The most recent craze being clash and all things that copy clash.
timer loot chests
infinite and almost meaningless exponentially costly item/cards and upgrades
1v1 rating grind…
As a player and more importantly as a game designer I’m really really over the clash model and I can only hope I’m the next to set a new revolution in how meta design is done for the next 12 months… But I have no idea what that might look like.
I understand why the clash model is so successful, the retention and monetisation mechanics inherently built into it are powerful, hell I implemented parts of it in my last game and to good effect… But I’m just not motivated to do it again and I can’t help but feel that players must be really getting sick of it by now. Almost all games released in the last 12 months feel like the exact same game because the meta is so similar. And almost all the bad reviews I’ve had in my last game were complaints about this meta model (all be it there weren’t that many bad reviews).
What do you guys think? Are there any cool new games with really awesome new meta ideas out there that I may not have seen (mobile or PC)?
What game meta has been around a long time but has simply been forgotten about? Could there be an oldie but a goody out there I’ve forgotten about or not seen?
I am not sure what to say really. There are tons of fun gameplay and mechanics out there. Only limit is yur imagination.
But the problem you may see and experience, is jumping on the hype train of some trend, which is already gone. Like starting getting into, when market is already saturated with copies of specific gameplay and mechanics.
This is easy to predict and see. But people stil think about easy praying on current trend, creating such bubble, wanting to pop. Too many too late.
I’m not talking about the gameplay, that part I can do easily and have a tonne of fun ideas. It’s the meta design, the thing around the gameplay that always stumps me.
While I wrote word ‘mechanics’, just consider monetisation mechanics. Including advertising, loot boxes, timers etc., mechanics. Stil, people copy what is already out there and what works for them. Or at least they may think what will work, as worked for others right? Probably whom found some original and effective way for such, are least likely to share, to keep most for them.
Your best bet is keep experimenting and trying different things, rather than just pure copy.
Yeah, exactly, I’m not intending to copy, I want to do something new and interesting. I’m here asking for references and ideas as in my opinion not a lot of design is done in a bubble, but at the moment i’m a solo developer… I need references, ideas, input and discussion develop cool new ideas.
What are the discussion in your player base? address their problem, need and wish
if you don’t have a stated problem to solve, that’s too vague to go anywhere.
There is really too general method, trial and error, spaghetti on the wall, scientifically called Simulated annealing - Wikipedia
Or gradient descent, define a goal, then move by step toward it.
edit edit:
well You are talking about the progression, my bad!
Still doesn’t change, what problem the old meta solve, what new problem you see arising, that your player see, the problem is simply not properly stated.
Yeah the problem is nebulous. I’m building a new game for a new audience so my learnings from the last game are lass valuable unfortunately. But what I do have to go on is my own interest as a designer because i know if I rehash the same old **** then I get bored and don’t produce good work.
I guess that kind of answers my own question. Build something that interests me. hope that others like it?
Well that’s how new concept blew up, clash of clan included, so yeah spaghetti method it is, just iterate new idea and take notice of what work, then iterate around that, time to go wild.
Probably also there might be a business model, in making cheaper clone of your own games, at a lower cost, to test wild new features or setting that won’t fly in the main game, then roll that back OR start a new IP to capitalize on what work. Ie since the games isn’t the issue but the progression meta, you need to reuse as much as possible everything that isn’t the meta.
To me there seem to be two risks. One you’re already directly addressing, wanting to do new meta mechanics. The other is the “new audience” part. Do you know who they are? If so, can you already reach them? If yes and yes, then I’d prototype stuff and test it with them as easily and cheaply as possible. Repeat until something gets traction, then iterate from there.
My plan is to get an MVP (minimal viable product) out asap. And use that as a soft launch/experimental phase of the project and make sure i’m heading in the right direction. I’m only going to launch in NZ and Aus i think. And I’ll reach people somehow. probably facebook ads and pestering friends. For this project, if my friends aren’t interested, no one will be (maybe not no one, but not the intended audience anyway). So that’ll be a good indicator.
Infinite progression and simple competition are doing well now. Collection/completion driven haven’t been big in a while, they may due for a run. Gacha is still popular though most have modified it to current feelings on the metagame (lootsafes, etc). There are a few new types that have shown up, but nothing has taken hold yet, the future metagame could already out there, just not on a good game yet.