As most eager fans have already seen, Supercell has been testing their next mobile game Supercell in Canadian App Store. Boom Beach was launched in Canada in 8th of November 2013 and it still is "under testing" in Canada.
Let's dig through the main game pillars of the game, analyze how it differs from Clash of Clans in terms of gameplay, monetization and engagement aspects and finally, let's discuss how these changes might affect the core audience of the game.
Gameplay
Baseview from Boom Beach |
Obviously, the first main difference is that instead of medieval-fantasy theme what is used in Clash of Clans, the theme is now military. Basic troops consists of Riflemen, Heavys, and Zookas which all have their own strengths and weaknesses and basic buildings are military bases, residence buildings, gold storages, sniper towers, mortars and machine guns, to name a few.
Second distinct difference is that battles against AI-controlled enemies and human opponents can be accessed from one single map view. How much world is uncovered from fog of war depends on the level of the Radar building and the urge of the player to spend gold to unlock areas from fog of war (unlocking areas costs gold, you know).
Third big difference in the gameplay is that controlling of troops in the battle is a little bit more direct now. In Boom Beach player can control the target position of all the units in the battle by placing a flare in to the position where he wants the troops to go. But the tricky part is that the flares last only a certain amount of time and when they end, troops will start to attack to the nearest possible building from their position. So if the target position of the flare is too far away from the troops, they will never make it so far and might disrupt the whole attack plan of the player.
Fourth big difference in the battle mode of Boom Beach compare to Clash of Clans is the introduction of energy points and consumables to battles. Here's how they work: first, the base amount of energy points the player has is dictated by the level of the gunboat - the better the level the more energy points. Secondly, players can collect energy points during battles by destroying enemy buildings. Thirdly, player can use these energy points to use consumables such as flares, artillery, medkits and shock bombs which could have a big impact to the battle if used wisely.
And finally, the fifth big difference in the battles in Boom Beach is that the Headquarters acts as "all or nothing" type of building which means that if enemy can destroy the Headquarters, the battle is lost. Also, the health level of Headquarters is an effect of health level other buildings in the village. This means that if enemy can destroy the gold storage of your camp, the health of Headquarters decreases a bit. However, this doesn't mean that by destroying all other buildings in the camp, the result would be destroyed Headquarters.
In my opinion, with these design decisions, Supercell has created a game which is more "core" than it's previous game Clash of Clans mainly because of the depth of the battles. At least for me, there are far more variables to consider when planning the attack against other players and maybe that's why Supercell hasn't limited the amount of time the player can scout camps of enemy players. Also, fewer unit amounts and more direct controlling of the troops during battles creates more engaging battle gameplay experiences for the players.
Fourth big difference in the battle mode of Boom Beach compare to Clash of Clans is the introduction of energy points and consumables to battles. Here's how they work: first, the base amount of energy points the player has is dictated by the level of the gunboat - the better the level the more energy points. Secondly, players can collect energy points during battles by destroying enemy buildings. Thirdly, player can use these energy points to use consumables such as flares, artillery, medkits and shock bombs which could have a big impact to the battle if used wisely.
And finally, the fifth big difference in the battles in Boom Beach is that the Headquarters acts as "all or nothing" type of building which means that if enemy can destroy the Headquarters, the battle is lost. Also, the health level of Headquarters is an effect of health level other buildings in the village. This means that if enemy can destroy the gold storage of your camp, the health of Headquarters decreases a bit. However, this doesn't mean that by destroying all other buildings in the camp, the result would be destroyed Headquarters.
In my opinion, with these design decisions, Supercell has created a game which is more "core" than it's previous game Clash of Clans mainly because of the depth of the battles. At least for me, there are far more variables to consider when planning the attack against other players and maybe that's why Supercell hasn't limited the amount of time the player can scout camps of enemy players. Also, fewer unit amounts and more direct controlling of the troops during battles creates more engaging battle gameplay experiences for the players.
Monetization
In terms of monetization there are quite a few elements to inspect to really get a grip on monetization aspect of the game
Virtual Currencies and Resources
First, let's go through types and amount of virtual currencies and resources in Boom Beach. There are three different types of virtual currencies in Boom Beach: Gold, Wood, Stone, Iron and one premium currency Diamonds.
Gold is produced by the residence buildings; the more the player has these and the higher level they are, the more they produce gold in an hour.
Wood is produced by Sawmill to which the same rules apply - the higher the level, the more it comes.
Stone is produced by the Quarry.
In addition to these basic resource production building which are directly accessed by the player, considerable amount of gold, wood and stone comes from the resource bases and which are conquerable by the human opponents in the game. Player can also gain these resource by winning battles in the game.
Gold is mainly used to train more units, to clear more area in the map, to fight battles and to research better types of power-ups from the Combat Academy. These are all "gold only" types of productions. Wood and stone are mainly used to construct and upgrade buildings and gunboat in the home base.
From my gameplay experience it seems that stone is the most rare and sought after resource at least to player HQ level 7 (I have no experience from iron yet) . Also, the need for the "next-available-to-be-produced resource" starts before the resource production building is available for construction. For these cases, the only possible way to get these resources are by winning battles which increases the engagement of the game in these occasions.
Premium currency is used to speed up the training of units and to construction or upgrading of buildings so there are no special building types or items (at least not yet).
