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Create free accounthello and welcome to pocket Damon game with obvious at YouTube channel so the game working at today is star wars galaxies of heroes the mobile getting a look at it's very specific kind of part of the game design so let's just go into a battle so let's choose an easy one just to show what we're doing okay so Ivan pens game for a while and so this week I say an easy battle so let's go in and play a normal battle so this is the basic kind of mission structure of the game it's a kind of a card battle again so I can borrow them someone's hero going on here so these are my five heroes this one I borrowed here these actually a high level character than mine and off it goes there being a card
game is going to go into it like a battle arena where we can see these kind of characters they're not really cars and then see cars in the Gambia's radio much inspired by car battlers so you can see it's a term based system there's some bad is over there three baddies I'm playing the light side of the moment that was the plate docks loading ramp doesn t matter so this he walks gonna talk in this storm trooper whack these are very high-powered characters good bet to the enemy so now it's time for him he's going to blast him so we can see Colonels going on here I can I can't change his moment because there's anyone to select by could two different character two different enemies to attack in this case I could do a special attack so tell you taking about em is different different kind of a secondary attack talore kind of bus you can do so this is like a big dune average like a heel buff so it's going to heal my characters chewies going to do a torn that means all these a tank character so again you can see a person hold on here
to see all that a visible target QE because he can take a lot damage so this guy is cloned going he's going to attack all enemies okay good idea but so I can do this manually or just how can he auto the author just means in this situation is very simple what was going to do is not really any strategic kind of depth to be made from for me I can just easily let it going to hand it over to the gate effort we the game AI which is going to do all this for me now purus was I'll it's not really a game now use handing over and had exactly even care of the game and you know it's not another terrible question but it's interesting that EA has put this mechanism in saving see we've been finished there were 33 battles in that one mission and then I've earned some different things I've been like a powerseller then does this armor mod and fusion furnace and all they already in turn XP you type a level I've got some training droid x so I can
train and the novel song quotes okay so you can see you know that's important to the mission release to get those resources so I can select a normal battle or collect a hard battle our battles working exactly the same way I can manually pay them all what is much quicker to play them using the auto button in most cases maybe you could argue in certain levels that I will lose because I'm also me but in most cases there's the level of the character level of the character you've gotten the equipment they've got equipped which is the most important thing next easy plays again for any length of time the actual battles become if not secondary they're not very interesting in and of themselves what's interesting is what characters you've got you know if you're collecting shards which it's all about which missions you'll play which one more curve reward to lead you on again this is really shown very well in this serum so seem i'm just going to hear
that it's going to simulate this battle effectively I mean effectively I don't really care what it means it means out to play the battle I get the rewards just do again so again p oh my god this is disgusting this is a bless the game in this these are all have to point out these are all levels I've unlocked already if i go to actually where I'm playing I can't this is the level i'm on I can't even like a car playin hard I can't submit this one I can sing but I can't plane hijacked I've not unlocked all of the levels are normal so it's kind of blocking stuff blocking me in some ways and what I can do it's not just about sitting everything but you see the swimming is a big part of the game when you get into and i'll be playing it out long maybe 10 hours and why this is important is when you go into characters the game is all about the characters you can see here i can train comparators you can see here some characters with them is a good example is a good example a new york scout so he's got five of his slots are already fitted oh if i press
this equip is a special this is gonna mean I recount it is but um I quit talking upgrade him there we go he's upgraded so he's got more numbers his numbers have gone higher run there we go I can also train him so these are these it's all so these are these these drawers i collected they'll get him up to level 21 okay fast kind of currency credit stuff off you go boom boom so now we can see because he's leveled up we've got all these extra things that can be equipped and so i have to craft our there's multiple things of that so but in this case I yeah that but in this case um it's find so as you look actually what I have to do if i want to
find this in deviant scanner it's telling me i can type of a craft these I've got home got one of those objects so it's able to find it that's going to tell me have to go play this level phase to be hard humble outside so I can go in you know I've unlocked it yeah there it is um I'm your sim it there you go now did I find it maybe that one very good no I don't fun you can see now the point of the game is not to play the what we originally thought which was the kind of turn-based missions what the actual part of the game is what they call the meta game is to go through i start to know equip these this is part of it to train sim since i got some more to level him up or her up so this is the
point of the game and this is I guess what some people is certainly in certainly you know countries like Korea and Japan and China this this is the kind of long tail of the game although the kind of the area where they do very well much better than the west where they kind of retain and monetize against people playing for the long barracks of time because it's very hard to keep a game interesting we're thinking tins of the gameplay being interesting for months and months and months at a time but when you're all kind of you know the moment my characters are very high level they also have been go in and kind of buy some more high level characters but then I need spend money or need yes there's more this chromium to unlock the data cards so there's a money some of these oh yeah the hard currency and this is why this is very important so I it's interesting actually that the EA we should not be renowned for this type of deep level of kind of laid meta gameplay hooks perhaps in its in its Simpsons
game is the best example where it's done this well but it's interesting studies installs gave the Star Wars obviously as a is a more kind of mass mass mass market but kind of broad broad has broad appeal so you is it may be a bit of surprise that they have this coming like Altos similar situation but I think it's good it's what I need to do to make the most of this kind of game so yeah so that's kinda what we do a pop camera beers we kind of look at these games analyze them like massive debt that give you some people view what's going on behind the design so don't forget to subscribe then come back and see what we're looking at next week see you
Star Wars: Galaxy of Heroes utilizes a three-tiered gameplay structure—manual, automatic, and simulated—to prioritize long-term character progression over individual mission engagement. While the game features turn-based, card-inspired combat, the core experience is defined by a meta-game focused on resource collection, character leveling, and gear acquisition. By offering auto and simulation modes, the game allows players to bypass repetitive combat sequences, enabling them to efficiently farm the materials necessary for upgrading their roster.
The design philosophy shifts the player's focus from the tactical execution of battles to the strategic management of character development. Once a player has successfully cleared a mission, the simulation feature provides an immediate path to rewards, which is essential for the grind-heavy nature of the game’s progression systems. This approach addresses the challenge of maintaining player retention over months or years, as the actual combat becomes secondary to the pursuit of character shards, training droids, and equipment.
This model reflects design trends common in Asian mobile markets, where deep meta-game loops and long-tail monetization strategies are standard. By implementing these mechanics within a globally recognized intellectual property, the game effectively balances mass-market appeal with the complex, data-driven progression systems required to sustain long-term engagement. Ultimately, the game functions less as a traditional tactical battler and more as a sophisticated resource management simulator, where the primary objective is the continuous optimization of character statistics through the strategic application of earned currency and materials.