Blue Oath I think is that new game that is a literal damn near 100% rip off of Kantai Collection arcade. It's really shameless as it doesn't even try to be it's own thing like Azur Lane did.
Blue Oath I think is that new game that is a literal damn near 100% rip off of Kantai Collection arcade. It's really shameless as it doesn't even try to be it's own thing like Azur Lane did.
Correct, but until C2/KDKW make a port of the KC Arcade game for console or PC, it's the closest thing you'll get to the real deal. One beauty of Blue Vows is the fact it runs on iOS, Android and Windows-based. Even though the KC Arcade game runs on Windows-based hardware, that it doesn't count since the game is hardware-locked to the arcade units.
Blue Vows' mechanics are pretty heavily copied from the arcade version of KC. There's some story and events, including a facilities in the base you can assign girls to so you gain resources, a hot spring so you can send your girls to bathe and well, yeah, the main attraction: Gatcha.
How do I know this? Played the original CN version since it would limit you to 2 hours of game play unless you entered Chinese ID to verify you're not a kid, stopped playing that version and switched over to the JPN version.
Blue Oath I think is that new game that is a literal damn near 100% rip off of Kantai Collection arcade. It's really shameless as it doesn't even try to be it's own thing like Azur Lane did.
Azur Lane is the way it is because the Devs wanted to make what they felt would be a fun game. If they thought making the game a carbon copy of KC, like other waifu gacha games have done, would be the most fun, then that's what AL would have been. It also helped them standout, of course.
Blue Oath copying KC Arcade is not shameless, it's how the videogame market has always worked. If KCA is really popular, then of course other people are gonna copy it, not everything needs to be entirely original, and that's fine, that's how you get better games, by doing what someone else is doing but better. Not that I personally know if Blue Oath is better than KC Arcade, but it's certainly more accessible to a broader audience, which is absolutely a plus.
I would say in this case it is, a lot of the sound effects, camera angles and animations are ripped straight from Arcade. It's even more of a blatant copy than Abyss Horizon.
It's really shameless as it doesn't even try to be it's own thing like Azur Lane did.
Well, Azur Lane wasn't copying KC anyway. And personally, I'm against anyone saying AL ripping off KC, but Blue Oath or Blue Vow, whatever it's called, it really rips the game mechanics from KC arcade hard.
Look, if you want to make a Gacha game using anime graphics, go right ahead, but at least use a different concept than others in the market. Don't just use ships because that was what Kantai did. That's why I got a good amount of respect for Arknights, because to my knowledge, its universe is pretty unique.
I would say in this case it is, a lot of the sound effects, camera angles and animations are ripped straight from Arcade. It's even more of a blatant copy than Abyss Horizon.
Actually, a lot of the sounds in Kancolle (and by extension, KC Arcade) are actually stock sound effects. For example, the "Shipgirl Get!" bling SFX is also used in Illusion's adult games for menu choices and other SFX.
The camera angles don't mean anything really and you can't copyright that as you're just setting a object to a 3D XYZ position in the scene relative to a target. Animations might look very similar, but are not a copy. The secretary animations are very different too - Scarnhorst's idle is in commanding stance and will get angry if you tap her, Tenryuu will patiently wait in a maid-like manner and ask what's going on, while Auckland will get antsy and want to be sent on a combat mission.
Other ships will even do sexually suggestive animations - I forget which ones but I know a USN battleship and a German cruiser will tease you.
MentallyUnstable said:
OMG, I forgot about that one as well...
Look, if you want to make a Gacha game using anime graphics, go right ahead, but at least use a different concept than others in the market. Don't just use ships because that was what Kantai did. That's why I got a good amount of respect for Arknights, because to my knowledge, its universe is pretty unique.
What about Arpeggio then? That used ships. I'm a hobbist game developer but some time along the track I might take the ship girl idea, look at another game's design and see how I could merge the two (or more) ideas together. Look at Azur Lane - they took the ship girl idea and made it literally bullet hell (discount Touhou). Still makes some sense because you are dodging enemy fire, but requires fast reflexes.
