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Is the end point of mobile gaming's evolution the same as computer gaming?

2024-08-19

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These days, after get off work, as soon as I get home and take off my shoes, I immediately collapse on the sofa, like an adult sloth.

At this time, the QQ group messages on the mobile phone always ring on time. I picked up the phone and took a look...it was my brother recommending this month's new mobile game, which is the national version of "Sword and Expedition: Departure".

When this game was publicly tested on the 8th, I rejected my friend’s recommendation for it because “there are still some large-scale 3A games on the computer that I haven’t played, and there’s also Black Myth: Wukong coming up later.”

However, the previous failed Amway promotion did not seem to discourage this brother's determination. This time, in addition to his second Amway promotion, he also gave me a soul-searching question:Do you usually want to turn on your computer after get off work? "


Which one to choose?

To be honest, if I had to choose, I would lie on the sofa if I could after get off work; and I would try to use my mobile phone to solve problems that could be solved with it.

Except for the weekends when I have time to play large-scale games, or the special case of "Black Myth", in most cases, I personally still like to spend my time relaxing on the sofa after get off work.

If I want to kill time during this leisure time, then the type of game I like should be"Can be played on mobile phones", "Small installation package", "Rich content" and "Suitable for one-handed operation"

And these characteristics... "Sword and Expedition: Departure" seems to really meet them?


This is the charm of lying in bed + playing with your phone with one hand

"AFK2" is the 3D sequel to "AFK". If the previous game was a pure "placement card" game, then this sequel can be called a wonderful fusion of "placement card + big world exploration".

Back in June, Mr. A Mao from the editorial department also introduced the internal testing of AFK2. The article gave a vivid description of the two points of "one-handed operation" and "vertical screen play", which can be called the "lazy man's journey" of the new era.

Around the time of the game's public beta, it first topped the Apple Store's free list within 2 hours of pre-download, and then remained in the top five of the IOS best-selling list.

In this era when mobile games are in a state of internal competition, this kind of achievement seems to be enough to convince me, a fence-sitter - this "vertical screen mobile game" is worth playing.

Within 2 hours of pre-download, it topped the AppStore free list

Since I was already excited, I naturally downloaded a game. Anyway, the whole game with complete voice package is only 5.6G, which can still fit on my old Redmi phone with 90% space utilization.


After actually getting my hands on it and playing with the graphics for a few days while slacking off or after work, I found that most of the time, the quality of AFK2 on mobile phones, including the magic picture book-like art, is enough for me to describe it as "exquisite".

Needless to say, in terms of "big world quality", as a major focus to distinguish AFK2 from its predecessor, the production team seems to have put a lot of effort into it.

The final effect is a big world for exploration, which truly achieves "excellent quality + unique style". The countryside seems to really bring the sunset and mist with the fragrance of wheat fields through the screen.



With such high-quality art, it seems unnecessary for AFK2 to be stingy in character acquisition. After all, if there are only gorgeous scenery but no characters to run around with, then the mood will always be missing something.

On this aspect, the production team indicated that he was going to start "sending"All heroes are given away. The event has no time limit and all heroes can be obtained in the event.

The specific content of the activity is probably like this↓↓↓


The event will give away all heroes in the current version

For me personally, there is a coincidence that my favorite character at the moment happens to be "May" in the current UP card pool.

Is this strange? Not strange, after all, who can resist a green-haired swift that looks cool on the outside but is cute on the inside, and can fly through the rainstorm and say "good night" to you?


Character PV of "May"

But XP is XP, and I still consider myself a "cost-effective" player.

For someone like me who pursues "value for money", the "Hero Wish List" of another card pool is really great: you can freely choose 8 gold cards + 8 purple cards, and only obtain them from these characters when recruiting. It can be called a natural card pool filter!

With such a "Wishlist Card Pool", my love for "May" will inevitably compete with the so-called "cost-effectiveness". After all, as a new UP character, "May" can only be added to the "Wishlist" after a month..........


