Social Games

A Look at The Battle for Wesnoth HD for iPad

by M. Dorn on September 8, 2010 · 0 comments

The Battle for WesnothWith so many mobile games coming out every day, it’s just not possible to catch them all. Nevertheless, older apps can still turn up hidden gems, such as the turn-based, role-playing strategy title The Battle for Wesnoth HD. Available for both the iPhone and iPad, the open-source project ported to the iOS by Kyle Poole is easily one of the best .99 one can spend.

Similar to a previously reviewed application, Highborn HD, this strategy RPG takes a much more serious stance on its fantasy storytelling. With complex rules that are presented along a beautifully increasing difficulty curve, it’s a game that comes with a surprising amount of depth and breadth for an iPad title. Wrought with choice and tremendous amounts of strategy and tactics, the game only loses points in the form of some frustrating combat systems and somewhat weak failure mechanics.

Currently, Battle for Wesnoth is up to version 1.5, so there is a tremendous amount of content to be had. Just the single player alone has a dozen different campaigns, many of which have very different stories to them. From undead to orcs, players attempt to complete a set of objectives (usually getting to a certain part of the map or killing a certain enemy) in order to save the land of Wesnoth.

Players start out with one, or a handful (depending on the mission) of hero units. Scattered around the map are a number of keeps and camps, and from these, the lead hero can use gold to recruit or recall units (more on that later). Without getting into the vast depth behind each unit, they are classified by varying types of attributes, stats, special abilities, and attacks.

ElvesEvery unit has different elements of these, and there are a metric ton of them. Attributes consist of passive bonuses such as intelligence (leveling up faster), quickness (greater movement), or resilience (more health), while stats are more basic in the form of damage, defenses, and movement speed. As for special abilities, they include stealth, healing, and regeneration. Like the attributes, there are a tremendous number of these as well.

Attacks are a little more trimmed, consisting of ranged or melee. Of course, the type of attack can, and will, affect the amount of damage one gives or receives, and different types of attacks have a greater or smaller chance of hitting entirely.

These chances are actually one of the more frustrating elements of combat for Wesnoth. Each unit has a percentage chance to avoid being struck. On average, a unit will try to hit the target three to four times (with stronger attacks swinging less). With that in mind, it’s entirely possible for the enemy unit to hit every attack while the player goes on missing streaks. For the most part, it’s a matter of luck, making it incredibly annoying to lose units in this way.

Wesnoth

Houses also play a significant role as more than just defensive structures (as a side note, they also heal units stationed atop them). Every unit costs gold to upkeep, that takes away from revenue earnings, and depending on how many houses one has, the greater that income is each turn. Unless the user controls enough houses, they will be unable to summon or purchase new units.

In the campaign, earning gold is also critical, as it rolls over from mission to mission. However, choice plays a tremendous role here as well. This is the RPG aspect of the game, in that as units fight, they gain experience and level up. In many cases, this means more than just more health and damage, but gives the player an opportunity to often choose what type of unit they become — defensive, ranged/melee, caster, and so on. Couple this with in-game choices on how to best complete a mission (e.g. help one guy or the other), and one gains the ability to very drastically affect both game play and story.

UnitsUnfortunately, while Wesnoth’s unit leveling system is pretty cool, it’s also the source of another frustration. This is the fact that high-level units are almost a necessity in later levels. Should a user have enough houses to pay the upkeep (which increases for higher level units), these units can be recalled from previous missions. It helps, but the enemies in late missions are so dangerous that it becomes almost impossible to level up new ones. Along with the luck-based combat system this feature can become incredibly obnoxious.

From a social perspective, Battle for Wesnoth does quite well. Integrated with OpenFeint, the game comes with as many achievements as there are strategies, but the game also allows publishing of these to Facebook. Of course, this is still basic from a social perspective, so the game has a synchronous multiplayer mode that allows users to connect to one of the Wesnoth servers and join a game against other, live players. In fact, the community appears pretty active with the Wesnoth homepage allowing users to create their very own scenarios.

