the daily retention cycle. These modes don’t require anything to be played but have a limited amount of tries each day. The first is trials where, depending on the day of the week, a subset of the player’s heroes perform battles five times a day. Trial battles guarantee a drop of useful rare badges that would otherwise take stamina and multiple tries to acquire in a campaign mode level. After a battle, the player has to wait 10 minutes to be able to start the next. This restriction makes the player feel smart by letting them sequence and organise their session by engaging with other modes during these 10-minute timers.
The port has the same timer but only two tries per day and doesn’t reward badges but experience boosters to level up heroes of the player’s choice.
The game also includes a social system with guilds, groups of players working together trying to beat the surge mode every day and battling each other in guild war every couple of days. A daily check-in is included as well, which simply requires everyone to tap a button once a day. The more guild members who do this, the higher everyone’s rewards. Simple and effective. Guildies can also post (copies of) their heroes to others to be used as mercenaries in the city watch and the surge. Now there’s something called guild influence, a currency that is earned next to team experience when completing daily quests.
This is a shared currency that the officers and president of the club can use to unlock perks for all guild members. What the game doesn’t do very well is expose these perks. It’s likely that many players who have been in guilds for a while and never look at the relatively hidden perks section don’t know all the extras they receive by being in that guild, since it’s not exposed within the features themselves.
Another notable feature is enhancements, which provides the player with a way to convert the huge amount of badges they don’t need into boosts for the badges they do need for their heroes. Lastly, two exclusive market categories with slightly better deals (available from team level 31 and 41) can be unlocked by random chance and only for a short period of time.
Game Mode Dependencies
As mentioned, one of the biggest strengths of Disney Heroes is how every feature is interwoven into the others. Ignoring one mode is detrimental to the player’s progress and oftentimes disqualifies the player from optimizing their team in some way.
For example, at team level 25, the player is introduced to the aforementioned friend campaigns. Because of the initially awkward gameplay where it’s for once not possible to influence the hero composition of the battles, this game mode is likely to be ignored by players who like to have agency here. However, after discovering the existence of Memory Disks (which boost one of a hero’s skills), these players might change their minds, but will then realize that completing a friend campaign requires hero friendship to progress. This is generated by sending these two heroes on specific missions repeatedly. This is a good example of how the game’s high amount of currencies and statistics give the game designers the possibility to increase feature engagement by creating interdependencies like these.
The only modes that are outside the loop are the heist, the challenges and the guild war, which is logical since they have been released only recently, months after the game’s global launch. While all three modes struggle to find a meaningful spot inside the game’s loop, challenges is having a particularly hard time since it offers only a cosmetic reward for a heavy hard currency price.
Less and less gameplay
One interesting thing about Disney Heroes is the more players engage with it, the more it steers their focus away from the core gameplay. Tapping the right skill at the right time is only fun for so long and the game averts the player from it after the meta-game has hooked them. At team level 30, fast forward is unlocked, which increases the speed of the battles to a higher (but still manageable) speed. Combine this with auto-mode (a premium feature) which automatically triggers the manual skill of the characters, and we now have a mostly self-playing game where the only tactical choice is starting the right battles.
By analyzing the infographic above one can discover a currency called Raid Tickets. These tickers make it possible to skip grinding through campaign- and trial battles by simply giving the rewards. It would be logical to assume that this currency is a rare good given its ability to save loads of time, which in free-to-play usually means you have to pay for it, but nothing is further from the truth. Paying players are drowning in them. The drop chance for raid tickets is pretty high during the the campaign missions and even after having bought the smallest currency package with real money only once, players get plenty of tickets every day. Generous, but also a missed opportunity to monetize further.
Monetization
Before diving in more detail about Disney Heroes’ monetization potential, it’s important to note that it has an elaborate VIP system. It offers 20 levels which unlock numerous options, some of which are a given in other games, like the ability to buy more stamina for diamonds or skip timers for diamonds. With every VIP level the player reaches, the premium properties increase gradually and sometimes even unlock quality of life features that reduce the need to engage with some of the single player modes.
Looking at the game’s currencies, all speedups and premium purchases require one hard currency; diamonds. Packages of diamonds can be bought instantly as usual, but subscription models are also on offer. Their top 3 most purchased products are the Pouch of Diamonds, the Fistful of Diamonds and the 30 day deal. Especially this last purchase offers a lot of bang for the player’s buck but it requires commitment to keep playing for 30 days. Not a bad way to increase retention, but only when players are able to keep intrinsic motivation to use these diamonds.
