Voodoo's new parkour product, what innovative elements does "Roof Rails" meet?
Voodoo's 2020 is a year of indulging in parkour games. "Stair Run", "Type Run", "Scribble Rider" and other parkour products have continuously rushed to the top of the list, and many of them even on the top of the free list. Unexpectedly, Voodoo recently sent a parkour game to the top 5 iOS free list in the United States.
Let's first look at the gameplay of the product. pls check below video, simple and clear.
1. Parkour game type: endless parkour, based on levels, more choices
First of all, "Roof Rails" is a parkour game that meets the definition of movement from point A to point B on a specific path, avoiding various obstacles.
In terms of breakdown, "Roof Rails" is a level-based parkour game. Players need to get from point A to point B to pass the level.
In addition to the basic goal of reaching the end, the game has added B1, B2 and other farther positions at the end. Players can reach farther places through the items collected in the level, and then get higher scores.
The first appeared endless parkour game. The main problem with this type is that there is no victory result. When playing this game, you can break your own record, but in the end, you can only lose. So endless parkour is not satisfying, and it is definitely not fast food. Fast food is a principle of hyper-casual games. So this is why the level mode parkour game appeared.
There are two outcomes for level parkour, victory or defeat. But this type is relatively monotonous, which is why the latest parkour games have added different trade-offs. Players have different choices. They can lose, win, or super win. And this choice comes from the balance of risk and reward in the game.
2. Risk & return case and analysis
In terms of risks and rewards, "Roof Rails" provides collectible diamonds in levels. Players can collect sticks as much as possible, increase the length of sticks to collect diamonds, or give up diamonds and only pursue the length that can be passed.
Fever mode and the "perfect" method: In "Helix Jump", players like to pursue the fever mode, but the risk is that they are more likely to fail during the pursuit, but the players are willing to take risks because the fever mode has high rewards.
Shortcuts and interaction with robots can be seen in "Aquapark", because the player can fly out of the slide or collide with the robot to clean the road ahead.
Energy activation is more typical and can be seen in many games. "Stack Fall'' is a typical example.
How does it work? Each game has a different gameplay, and players can choose one of them. This choice is the most important. So what are these different gameplays?
Players can choose to play easily, or play seriously, or be like an expert, such as collecting all the collectibles to reach the fever mode. If you are playing "Aquapark", you want to challenge to fly directly from the starting point to the finishing point.
So in summary, each game will have different results. Because of the super victory results, players can continue to improve their skills, and then come back to play in pursuit of super victory.
There are several necessary conditions for these choices. First of all, the player cannot be forced to choose one of them, so that the player has no choice, and the core loop of the game has no depth. Simply put, the choices faced by players must be voluntary.
The second is that the choices players face must be very clear. The choice faced by the game player in the picture is to clean up all enemies on the platform, or to run over quickly regardless of the enemy. If this is not the case, it will make the game too complicated and not in line with the intuitive principles of hyper-casual games.
3. Depth & complexity explanation and case
In terms of game depth, the current version of "Roof Rails" is still slightly inadequate. Although there are some collection elements in the game that can give players some choices and rewards, whether it is the optional difficulty or the reward after the challenge, it is a little boring. The setting of collecting diamonds and unlocking new skins can only be counted as a peripheral collection system. Players lack motivation, and the game's replayability needs to be improved.
The question we often encounter is, should we choose depth or complexity when designing? What is the difference between the two?
There is a clear choice of depth, and the difficulty can be chosen. In such cases, players need to weigh such options. Players have to ask themselves if they want to take risks, and are the rewards worth the risk.
And complex games can have a second system, and many things need to be considered. This will make game players feel very numb. In addition, difficulty is not selectable. We have seen some poorly performing games. The only way they can move forward is to increase speed. If the only way to move forward is to increase speed, then the game may lack depth and make the player feel that the game is repetitive and has Punitive. This is not good, we hope that the game has tolerance and replay value.
From the perspective of innovation, "Roof Rails" is an improvement/refactoring innovation, or a classic parkour, but it has made innovations in terms of gameplay and restrictions.
Some time ago, Voodoo's several parkour products mostly used height as the restriction of the game. For example, "Cube Surfer!" consumes blocks under your feet to cross obstacles, and "Stair Run" consumes wooden boards stacked into stairs to cross obstacles. In "Roof Rails", the length is the limit. Players must have a certain length of sticks before they can cross the obstacles. If you want to collect diamonds, you need to collect as many sticks as possible.
On the whole, "Roof Rails" is another micro-innovation of parkour games. From "Cube Surfer!" stepping on cubes, to "Stack Colors!" pushing wooden boards by hand, "Stair Run" carrying wooden boards, and "Shortcut Run" holding wooden boards, this time "Roof Rails" iterated into holding wooden sticks. By maintaining the length of the sticks, you can break through obstacles and reach the end. However, the overall feeling is still the closest to the gaming experience of "Cube Surfer!"
The gameplay of "Cube Surfer!" is not introduced much. The purpose of the game is to stack boxes and cross obstacles. The constraint of the game is that only props can be collected, but the player can move in "any" direction; at the same time, there are no obstacles of 2 out of 1 in the game; users can collect "unlimited amounts", and players can collect as many as possible to get high scores .
These features of "Cube Surfer!" and "Roof Rails" are all satisfied, except that the props are changed from the block under the feet to the sticks in the hands, the conditions are changed from height to length, and the game perspective is changed, which creates another list head Department of products. This kind of micro-innovation method and strategy is worthy of consideration and experience.