Wesnoth iPhoneAs a final note, the game has a means of downloading saved games on other devices via WesnothSync.com. There is even more longevity to the game in the form of a custom skirmish mode against computer opponents.

If you can overlook the iPhone version’s smaller screen size, Wesnoth marks one of the best apps you can get for either device. It is a game that provides hours – not minutes like most mobile games — of game play, and most of it is done extremely well. Granted there are a few frustrations with luck, but for the most part, this is easily overlooked.

So the lesson here is two-fold: (1) Never forsake an older game. (2) You should probably buy Wesnoth.

[thrid image via TouchArcade]


Christopher Mack Read more: Inside Social Games

InheritanceThe folks over at Fusion Creative Studios and BigVoice Unlimited have been trying to do something different with Facebook virtual space games. The name of their effort is Inheritance, a game that diverges from the normal route of building up a space of one’s own to give players a pre-packaged, full blown mansion. The catch is that the place is falling apart.

Beyond the modified virtual space idea, Inheritance also seems to revolve around the story of the dearly departed relative that left their home to the player. Filled with curious means of progression and income, the app’s exploration and discovery element plays a close second to the actual virtual space. That said, the game does suffer from a clunky micromanagement system, so despite its more interesting elements it has attracted only a handful of players so far.

When we Inheritance’s house is falling apart, we mean it is really falling apart. As soon as the game starts, the player is dropped into a single bedroom that is an absolute disaster of broken furniture, rusted metal, dirty floors, and virtually everything else one might find in Martha Stewart’s worst nightmares. The idea is to grow the home’s value back up to what it once was in its prime, and doing so consists of cleaning and decorating.

Dirty BathroomTruth be told, decoration takes a back seat to cleaning the three-dimensional space. Players can visit various stores and purchase a vast variety of furnishings that will not only sate the user’s own creative palette, but increase the value of the home itself. That said, it might be cheaper just to clean things up.

When starting the game, virtually every item in the bedroom must be fixed or cleaned. To do so, players purchase proper cleaning materials to fix it up. Upon dragging the corresponding tool or cleaner to the object, it will begin automatically fixing itself. Sometimes this takes a few minutes, and other times, a few hours. Of course, multiple items can be cleaned or fixed simultaneously, but only up to three.

Each task also takes a set amount of energy to accomplish, adding another limiting factor to the game. Even if users wanted to clean more than three items at a time, they usually cannot do much more than that anyway. In order to replenish energy, however, users can visit the kitchen and eat every couple of hours.

BedroomThis leads us to the micromanagement system of Inheritance, and its major downside. The game attempts to make itself far too realistic, in that every single nuance and step from reality seems to play a role here. To eat, players must visit the kitchen, then drag food to the plate. To clean metal, they need metal cleaner, to clean couches, they need fabric cleaner, to clean mirrors, they need glass cleaner. The list goes on, with about two dozen more different types of cleaners, tools, and utilities that are needed to spruce up all the items in disrepair.

In addition to all of this, cleaning and repairing will also make the user and their clothes “dirty” tasking them with doing laundry or taking a shower, which, once again, uses specific shampoos, conditioners, detergents, and so on. It’s unclear why these mechanics seemed interesting to the developers. There are so many little steps to take in Inheritance that it becomes very cumbersome. Nothing is very convenient.

As a side note, it is worth noting that many of the items in question are branded goods.

As players do fix up the house and level up, new rooms become available, and it is actually quite gratifying to watch the veritable disaster area become beautiful again. Along with the ability to decorate with one’s own style in 3D, it can become very nice looking. In order to pay, though, players will need to find hidden treasures and antiques around the home to sell. Typically, these sell for a lot, but they are not always found frequently, so it is ill advised to spend frivolously on furniture.

StoryBeyond the above mechanics, the story element is also important to Inheritance. This comes in the form of letters or manuscripts about the past resident, Genevieve, and her life in the home. It’s actually quite interesting as a sort of love story, but it is hard to say if the narrative will generate appeal for the average Facebook user.

