Case Study: 	Maple Story Adventures (MSA)           --Perfect Mix of SNG &ARPG!<br />Cori. S  July, 2011<br />
MSA  Facts<br /><ul><li> 推出時間: 2011/7/27 (Open Beta)
Developer: Nexon
DAU: 232,441;   MAU: 646,388
 Sticky:  67 %(peak)-  39%  (current)
 Available language: 英文
遊戲入口: http://www.facebook.com/MapleStoryAdventures</li></ul>2<br />Created by Cori. S , 2011 July<br />Source: AppData,  J...
Created by Cori. S , 2011 July<br />3<br />MSA  TA<br /><ul><li>衝等衝裝
多任務、地圖
滿足競爭心
可愛風格
寵物
簡單易玩</li></li></ul><li>Created by Cori. S , 2011 July<br />4<br />Social Game 成長動能<br />Million MAU<br />
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Case Study: Maple Story Adventures

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Case Study: Maple Story Adventures

  1. 1. Case Study: Maple Story Adventures (MSA) --Perfect Mix of SNG &ARPG!<br />Cori. S July, 2011<br />
  2. 2. MSA Facts<br /><ul><li> 推出時間: 2011/7/27 (Open Beta)
  3. 3. Developer: Nexon
  4. 4. DAU: 232,441; MAU: 646,388
  5. 5. Sticky: 67 %(peak)- 39% (current)
  6. 6. Available language: 英文
  7. 7. 遊戲入口: http://www.facebook.com/MapleStoryAdventures</li></ul>2<br />Created by Cori. S , 2011 July<br />Source: AppData, July, 2011<br />
  8. 8. Created by Cori. S , 2011 July<br />3<br />MSA TA<br /><ul><li>衝等衝裝
  9. 9. 多任務、地圖
  10. 10. 滿足競爭心
  11. 11. 可愛風格
  12. 12. 寵物
  13. 13. 簡單易玩</li></li></ul><li>Created by Cori. S , 2011 July<br />4<br />Social Game 成長動能<br />Million MAU<br />
  14. 14. Created by Cori. S , 2011 July<br />5<br />MSA – Game Design<br />2D橫向捲軸 ARPSG (action role-playing social game)<br />遊戲訊息整合中心<br />體力<br />攻擊力<br />任<br />務<br />列<br />Casual版M.S推廣icon<br />朋友列表<br />
  15. 15. MSA – Game Design<br />MSA 主要系統設計<br />核心玩法<br />MSA v.s主流SNG --設計差異<br />6<br />
  16. 16. MSA – Engagement Design<br />從開始遊戲到完成新手引導 約20 分鐘<br /><ul><li>Lvl1升級後開始發布塗鴉牆動態貼文(feedpost)
  17. 17. Lvl4開始顯示蒐集系統(collection) & 隨機掉神秘盒</li></ul>7<br />Created by Cori. S , 2011 July<br />
  18. 18. MSA –Virality Design: (1) Feedposts<br />8<br />共六種,以朋友可以獲得獎勵(click worthy)<br />的貼文為主<br />Share worthy<br />Created by Cori. S , 2011 July<br />
  19. 19. MSA –Virality Design:(2)Notification <br />9<br />Created by Cori. S , 2011 July<br />共四種,透過訊息整合中心(MSG Center)集中處理<br />
  20. 20. MSA – Monetization Model<br />經濟循環 設計:<br />1. Coin: 7 入口 (6 ingame +1 viral); 4 出口<br />2. FB credit: 7出口<br />塗鴉牆貼文<br />主線任務<br />獲得<br />裝備(攻擊力加成)<br />獎勵<br />指定清除<br />購買<br />Coins $$$<br />體力<br />(Energy)<br />動作消耗<br />打怪<br />產生<br />裝飾物(無屬性加成)<br />購買<br />指定清除<br />獎勵<br />技能<br />(SKill)<br />提升攻擊力<br />獲得<br />獲得<br />支線任務<br />生產Crafting<br />寶箱&神秘盒<br />Treasure box<br />Mystery box<br />寵物<br />(Pet)<br />(輔助?)<br />獎勵<br />朋友互助任務<br />Gameplay<br />可能遭遇問題:<br />金幣消耗出口較少,易造成金幣囤積不流通<br />裝備與裝飾物商品選擇性少,加上綁等級限定,難引起購買慾望<br />
  21. 21. MSA – Item Mall (Shop) <br /><ul><li>遊戲使用FB credit 為premium currency (商城幣)
  22. 22. FBC 商品最低消費單價: 3 FBC(約10 NTD)</li></ul>11<br />Created by Cori. S , 2011 July<br />
  23. 23. MSA –付費壓力點設計<br />MSA 主要施壓在 (1) 體力獲得 (2) 角色養成(新技能獲得)上<br />另外,寵物技能的學習也是其另一施壓點<br />12<br />Created by Cori. S , 2011 July<br />
  24. 24. MSA KSF (成功關鍵因素) <br />1. 保留&簡化Casual RPG的設計元素:<br /><ul><li>打怪->升級->衝裝的典型RPG設計
  25. 25. 體力消耗方式 (一次動作完成全數攻擊&扣體)
  26. 26. 寵物配置+技能養成
  27. 27. 地圖解鎖、穿梭
  28. 28. 生產</li></ul>2. 加入Social game的社交互動元素:<br /><ul><li>朋友互助解鎖任務
  29. 29. 朋友贈禮( Gifting)
  30. 30. 呼喚戰友(+朋友)</li></ul>3. 充分利用virality channel & credit APIs:<br /><ul><li>Feedpost/ Notification
  31. 31. Credit API-- Frictionless Payments(直接在遊戲中完成付款程序)</li></ul>4. 完整整合:<br /><ul><li>訊息整合中心(Msg Center)
  32. 32. 使用FB credits 為單一付款機制&遊戲貨幣</li></ul>Created by Cori. S , 2011 July<br />13<br />

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