![]() The battle loop doesn’t encourage players to log in frequently. If that’s not bad enough – the PvP combat component actually affects city design even less – that part of the game uses a completely different gameboard. Because you can only occupy friends’ outposts, players collude to make parts of their base easy to occupy by their friends – the exact opposite outcome desired by the game designers. Instead of spending hours reorganizing the outpost after losing too much during a few too many attacks, players make occupation easy and then ignore that part of the game. Players don’t need to spend time designing their outpost for optimal defense. THE BATTLE LOOP DOESN’T COMPLEMENT THE HARVEST AND MISSION LOOPSĪlright – with that overview out of the way, here’s the meat of my argument – the Battle Loop doesn’t force users to spend considerably more time in the other loops. In the second type, a player occupies part of another player’s base to harvest resources from that player. ![]() In the first, two online players meet on a specialized combat game board and engage in turn-based combat, with a goal of accumulating victory points that result in rewards at the end of the day. (3) Battle – there are two types of battle, PvP combat (Player vs. In this loop, players can spend premium currency (currency that you can only get by purchasing with real money) to buy buildings, buy units and for speed-ups (a feature that shortens the completion time for a specific task). Early buildings include housing, hospital, barracks, defense buildings, stone quarry, tool shop, resource depot, farm and bakery, and the Mission diversity drives the player to use all of these buildings. (2) Harvest – Trade Nations brought a lot of features to work with here, and Battle Nations uses this previous work to deliver a wide variety of building types and task. The first pinch (‘first pinch’ is defined as the first time that the game designer intentionally tries to convert players to paying customers) occurs via a massive coordinated slow-down of building timers in a few simultaneous missions during level 4 Deliberate design allows for greater complexity and ‘pinches’.Missions enable the gradual introduction of new levels of complexity (e.g., from levels 6-11, the game gradually introduces the resources needed to keep the town running).The loop never ends, so the player is continuously looking for new meaning and final completion.Environment, aka Computer) components do in other games. This loop accomplishes several goals for the game designers: This is the primary way that the player interacts with the in-game characters, and a constant stream of diverse missions, both in content and complexity, keeps the player engaged much longer than similar PvE (Player vs. (1) Missions – the player undertakes tasks that are designed into the game’s storyline to earn gold, experience points, units and unit skill points. The game is built on three core loops (‘loops’ are simple feedback cycles that keep a player engaged) ![]() Compared to most (if not all) other mobile games, Z2 invested heavily in storyline development and art, and the effort shows through deep characters and truly funny interactions. The storyline begins with the player assuming control of a new outpost where, while pursuing the long-term goal of finding uranium, the player must battle Rebels, Raiders, various wild beasts and other players. In this post I’ll show how Z2Live’s failure to create complementary core loops kept the game from blockbuster status, while not overlooking the brilliant and successful features in content design and delivery.īattle Nations is a role playing combat strategy game, where the player takes the role of an army captain for the Empire. However, the game lacked the longevity of Modern War and Clash of Clans. Battle Nations peaked at #9 on the iOS top grossing charts, remained in the top 50 for over a year, and deserves to be considered an incredibly successful build from Z2Live’s earlier game, Trade Nations.
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