As for the social mechanics, these appear to be fairly limited. Most prominent is a basic leaderboard system centered around overall house value and the ability to visit one another’s’ virtual spaces. Unfortunately, there doesn’t seem to be much beyond this, and as the game is still in beta, it is a bit buggy at the moment. So far, the people we’ve invited to play have not yet shown up in leaderboard, so we‘ve been unable to confirm any extra features (or even if you can visit a friend’s house).

Overall, Inheritance seems like an interesting idea that takes progression in a virtual space and turns it on its head. Rather than building a world up oneself, it is already presented and cleaned up in a fairly gratifying way. Nonetheless, the current state of the game requires far too much micromanagement and takes too much time focusing on apparent realism rather than more convenient fun, making the game feel very bloated and cumbersome. Unfortunately, it is these clunky mechanics that take away from the game to the point that many will likely not stick around after the initial play through. That said, the game is still in its early stages, so changes and upgrades are still on the way.


Christopher Mack Read more: Inside Social Games

InheritanceThe folks over at Fusion Creative Studios and BigVoice Unlimited have been trying to do something different with Facebook virtual space games. The name of their effort is Inheritance, a game that diverges from the normal route of building up a space of one’s own to give players a pre-packaged, full blown mansion. The catch is that the place is falling apart.

Beyond the modified virtual space idea, Inheritance also seems to revolve around the story of the dearly departed relative that left their home to the player. Filled with curious means of progression and income, the app’s exploration and discovery element plays a close second to the actual virtual space. That said, the game does suffer from a clunky micromanagement system, so despite its more interesting elements it has attracted only a handful of players so far.

When we Inheritance’s house is falling apart, we mean it is really falling apart. As soon as the game starts, the player is dropped into a single bedroom that is an absolute disaster of broken furniture, rusted metal, dirty floors, and virtually everything else one might find in Martha Stewart’s worst nightmares. The idea is to grow the home’s value back up to what it once was in its prime, and doing so consists of cleaning and decorating.

Dirty BathroomTruth be told, decoration takes a back seat to cleaning the three-dimensional space. Players can visit various stores and purchase a vast variety of furnishings that will not only sate the user’s own creative palette, but increase the value of the home itself. That said, it might be cheaper just to clean things up.

When starting the game, virtually every item in the bedroom must be fixed or cleaned. To do so, players purchase proper cleaning materials to fix it up. Upon dragging the corresponding tool or cleaner to the object, it will begin automatically fixing itself. Sometimes this takes a few minutes, and other times, a few hours. Of course, multiple items can be cleaned or fixed simultaneously, but only up to three.

Each task also takes a set amount of energy to accomplish, adding another limiting factor to the game. Even if users wanted to clean more than three items at a time, they usually cannot do much more than that anyway. In order to replenish energy, however, users can visit the kitchen and eat every couple of hours.

BedroomThis leads us to the micromanagement system of Inheritance, and its major downside. The game attempts to make itself far too realistic, in that every single nuance and step from reality seems to play a role here. To eat, players must visit the kitchen, then drag food to the plate. To clean metal, they need metal cleaner, to clean couches, they need fabric cleaner, to clean mirrors, they need glass cleaner. The list goes on, with about two dozen more different types of cleaners, tools, and utilities that are needed to spruce up all the items in disrepair.

In addition to all of this, cleaning and repairing will also make the user and their clothes “dirty” tasking them with doing laundry or taking a shower, which, once again, uses specific shampoos, conditioners, detergents, and so on. It’s unclear why these mechanics seemed interesting to the developers. There are so many little steps to take in Inheritance that it becomes very cumbersome. Nothing is very convenient.

As a side note, it is worth noting that many of the items in question are branded goods.