Builders
Builders
One of the most striking differences between the two games and clear differentiation from other mobile strategy management games is the absence of any type of builders in the game. There are no builder's hut or carpenter's hut or any other conveniently named item which they player could purchase from the building menu with premium currency.
In-App Purchases
Premium currency diamonds is possible to buy with real money and they come in packs. The price points for different packs are
4,99USD/4,49€ (500 diamonds),
9,99USD/8,99€ (1200 diamonds),
19,99USD/17,99€ (2500 diamonds),
49,99USD/44,99€ (6500 diamonds) and
99,99USD/89,99€ (14 000 diamonds).
The price points of premium currency packs and the amount of premium currency in them are exactly the same than in Clash of Clans.
Progression speed
When I refer to progression speed within a f2p game I mean the pace of new content which is available for player whether it is through levelling up their experience level or upgrading the town hall, headquarters or by any other means. From developer's perspective this also means that how fast the content is being consumed.
In general, progression speed in Boom Beach is faster than in Clash of Clans. I have played Boom Beach irregularly now for about two months and my Headquarters is already in level seven, in the same level than my Clash of Clan's Town Hall.
In my opinion, the biggest motivation for player's to spend premium currency is speeding up the training of troops. That's because there's not so much premium items to be purchased and because the core-loop with social aspects creates so strong motivation to engage to battles that players just don't want to sit and wait for their troops to be trained.
Retention, Engagement, Social
Like it has been discussed by fellow developers elsewhere, retention is number one metric for the success of free-to-play game because, in essence, they tell how good the game is. Also, every time publisher can increase retention percent, the chance to get more revenue from the user-base increases as well.
Core-loop of the game affects partly to the success of the game and to retention percent of the user within it. I comprehend that well-balanced core-loop is one part of good retention and the other one are the social mechanics and their implementation in the game.
In Boom Beach, the core-loop is downrightly similar to that of Clash of Clans: player can collect resources, construct buildings, train troops and engage to battles. As discussed, there are big differences within that loop, but the basic building blocks of loop are the same.
What comes to social mechanics of Boom Beach, there are no clans, no troop donations and no top lists. First, this might seem as a big impediment until the player understand how the dynamics of resource production, battles and building & training work.
First important thing to understand of the dynamics is that bases which player has captured do not last forever in his possession. They can be conquered by the AI-controlled Blackguard or by fellow players who are playing the game. And then you - as a player - have to conquer them back if you do not want to lose your bases or your medals. This same loop goes on the rest of the game and it's the core mechanic in the game which drives up engagement rates, since if player wants to keep up the control of the bases, he has to engage to battles daily.
Second thing - which mostly affects to retention rates - is the introduction of fellow players within the game. Very early in the game play, player stars to notice that there aren't only the AI-controlled Blackguard bases in the map, but also bases controlled by other players. Although Supercell could a lot more in terms of visualizing the progression level of players in the map (currently only thing which visualizes the level of the player is number which is located besides the base icon), fighting against other players and conquering their bases is very motivating force to develop one's own base and troops. This is because the introduction of other players happens in the context and view of the game and the core loop and the actual event is important part of the core gameplay.
Player can access both battles, against AI-controlled enemies and PvP fights from the same map view. |
What comes to social mechanics of Boom Beach, there are no clans, no troop donations and no top lists. First, this might seem as a big impediment until the player understand how the dynamics of resource production, battles and building & training work.
First important thing to understand of the dynamics is that bases which player has captured do not last forever in his possession. They can be conquered by the AI-controlled Blackguard or by fellow players who are playing the game. And then you - as a player - have to conquer them back if you do not want to lose your bases or your medals. This same loop goes on the rest of the game and it's the core mechanic in the game which drives up engagement rates, since if player wants to keep up the control of the bases, he has to engage to battles daily.
Second thing - which mostly affects to retention rates - is the introduction of fellow players within the game. Very early in the game play, player stars to notice that there aren't only the AI-controlled Blackguard bases in the map, but also bases controlled by other players. Although Supercell could a lot more in terms of visualizing the progression level of players in the map (currently only thing which visualizes the level of the player is number which is located besides the base icon), fighting against other players and conquering their bases is very motivating force to develop one's own base and troops. This is because the introduction of other players happens in the context and view of the game and the core loop and the actual event is important part of the core gameplay.
Summary
At least during testing phase still and at first glance, Boom Beach might seem as a stripped-down version of Clash of Clans but I think Supercell is doing the right thing because of following things:
1) The game is still in soft launch period meaning that only the core of the product is released and new stuff is being added all the time. Who knows what they have planned for the global release?
2) The game is more "core" than Clash of Clans due to more direct controls and in general, the player has more influence to events and the end results of the battle. Being more core is also a valid thing to do in terms of platform mature and guiding the existing player-base from Clash of Clans to Boom Beach.
3) Improving things here and there based on the feedback of the players. Supercell has the player base already which are accustomed to play "mid-core" strategy management games and Supercell has gathered vast amount of feedback from them which they can and apparently utilize in Boom Beach. Win-win situation for both.
That being said, it might be that Boom Beach will never see a global day-light, if the numbers don't count up in the end of the soft launch period. Can't wait to see how it all turns out!
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