Design Analysis of "Slam Dunk Mobile Game"


Design Analysis of "Slam Dunk Mobile Game"

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Game introduction

"Slam Dunk Genuine Authorized Mobile Game" is a real-time basketball competitive mobile game, published by Frog, developed by Prophet, authorized by Toei Animation and fully supervised by Toei Animation. The game will use a variety of game modes and plots to restore the bloody era given to us by "Slam Dunk", and realize your dream of "dominance of the country"!

Gameplay

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As a basketball competitive mobile game, its operation is quite different from the traditional basketball mobile game.

First of all, this game introduces the term "skills" in the operation. The design of each skill of each player also has a corresponding source in the original work. Each player has his own strengths and some are good at stealing. Some are good at blocking shots. In my opinion, this is a relatively successful design. In the past, basketball games were mostly operated in a similar manner. The only difference was that the character model and the game scene were changed. The operation in "Slam Dunk" is realized by the release of individual skills, which increases the fun of the operation on the mobile phone to a certain extent. After all, there is still a big difference between mobile phone operation and handle operation or keyboard operation; In addition, the Q version of the character model is exaggerated and not distorted. It has become a more "alternative" existence in the basketball mobile game, and has a taste of the "king of glory" in the basketball field.

Therefore, based on the skill release of the basketball game, the Q version of the character model, and the inherent popularity and feelings of "Slam Dunk", "Slam Dunk Mobile" has attracted a large number of people at the beginning of its launch, including Yin Zheng and even Guo Ailun. (Ps: Note that it is the early stage of the launch)

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At the same time, as a game of the same type, "Street Basket" has gradually developed into this type of operation mode (gameplay).

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(Picture 1 above is Street Basket 1 and Picture 2 is Street Basket 2.)

Game mode

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The game mode is quite rich, 1V1, 2V2, half-time 3V3, full-time 3V3, and full-time 5V5. Players can choose their favorite mode according to their preferences. You can even meet a few friends, create a room, learn from each other, exchange ideas, this is also a very interesting thing.

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However, the most challenging aspect of this game is the ranking mode, although judging a person's technical level cannot simply look at his rank. The high rank is not necessarily the great god (you can rely on a series of means such as playing and buying numbers to get the high rank); the low rank is also not necessarily the caiji (it can be the trumpet played by the great god). However, the process of scoring is quite challenging. If you play the matching mode, you will soon lose the fun, and only the ranked mode can continuously bring various challenges to the players. With challenges, the fun of the game will last; once the challenge is lost, the fun of the game will disappear.

And I'm just a real rookie, and I haven't been able to make a high rank.

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But there is one thing to say, the efficiency of the group platoon is very different from the efficiency of the single row. The single row really depends on luck. Non-chief like me can meet any strange teammate.

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Game features

1. The feelings of a generation and its spirit

"Slam Dunk" is not only a youthful memory of a generation, the spirit it contains is still very contagious even now. The flesh and blood characters in the comics are reproduced here, so how can it not be exciting?

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How many people have indulged in Rukawa Feng's gorgeous football skills.

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How many people were moved by Mitsui Shou's unrelenting spirit and the determination of the prodigal son to return. Although I am not in that era, I am still passionate about this anime now.

Therefore, with so many "Slam Dunk", when the original authorized mobile game is released, it is reasonable to attract a large number of players.

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More importantly, you can actually "play" your "idol" in the game, and realize the various actions and plots in the original work with abilities that you can't have in reality. Nothing is more exciting than this. .

2. The pleasure of teamwork

Basketball is not a one-person sport, it is a multiplayer sport. Therefore, if you want to win, you must know how to trust and cooperate with your teammates.

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On the defensive end, pay attention to help defense, not just man-to-man. Occasionally, it is normal to miss people. Pay attention to the area to help defend. While paying attention to your opponents, you are always ready to make up defenses. In that case, the team's overall defense will be more stable.

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On the offensive end, you need to have a big picture, you can't just focus on scoring yourself, and you need to help your teammates score while you score. It can be said that a good player does not depend on how many points he can score, but how he can assist his teammates in scoring while scoring himself.

Moreover, the spirit of never giving up until the end can be fully reflected in the game. There is nothing more exciting than the cooperation of everyone in the team to achieve lore.

These are the two main features of this game. These two points alone are enough to attract loyal fans of "Slam Dunk". However, the game is far more than that. There are also feelings of jerseys, avatars, stadiums, etc., which need to be deeply experienced after entering the pit (crazy hint).

Continue to seek progress in innovation

The achievements made by this game at the beginning of its launch are undeniable. However, I don’t know when it started, perhaps because of a change of planning. This game has gone farther and farther on the road of "conscience", and even cut leek. Dislike.

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Starting from the first advanced player (inchou Sakuragi), the training cost of players has risen by several levels.

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At the same time, the online "Savior" avatar also increased the recharge amount to 1288 for the first time, opening up a new wave of recharges of 1288, 2388, and 4988. It can be said that "how much conscience is in the early stage, how much gold is there in the later stage".

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Although there were corresponding benefits in the later period, it gradually lost its original taste.

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The Hainan training uniform that was launched along with the Teacher's Day event also caused dissatisfaction among a large number of players at an extraordinary price. It can be said that although a large number of people are willing to pay for their feelings, it does not mean that operations can unscrupulously price players' feelings above a noble price again and again.

The recharge activity does not matter, the most affecting game experience is the balance of the players. It can be said that each time a new player comes online is a ceiling-level character, which seriously disrupts the balance of the game and even discourages players.

Here I recommend two articles:

Slam Dunk Mobile Game: When the feelings are gone, only a chicken feather is left (the first part of the history of game decline)

Slam Dunk Mobile Game: When Yin Zheng and Guo Ailun left one after another, where was the problem?

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The Douyu live broadcast area has also lost its original bustling scene. In my opinion, the original intention of this game is good, but it is not necessary to rely on recharge activities, player intensity imbalance, system games, etc. to disgust players. For a game operation, maintaining the original intention in the face of a series of challenges is essential for retaining old players, attracting new players, and promoting the long-term development of the game. This is why this game is gradually declining.

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Origin blog.csdn.net/qq_43278234/article/details/108570175