
Yesterday I downloaded "Anchor Advent". To be honest, as soon as I opened it, I saw a screen full of gift code input prompts, srvip666, slvip666, clvip666. It felt like I was back to those "999 for one dollar" browser games in the Saipan era, and I felt a little complicated. However, after playing it for two days, I found that the game is still somewhat interesting. I just want to use this topic to share some of my views on the current development trends of mobile games.
Let's talk about “Anchor Point Advent” itself first. It's a 3D horizontal version with semi-real-time combat. The graphics are above average for mobile phones, and the combat feels smooth. In terms of card strategy, it combines attribute restraint and position selection. It has the feeling of grinding formations in the early "Onmyoji", but it is more action-oriented. In the character development system, star upgrades, equipment, and skill upgrades are all included, just regular routines. If we played "Angry Birds" or "Fruit Ninja" ten years ago, it was for the pleasure of "picking up and playing, putting it down and leaving." Now these card RPGs have a different set of logic - using fragmented time every day to fill up the development progress, using card draws and gift pack codes to stimulate consumption, and using plot and character design to retain users.
These two trends are clear. First, mobile games are becoming more and more “heavy”. It can be seen from the combat system and 3D modeling of "Anchor Advent" that the mobile version can already produce an experience similar to that of a PC game, but it also means that the development cost, operation cycle, and update rhythm have all increased significantly. Second, commercialization has become more mature, but the routines are also more homogeneous. Gift pack codes, first recharge, monthly passes, battle passes, basically every new game will have a set of them. The advantage is that players know how to play, saving learning costs; the disadvantage is that they are tired and easily bored.
Personally, I am quite conflicted. On the one hand, looking at the graphics and gameplay of current mobile games, they are indeed much better than when we played "Snake" or "Whack-a-Mole" on Nokia. There are even settings such as science fiction themes, space air combat, and starlink technology. As an old player, I am happy. But on the other hand, I also miss the simple happiness of "a game lasts for ten minutes, and if you lose, try again". Today's games can cost you months and hundreds or even thousands of krypton. Sometimes I feel really tired.
"Anchor Point Advent" can be regarded as a microcosm of this era: the production is careful and the gameplay is innovative, but the operation and charging model still cannot escape that circle. I would like to ask you guys, do you prefer this kind of card RPG that emphasizes plot and development, or do you miss the pure play-oriented, game-by-game game of the past? 😄