A hero wish list that emphasizes cost-effectiveness

It's naturally not a very pleasant feeling to be unable to make up your mind to draw your favorite character.

Some guys with strong financial resources may be able to choose "I want it all", but as a poor guy, I still have to calculate carefully and pursue the so-called "value for money".

But actually, I didn’t have to worry about this the next day, because in addition to the “All Heroes Giveaway” event mentioned earlier, there is also a “Wing Plan” in the game, and the first free reward is the current UP character - “May”.


The first reward of the free event is "May"

So, although I described the difficult choices between "cooking skills" and "value for money" in the first two paragraphs, actually in the game, I got a "May" for free.


Get the animation for May

This situation is also a highlight I felt in AFK2 - both cooking skills and cost-effectiveness.

Players don’t have to worry about whether to give priority to drawing their favorite characters when resources are tight in the early stages, because players can get at least one free copy of each of the 54 heroes in the current version.

Therefore, players can fully understand the preferences and stories of each character in the game, or place them on their mobile phones and poke at them when they are free.


The character interface can be clicked and interacted with

Here are a few more pictures of the interactions of other characters. Their movements are full of tension and have personal characteristics. Even if you don’t practice, at least it’s pleasing to the eye if you put them on your phone and click a few times.



In addition, it must be said that AFK2's attempt to integrate "big world exploration + card placement" has obviously achieved the goal of not appearing "bloated" and is very "refreshing and comfortable".

This "comfort" is not only reflected in the softMagical picture book artIt is also reflected in the international service that has been online for more than 5 months.Various optimizationssuperior.

In this regard, the Chinese server has directly made changes to the "suffering" that the international server suffered during the initial public beta test: adding "hosting hang-up", adding "one-click copying homework", and being able to receive awards in the arena and honor duel without winning...


"Honor Duel" will reward you for participating

In addition, new channels for obtaining Star Source Crystals (advanced card drawing items) and the new gameplay "Fishing" in the international server have been directly updated to the national server version.

Therefore, the national server has indeed avoided a lot of detours, and the experience of national server players has become easier as a result.

This can also be seen from the current sentiment in the player community. In the end, it can be summed up in two words: comfort.


This kind of comfort also represents the deepest feeling I have when I travel.“Relief”

If you are "tired from school", then reduce the homework; if you are "tired from work", then do some slacking off; and if you are "tired" from playing games, then besides playing games for too long, the other reason may be that some operations are too complicated and tedious.

In this regard, AFK2 has simplified a lot of steps for players' daily operations. The more frequently used functions are, the simpler and more direct they are.

For example, in the exploration of the big world, all the movement operations of the character only need one thumb to complete. The treasure chests on the road will open automatically when bumped into, and the props on the ground will be picked up automatically. The operation is reduced to a very simple level.


Unowned treasure chests and props can be automatically picked up

As one of the main gameplays of the game, the production team has also simplified the process of "idle and level-breaking".

Before this, the so-called "idle" gameplay basically required players to pay attention to the level progress and click on the final boss from time to time to unlock new maps after successfully challenging them.

In AFK2, this system has been basically simplified from "semi-automatic" to "full automatic".

Players only need to choose a team and click "hosting", and the matters of advancing levels and obtaining rewards are all handled by the background.


"Hang-up Hosting" in AFK2

Of course, if we talk about what players care about and worry about the most in "idle" games, it has to be "character development".

The treasure chests, idle games and other contents mentioned above can’t be that complicated.

But "character development" is different. If the production team fails to do a good job of "deletion", what will be served is a "hard dish for the liver".

Like AFK2's predecessor "Sword and Expedition", if we pick on the flaws with current eyes, then "star upgrades require heroes of the same level" and "each person needs a set of equipment" will undoubtedly add pressure to the player's development.


The development system of the previous work "Sword and Expedition"

However, in AFK2, the "character development" system has also been significantly cut, which is also a major source of the "sense of burden reduction" I mentioned earlier.