I will agree though that originality needs to be a key point. Although on the other hand, if your competition sees a juicy fruit hanging on the tree to snipe, they can do so. SEGA/C2 could have ported a version of KC in 3D to mobile and desktop devices. They didn't, and that's how games like Abyss Horizon and Blue Vows/Oath come into the arena.
Sorry for the long comment, but had to give rationale.
Actually, a lot of the sounds in Kancolle (and by extension, KC Arcade) are actually stock sound effects. For example, the "Shipgirl Get!" bling SFX is also used in Illusion's adult games for menu choices and other SFX.
The camera angles don't mean anything really and you can't copyright that as you're just setting a object to a 3D XYZ position in the scene relative to a target. Animations might look very similar, but are not a copy. The secretary animations are very different too - Scarnhorst's idle is in commanding stance and will get angry if you tap her, Tenryuu will patiently wait in a maid-like manner and ask what's going on, while Auckland will get antsy and want to be sent on a combat mission.
Other ships will even do sexually suggestive animations - I forget which ones but I know a USN battleship and a German cruiser will tease you.
What about Arpeggio then? That used ships. I'm a hobbist game developer but some time along the track I might take the ship girl idea, look at another game's design and see how I could merge the two (or more) ideas together. Look at Azur Lane - they took the ship girl idea and made it literally bullet hell (discount Touhou). Still makes some sense because you are dodging enemy fire, but requires fast reflexes.
I will agree though that originality needs to be a key point. Although on the other hand, if your competition sees a juicy fruit hanging on the tree to snipe, they can do so. SEGA/C2 could have ported a version of KC in 3D to mobile and desktop devices. They didn't, and that's how games like Abyss Horizon and Blue Vows/Oath come into the arena.
Sorry for the long comment, but had to give rationale.
Appreggio was a manga i believe that existed around the same time as kantai, though kantai existed a little before hand. They even had a crossover event at one point.
As a fellow game designer, ive played with the idea of making a game that subverts gacha tropes, by making a game where charchter death really matters and is severe and to contemplate on the moral implications of creating synthetic life for the purpose of war.
Appreggio was a manga i believe that existed around the same time as kantai, though kantai existed a little before hand. They even had a crossover event at one point.
Arpeggio manga started on 2009, the anime (which deviated from the manga) first aired on late 2013, which lead to the crossover.
As a fellow game designer, ive played with the idea of making a game that subverts gacha tropes, by making a game where charchter death really matters and is severe and to contemplate on the moral implications of creating synthetic life for the purpose of war.
I would love to see some kind of conditions to get certain characters, like some chars doesn't appear if you like to waste all your resources in useless crap, others won't appear if you trait bad your team and others if you only get online to collect your daily free gifts. And not, I'm not portraying myself.
As a fellow game designer, ive played with the idea of making a game that subverts gacha tropes, by making a game where charchter death really matters and is severe and to contemplate on the moral implications of creating synthetic life for the purpose of war.
I'm not sure this could ever really work in a gacha game. KC is the only one I know of that has a permadeath system, and it's a constant target of derision by both fans and detractors, the Dev's given reason for the system not doing it any favors either.
In the context of KC, it more than anything else only serves to add tedium to a game that's already lacking in what most would consider "gameplay", forcing you to retreat a map because the game's RNG, that you have little direct influence of, decided to crit one of your ships to red health, and risking all the resources invested in acquiring and strengthening them has zero beneficial tradeoff.
In the broader context of gacha games, it's an incredibly counterproductive and player/consumer unfriendly mechanic. Gacha games as a general rule thrive on a collection system that generally incentivizes players to spend real world money to acquire the units they want, some examples being more generous than others. The possibility of time, effort, resources, and money being lost because they made a mistake or the game was too challenging is not an appealing idea to the majority of players, especially outside of specific genres.
