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GangsterCity vs YakuzaLords 1/24/2010 10:07:00 PM

Gangster City
- Compelling animation w/ voice over

- Redemption/Revenge motive

- No choosing professions with diff. stats regen. modifiers

- No trad. tutorial, dive right into Chapter 1 (Ch instead of realms/areas)

- Chapter 1 -> interactive map -> Click on building -> See missions
This could be made more interesting by showing the entire mini map first
and then zooming into the beginner area to give idea of the larger goals at
hand: explore and conquer entire area. There can also be other areas that
are dangerous to travel to and require hiring bodyguards (could have
temporarily available areas to visit)

YakuzaLords
- Beginning story (redemption/revenge motive), no animations

- Choosing profession (3 professions)


Could add diff. professions / unlock professions that have other modifiers
such as increased luck in finding collection items etc.

- Tutorial walkthrough of all basic functions such as jobs


Standard style, does a good job of introducing to basic user

- Linear realm progression with multiple characters and plots


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Gangster City
- Clicking on building icon takes you to the list of missions available
(sometimes have the word ‘new’ available’
Could also show future missions but not be able to access them.
- Ability to do job (description, payout, xp, money and energy reqts. listed)
- Mission mastery indicated by green bar progression (no % compl. Listed)

- In beginning, you have to complete a job multiple times before you level
up, and don’t see the part of the game where you can add points to stats
this could be supplemented by a message that encourages players to master
a job and offer a bonus, so they keep going and level up

- Jobs are listed through diff. characters (GTA style) creating a more diverse
narrative style game play which provides players options

- no introduction to achievements, collections even though there is a ‘chance


to collect’ collectibles icon available in the first job

- Jobs have a ‘chance’ to win or not win. Not guaranteed to be


completed based on requirements.
I like this as it always encourages users to go beyond just purchasing the
required items and continue to increase their attack etc

Yakuza Lords
- Realms are unlocked in a linear manner with descriptions
- All jobs in that realm are visible on the 1st page
this could be made more interesting by maybe having a hierarchy of jobs or
some kind of map

- Mission mastery indicated by % and bar progression both


- Some initial jobs require players to invite friends and/or do battles
This is good because it conditions players to do other things than just jobs

- Simplicity in purchasing when items needed for doing jobs


- Beginners are able to fulfill a rite early on and become aware of
achievements
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GangsterCity
- Requires energy
Does not require stamina. It seems though that doing missions yields better
XP and money than robbing so I’m not sure why someone would want to
rob. Robbing needs to be made more exciting

- Ability to purchase various lists: free, weak, rich


This is good because its another area of monetization. Eventually they can
have temporary lists of people that can yield a lot of money when robbed

- Definitely room for innovation and new additions that incorporate


sociability/cooperativity

Yakuza Lords
- Requires stamina
I like the distinguishing stamina and energy because you can then optimize
the game better that way but I don’t like having to worry about stamina and
energy at the expense of each other

- Random people around your level are shown.


I think the idea of lists could be incorporated here and would be good or
some quest like system with risk factors (could even require users to wage
money xp)
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Gangster City
- Appear on maps as icons
This is a good function as it creates a visual experience

- Ability to upgrade properties 3 times

- Have to come back after a certain time to collect money (each property
has max # of money)

- Have family members guard properties.


This creates some sort of cooperative mechanic beyond just using your
family as a way to increase your rob powers

- Can come by to collect anytime


There needs to be one properties page similar to YakuzaLords which helps
you see all your properties and be able to collect money at once instead of
clicking on each individual icon)

YakuzaLords
- Similar to GangsterCity in a way without the ability to have anyone guard
the property

- Ability to upgrade property 10 times

- Properties not unlocked by area/realm, instead all properties are listed


This could be made more interesting by having unlockable properties
connected to achievements, limited edition properties, and/or realms
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Gangster City
- 3 diff stores (one regular, one for cars, and one blackmarket (which is the
store for virtual currency). All 3 stores can be visited and display items that
can be bought along with their attack/defense stats. Those that are un yet
available are only displayed as shadows but you can tell by the outline what
kind of weapons they are.
This could be more exciting if you add a level of difficulty or risk to accessing
the blackmarket store. Also the ability to tie-in missions or achievements
with unlocking certain weapons could add an extra appeal to the scarcity
element.

- Each store has a 2d interface and interesting marketing techniques could


be incorporated into the design (such as limited edition offers) to sell more
virtual items.
Lots of potential here and it increases the connection to the virtual goods
you own.

- Items that are bought have to be equipped in order to be fully used

Yakuza Lords
- Buy/sell

- No equipping necessary

- Special items: Henchmen


Nice tactic where user goes to buy a specific limited edition item as
advertised in battle and finds out it is sold out and is enticed to enter email
for updates to receive alerts
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Gangster City
- All friends in application are known as associates

- Ability to turn them into family members and upgrade them (hierarchy
tree)
I really like this because it creates a connection between some of my many
associates (people adding each other to get more associates dilutes the
connection people have with each individual associate)

Theres room for innovation here as family members could have specific
issues that come up with them that require you to perform certain missions
that have to be done in certain times. For example, your Capo finds himself
having beef with a loan-shark so you have to help him out or risk losing
money.

- Ability to assign them to protect a property or run a timed mission for


which you come back to collect a reward (non-expirational)

- Associates increase chances to rob and win jobs

Yakuza Lords
- All friends in application known as family

- More family members increase chance of winning battles


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Gangster City
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