For example, in the character level development, the "Hand of Resonance" is unlocked in the prologue of the game. You only need to upgrade the levels of 5 characters, and all other characters will automatically be upgraded to the corresponding levels.

This essentially simplifies "character development" to "development of 5 levels".


Just need to cultivate 5 resonance hand positions

In terms of equipment development, each profession in AFK2 shares a set of equipment. As long as this set of equipment is fully enhanced, all heroes of the same type can enjoy the bonus.

This equipment system, which is more like a "collective BUFF", not only saves players' energy and resources spent on development, but also eliminates the large and small equipment frames in the character's personal interface, making it appear more refreshing.


There is no "equipment frame" in the character interface

In addition, in order to allow players to immerse themselves in the big world surrounded by windmills and wheat fields, the production team seems to have intentionally separated some ancillary gameplay from the main world.

This separation of content is also another impression I have of AFK2——Players have the choice.


Regarding the "players' right to choose", in April this year, the chief planner of AFK2 mentioned a point of view - "players cannot be viewed with a labeling perspective."

The origin of this statement is that the community previously criticized the numerical card players.Stereotype labels, that is, they believe“Love numbers, reject content”

This kind of stereotype label is definitely biased in fact. The idea of ​​the AFK2 production team is: they don’t just like numbers, but they don’t like being forced to read long texts in terms of plot.

Therefore, in the process of AFK2, players who do not want to watch the plot can directly select "Skip" in the lower right corner.


The "Skip" button in the lower right corner of the story

In addition to giving players the choice of "whether to watch the plot", AFK2 also provides ample choices in other content.

As mentioned earlier, "separate the auxiliary gameplay from the main world", that is to say, when players are exploring the big world, they will not suddenly turn to other content halfway through the map.

Players who already like "numerical gameplay" can choose to enter the "Gameplay Catalog" to experience the carefully cultivated character values.


Subsidiary gameplay in the gameplay catalog

In addition, among these auxiliary gameplays, AFK2 has actually made some selection and subdivision. After all, players who like to watch the plot content do not necessarily completely exclude other gameplays.

Therefore, in the gameplays such as "Honor Duel" and "Alien World Labyrinth", the production team chose to remove the "numerical development" content and only highlight their gameplay rules.

For example, in "Honor Duel", players experience a pure "Auto Chess" gameplay: all characters are randomly provided by the system, and players use tokens obtained in the process to purchase characters and equipment, and in scenes with terrain and obstacles, use various formation techniques and character skills to formulate strategies and defeat enemies.


How to play "Honor Duel" in AFK2

This gameplay is completely decoupled from the player's own development progress. In addition, refreshing heroes is more dependent on luck, so in the end it all comes down to 70% understanding + 30% luck.


Pure gameplay content that is decoupled from development progress

These gameplays also represent: AFK2 is not onlyContent ExperiencePlaying with numbersIt leaves the players with the right to choose, and it also continues to subdivide the "value content" to provide different players with“Strong Values” and “Weak Values”Related gameplay.

AFK2 also naturally provides players with options for other content such as "vertical screen/horizontal screen", "stand-alone/social", "battle skip", etc.


Some combat settings options

Of course, since the integrated gameplay of "big world + idle development" is also an innovative attempt for Lilith itself, AFK2 still has some areas that need improvement in future optimization and content operation.

However, judging from the current game quality and the production team's emphasis on the national server experience, AFK2 is clearly aiming for long-term high-quality operations and continuous content creation.

For example, on the 16th, AFK2 officially released the first original soundtrack album for the game - "Is There a Boundary in the Wilderness?"

So in this regard, there will be long-term game content, there will be offline activities for players, and there will be a high probability of continuous optimization within the game and better welfare activities.


Previous offline activities

Through these contents, AFK2 may be able to satisfy players in a whole new dimension, which the original "Sword and Expedition" failed to do in terms of content experience.

After all, when the plane becomes space and text becomes stories, what players can feel at this time is not just numbers, but a "world" that can truly be touched by their fingertips.