As players do fix up the house and level up, new rooms become available, and it is actually quite gratifying to watch the veritable disaster area become beautiful again. Along with the ability to decorate with one’s own style in 3D, it can become very nice looking. In order to pay, though, players will need to find hidden treasures and antiques around the home to sell. Typically, these sell for a lot, but they are not always found frequently, so it is ill advised to spend frivolously on furniture.

StoryBeyond the above mechanics, the story element is also important to Inheritance. This comes in the form of letters or manuscripts about the past resident, Genevieve, and her life in the home. It’s actually quite interesting as a sort of love story, but it is hard to say if the narrative will generate appeal for the average Facebook user.

As for the social mechanics, these appear to be fairly limited. Most prominent is a basic leaderboard system centered around overall house value and the ability to visit one another’s’ virtual spaces. Unfortunately, there doesn’t seem to be much beyond this, and as the game is still in beta, it is a bit buggy at the moment. So far, the people we’ve invited to play have not yet shown up in leaderboard, so we‘ve been unable to confirm any extra features (or even if you can visit a friend’s house).

Overall, Inheritance seems like an interesting idea that takes progression in a virtual space and turns it on its head. Rather than building a world up oneself, it is already presented and cleaned up in a fairly gratifying way. Nonetheless, the current state of the game requires far too much micromanagement and takes too much time focusing on apparent realism rather than more convenient fun, making the game feel very bloated and cumbersome. Unfortunately, it is these clunky mechanics that take away from the game to the point that many will likely not stick around after the initial play through. That said, the game is still in its early stages, so changes and upgrades are still on the way.


Christopher Mack Read more: Inside Social Games

Personnel battles are becoming increasingly important for social gaming companies. As the industry becomes larger and more distinct, the pool of potential hires has shrunk, especially among executives.

European publisher Wooga’s latest hire, which a source recently tipped us off about, is thus something of a coup: Henric Suuronen, the now-former head of Digital Chocolate’s Barcelona office, which developed the company’s most popular social titles to date including Millionaire City and MMA Pro Fighter.

As a product lead moving from one key mid-sized developer to another — not to mention one in Europe — we were interested to hear what Suuronen had to say. We got him on the phone for a short interview from Berlin, where he is now the head of Wooga’s development studio.

Inside Social Games: What are you planning to do at Wooga?

Henric Suuronen: Wooga has always been about doing games that create emotion, and that’s how I see what’s important in games too. In Millionaire City for example, when you level up, there’s a torch in the air and an airplane flying with your name. If you’re not able to create emotion, you won’t be able to create a game with good retention.

I heard a pretty good quote when we were doing Millionaire City and there were four or five other city builders coming out at the same time. There was a girl who said she was playing [Playdom's] Social City for two hours and felt nothing, but Millionaire City after five minutes made her feel smart. Other comments were that it was like Sim City, but so much more fun.

You want to beat your friends, show off to your friends, instead of just mindless clicking and decoration. In the next generation of games there will be a lot of animation, you’ll feel attached to the characters, the game will creates a sense of competitiveness, make you feel smart and give you status among your friends.

ISG: Do you think that European developers are different from their American counterparts?

HS: They usually understand the importance of localization, because we’re working in a market where some people don’t speak English. Not just localization for the game, but for the ads, fanpage, community.

There’s another perspective coming from Europe, that you can develop for the world and not just the US. There are a lot of countries growing very quickly, with new users coming into the game, so those people invite more friends, share more feeds, and so forth. The European and Asian developers are aware of the importance of being outside of the US.

ISG: Both Digital Chocolate and Wooga have relatively unusual games. What makes them different?

HS: Millionaire City builds on the basic premise of making money. Cafe World and Restaurant City are about having a cafe, FarmVille is about having a farm, but a lot of people in those games still play primarily to make money. In Millionaire City, that’s the game.

The Wooga portfolio builds strongly around people who are already playing games on Facebook, and they don’t play games on consoles. There’s a large female crowd that’s very viral, and very possible to monetize. So we’re building characters that customers can relate to, a bit like Super Mario, which is probably my all-time favorite game. You know what Super Mario stands for, you can take him from one game to another. So Wooga is going with their portfolio in that direction, creating strong IP that you can take across games to create emotion and gives a distinguishing look and feel to the games.

