Taking the Game in a Fundamentally Enjoyable Direction
With all the furore that has occurred recently, now is the time to ask ourselves some fundamental questions. And surely for a game the most fundamental question of all is, What is fun? Kabam has got the addictive formula right. Didn't get the champ your heart was set on this time around? Well maybe the next pull you'll get him! It's easy to confuse a mechanism that feeds your addictive appetite with having fun but eventually it wears thin if the fun element is removed. And I'm talking with many players for whom this has worn thin. Game modes made increasingly difficult merely through "free damage" inflicted on your champs is not fun. Grinding through repetitive tasks is not fun. Champs or nodes that go too far in breaking the established rules are not fun. Games that make your skill set irrelevant are not fun.
However, just underneath the surface of this game is elements that can be better exploited for the fun factor. Here is a summary. I will make my comment on these points a separate post for those who are willing to read in more depth.
* Fun is mastering a new skill and being rewarded for using it.
* Fun is developing expert knowledge to successfully execute strategy.
* Fun is playing with a champ that fittingly interprets the qualities of the Marvel character it is supposed to be representing.
* Fun is cooperating with friends to achieve a task you couldn't achieve on your own.
* Fun is interacting with others over a shared passion.
* Fun is being engaged in a task that is challenging but is achievable for your skill level + current roster.
If you were able to design a game mode to play just for the fun of doing it even if there were no rewards what would it look like?