Although the game has a huge amount of diamond sinks, conservatively spending players can easily rack up a nice balance of these glinstering gems since quite a lot are given away as well, especially to people who sign in and engage with the competitive features every day. It does a good job making the player consider spending diamonds every day, and since the stamina bar takes ages to fill fully (6 hours at game start and up to 16 hours for high-level players) it’s very attractive and almost required to use the “Get More Stamina” function to exchange diamonds for stamina. After getting used to this, the step towards buying a steady influx of 120 diamonds per day is easily done. So it seems that having a slowly replenishing chrono-currency can create a shortage that is not going to increase the amount of sessions per day but can greatly increase buyer conversion if the game is centered around grinding to progress. A classic example of scarcity creates demand.
The fact that progression can be bought so easily defines the game as pay-to-win. Disney Heroes cleverly masks this by placing players in a vast amount of competitive tiers (leagues) that are easily progressed through at first because they are filled with many players who are not engaged or have churned already. The power gap between payers and non-payers only becomes visible in the highest leagues, which (when played at a regular, engaged pace) are reached after weeks if not months of play.
Something that can be questioned about the game’s monetization strategy is the lack of a feature that uses loss-aversion. Failing a campaign battle refunds all sunk stamina but 1, for some reason. Badges, Gold and other rewards earned during the battle are also lost, but this isn’t shown on the loss screen. This removes all excitement from trying to progress the campaign, although it probably also reduces churn. In the end it’s a matter of consideration what’s more valuable. Since Disney Heroes doesn’t have move-based gameplay either, it is more challenging to give the player a way to cheat in case of losing and still give them a possibility to win after paying some diamonds.
Read more about game monetization in our designing for free to play monetization section of our free to play bible
Liveops and Events
Successful games feel fresh and well-maintained. Therefore it’s crucial to add events that change frequently and follow common trends like seasonal content and daily deals. Disney Heroes contains an elegant but relatively cookie-cutter event system with little surprises in its design. Sales can be ignored easily and aren’t shoved in the player’s face, although a more subtle encouragement to take a look is created by putting giveaways in between.
An example of a good Disney Heroes sale is one that is targeted to players at a specific time of their life cycle; the Badge Buster Bundle. For this example it’s important to note that badges become more and more tedious to grind nearing the end of the game’s content. One purple badge (like the Mickey Mouse Club one pictured below) requires 50 bits (parts) to be grinded in campaign levels. The drop chance is about 25%, which means at a cost of 12 stamina per gameplay, one badge costs about 2400 stamina. This takes players about 4 days if they spend about 300 diamonds per day on buying additional stamina (or about 2 weeks if they don’t).
Usually, every hero requires different badges to promote tiers, but in Purple 4 which is the highest tier at this point, out of the six badges they can have equipped, one they have all in common is the Mickey Mouse Club badge. Since every hero needs this badge it’s easy to sell and has amazing value to players since it offers them to skip the grind of spending about 10k stamina to collect the bits for these 4 badges manually. Of course they sell four badges per bundle, so players who want to supply their full team of five heroes with this badge have to buy the bundle twice.
Conclusion
Disney Heroes juega todos los trucos del libro con respecto a la participación del jugador y los ejecuta con resultados mixtos. Todos los ingredientes del éxito están ahí; una IP sólida, una excelente (aunque larga) experiencia para el usuario primerizo, un excelente ritmo de desbloqueo de funciones, un canal de activos súper escalable que hace que sea muy fácil agregar contenido (héroes) cada dos semanas, los grandes bolsillos de Disney para aumentar el número de usuarios. Gasto en adquisición y, además de todo lo demás, un espacio de recompensa saludable con suficientes recursos y monedas para seguir vendiendo.
Independientemente de estos factores, la retención a largo plazo del juego es baja en comparación con otros del mismo género, lo que probablemente se debe a que se presta muy poca atención a la jugabilidad y demasiado a las estadísticas y al trabajo al final del juego. Cuantos más jugadores participen (en términos de tiempo y especialmente de dinero), menos uso se necesitará para el juego de batalla. Facilitado por el monótono sistema de misiones, todo lo que queda es una rutina diaria lúgubre que gira en torno a completar misiones diarias, sin crear suficiente significado para las recompensas que esto proporciona. Dependiendo de la dedicación del jugador para mantenerse en el nivel máximo del equipo, es posible que se quede por un tiempo más, pero eventualmente comenzará a sentir la falta de incentivo para usar aquello por lo que ha trabajado.
Es difícil saber la inversión necesaria en adquisición de usuarios, pero la cartera de activos del juego es lo suficientemente compacta como para no necesitar todo el personal de PerBlue Entertainment para seguir manteniéndolo. Al observar los ingresos que genera mensualmente y confiar en que una cantidad suficiente de jugadores se queden al menos el tiempo suficiente para realizar la conversión, Disney Heroes no debería tener demasiados problemas para alcanzar el punto de equilibrio. Pero convertirse en una película de gran recaudación como Star Wars: Galaxy of Heroes probablemente esté fuera de nuestro alcance.
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