ISG: So how do games like Bubble Island fit in?

HS: Traditionally on Facebook people say it’s impossible to monetize an arcade game. [Digital Chocolate's] Tower Bloxx, Brain Buddies and Bubble Island are all examples.

Going forward, it’s not about just delivering one game to a customer, but a portfolio of games that keeps a player entertained. Sometimes a player wants to play a management game, but sometimes they just want to shoot some bubbles, and get a quick fix from an arcade game. The Wooga portfolio is well suited to that, creating a customer who plays a portfolio for as long as possible and as frequently as possible. I think the arcade games are one cornerstone in creating a portfolio that caters to all needs of the customer.

ISG: How do you think mid-sized developers like Digital Chocolate and Wooga will do in the future?

HS: Obviously with all the changes on Facebook, virality has gone down, but still you see games like Millionaire City and Monster World growing. The focus has gone from purely spammy games to being smart in the games, making the customer enjoy the game with their friends and also giving them incentives to share and collaborate with their friends. It’s tricky to get a game that grows purely from virality, but still possible.

Midsized companies can do collaboration and better exchanges between apps. Say one company has a one million DAU game and another has a two million DAU game. I see no reason they can’t help each other out, especially if they have similar demographics. You see that happening a lot the past few months, as well as initiatives like Applifier [ed.: More on Applifier here] that offer banner space across games.

Going forward, it’s a tough business but definitely not impossible… I think it’s about releasing more games, but also cross-linking the games better. There’s a lot of effort to connect similar  games and get people into a gaming network. I see Mindjolt doing a bit of that with their arcade games, getting a portfolio and keeping the customer there. If they get tired of one game, they just switch to another. You can already see Wooga doing smarter cross-promotion between games than other companies.


Chris Morrison Read more: Inside Social Games

Although the leader of this week’s AppData list of the fastest-gaining games on Facebook by monthly active users is by a top five developer, Playdom, most of the remaining titles are from smaller companies.

Here’s the full top 20:

Top Gainers This Week – Games
Name MAU Gain Gain,%
1. App_2_114335335255741_9738 City of Wonder 5,168,037 +2,561,154 +98%
2. Original Millionaire City 6,504,892 +644,030 +11%
3. Original Texas HoldEm Poker 33,119,003 +618,547 +2%
4. Original Kingdoms of Camelot 5,682,636 +404,269 +8%
5. Original Tattoo City 2,612,159 +355,384 +16%
6. Original Nightclub City 7,958,877 +346,242 +5%
7. App_2_122353571139137_4163 The Price Is Right Game 778,940 +312,101 +67%
8. Original MMA Pro Fighter 1,856,988 +301,013 +19%
9. Original Monster World 3,229,146 +294,488 +10%
10. Original Games 6,501,445 +228,719 +4%
11. Original Lucky Train 971,569 +200,874 +26%
12. App_2_256799621935_1837 Car Town 3,859,818 +195,758 +5%
13. Original Mall World 4,719,576 +166,071 +4%
14. Original Okey 3,405,130 +155,708 +5%
15. Original Backyard Monsters 1,300,307 +152,972 +13%
16. Original ???? 969,108 +135,955 +16%
17. Original Gift Creator 2,727,487 +127,591 +5%
18. App_2_144320435592910_7250 Critter Island 133,459 +125,184 +1,513%
19. Original Free Flash Games 708,738 +118,962 +20%
20. Original Profile Song 3,203,509 +118,139 +4%

City of Wonder is the performing title from Playdom, coming in with 2.4 million new MAU, four times more than the next-closest entry. The new city-building game is the spiritual successor to the older Social City, which is quickly declining — City of Wonder will be the larger title within a few days, at its current rate of growth.

Aside from Texas HoldEm Poker, there aren’t any other games from the big-name developers on the list.

Three games near the top of the list are worth notice for their slow-burn growth. Millionaire City, Kingdoms of Camelot and Nightclub City have all been out for months, but keep adding players nonetheless. It must also be noted that the three developers involved — Digital Chocolate, Kabam and Booyah — are all midsized companies with ambitions to break into the big leagues, so they may be spending significantly on ads.

Tattoo City, at number five, is from WonderHill, a developer that hasn’t previously seen anything near the level of success on Facebook that the new game is bringing. It’s a pretty interesting title, combining the popular store management concept with some guided content generation (the tattoos). Tattoo City does have some problems with engagement, though, with only around five percent of its 2.6 million MAU coming back on a daily basis.

The Price Is Right Game is the smallest title within the top 10, having been released in August by Ludia. Its fast growth is no real surprise, given how many of us likely grew up watching Bob Barker during his 35-year stint as the game show’s host.


Chris Morrison Read more: Inside Social Games

Tattoo CitySocial developer WonderHill has a new theme for an old concept. Rather than making a restaurant, bar, or nightclub, the developer has you building a tattoo parlor in its growing new game, Tattoo City. The concept is a bit more alternative than the company’s past focus on “wholesome” games, although the designs themselves are cartoonish.

The game has also notably grown to 2.6 million monthly active users in the last month, although the daily active user count is has been falling.

The objective of Tattoo City is, obviously, to build up a successful tattoo parlor. It’s pretty easy to do: Players first construct work chairs in their starting shoebox of a space, then hire non-player artists to do the work. For a small amount of coin, these artists will work anywhere from three minutes to two days, earning the player a chunk of change and experience when their “shift” is finished.

ArtistsIn order to hire any artists, however, a work chair, for actually doing tattoos is required, and the number of these in which one can have is gated by the current size of the virtual space, which is, in turn, gated by level. Unfortunately, this can become a bit tiresome to earn, as experience – which, along with money, is picked up FrontierVille-style – is garnered when one hires an artist or they finish. The only other means is a very monotonous selection of tattoos for waiting patrons.

Aside from work chairs, you’ll need to make room for potential customers entering the parlor. While they wait in placed chairs, players can click on them and select what tattoo they can get from a random selection of six. Once chosen, the customer will drop experience and occasionally “ink.” Of course, this cannot be done infinitely, as there is the standard energy bar in Tattoo City as well, and each tattoo selection (along with hiring artists) consumes some of this.

The ink that can occasionally drop is actually the more valuable item to get from customers. This can then be used as a currency for users to create their very own, custom tattoos. Going into a menu of all the tattoos in the game, players can “purchase” the different designs and place them onto a canvas; altering them in a rudimentary fashion. The editing is minimal at best though, consisting of very basic scale, rotate, and flip tools.

Tattoo EditorIt’s actually a very nice idea for the concept of Tattoo City, but the implementation feels stunted in its potential. All the designs are still based around pre-existing templates, and there is no basic drawing or erasing tools. Additionally, the majority of the tattoo templates available are also gated by level. On top of that, the designs don’t appear to do anything aside from appear in the random selection of six when choosing tattoos for a customer. The interface suggests that they could be sharable amongst friends, but if that is possible, it isn’t very clear as to how.

In fact, gifting is the only significant social mechanic of notice in this app. It’s otherwise pretty bland in this area. The only other social feature that is evident is the basic leaderboards at the bottom of the screen and the ability to visit and view other friends’ parlors.

ParlorEverything else about Tattoo City is fairly basic as well, consisting of just trying to make one’s virtual space look nice, and cleaning up trash whenever one leaves the game for an extended period of time. Furthermore, the current selection of decorative items does nothing to increase patronage (ala other virtual business titles), and the overall selection is still, currently, a bit low.

Overall, though, Tattoo City is a decent game, with clear opportunities for expansion with the tattoo-creation tool and with parlor feature expansions.


Christopher Mack Read more: Inside Social Games

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