It could work, I'd be very interested in seeing people try to make it work, but there are very good reasons that despite all the games that spawned from KC's sudden explosive popularity, no matter how closely they imitated the original, most if not all of them excluded the permadeath mechanic.
It could work, I'd be very interested in seeing people try to make it work, but there are very good reasons that despite all the games that spawned from KC's sudden explosive popularity, no matter how closely they imitated the original, most if not all of them excluded the permadeath mechanic.
Doesn't arcade have a soft-permadeath setup? Where if one of your ships sinks, you can revive them but with stats reset, revive them but take a hit to your profile stats or banish them/let them become shipwreck at the bottom of the sea?
I personally do not like Gacha games, especially games with absurdly small drop rates. They'll lure you in and then it's a horrid grind. That's one reason why I quit Girls Frontline, and I lost the desire to go back to that game.
What about Arpeggio then? That used ships. I'm a hobbist game developer but some time along the track I might take the ship girl idea, look at another game's design and see how I could merge the two (or more) ideas together. Look at Azur Lane - they took the ship girl idea and made it literally bullet hell (discount Touhou). Still makes some sense because you are dodging enemy fire, but requires fast reflexes.
I will agree though that originality needs to be a key point. Although on the other hand, if your competition sees a juicy fruit hanging on the tree to snipe, they can do so. SEGA/C2 could have ported a version of KC in 3D to mobile and desktop devices. They didn't, and that's how games like Abyss Horizon and Blue Vows/Oath come into the arena.
Sorry for the long comment, but had to give rationale.
So, in order to respond properly, I looked up what shipgirl games are out there, and I found quite the list:
Arpeggio of Blue Steel (has a game) Kantai Collection Warship Girls Victory Belles Azur Lane Abyss Horizon Blue Oath
Just two of these games are already too much for such a concept as shipgirls, but whats worse is that all of them, save for Azur Lane, just copy off of Kantai Collection with very little variance. Warship Girls and Victory Belles just bop off of regular Kantai Collection while Arpeggio, Abyss, and Oath look so similar to the arcade version. I get that competition is good and all, but how about some different gameplay? A shipgirl game like Xcom, FTL, or Windwaker would be awesome!
The vessels and fleets that once cut through waves on the sea, that dashingly strode across it. And the ships and people that struggled in difficult conditions when the war took a turn for the worse and bitterly and regretfully sank beneath the waves. I started making KanColle out of a desire to share their existences, making sure they weren't forgotten.
Not the first time Tanaka said it but yep, sticking with this one till the end.
Not the first time Tanaka said it but yep, sticking with this one till the end.
Kantai Collection always felt like it had more thought and importance behind its designs...but god help it have some compelling gameplay or decent RNG. To me, Tanaka's words would ring more true with World of Warships gameplay with Kantai Collection character models.
Kantai Collection always felt like it had more thought and importance behind its designs...but god help it have some compelling gameplay or decent RNG. To me, Tanaka's words would ring more true with World of Warships gameplay with Kantai Collection character models.
Digressing but if wargaming ever said that it'd be total bullshit with all the crap they pour on their players.
Digressing but if wargaming ever said that it'd be total bullshit with all the crap they pour on their players.
Oh please... a KanColle themed World of Warships game by Wargaming would run the game's reputation into the ground. They'd ruin the whole experience with pay to win mechanics because overpriced shit sells.
I will say that the RNG in KanColle can be so salt inducing though and pretty sure 110% of the KC players can agree with me on that. There's better RNG out there, it's almost like the formula they're using has serious bias when it decides to roll you a shitty outcome for many sorties in a row.
Oh please... a KanColle themed World of Warships game by Wargaming would run the game's reputation into the ground. They'd ruin the whole experience with pay to win mechanics because overpriced shit sells.
I will say that the RNG in KanColle can be so salt inducing though and pretty sure 110% of the KC players can agree with me on that. There's better RNG out there, it's almost like the formula they're using has serious bias when it decides to roll you a shitty outcome for many sorties in a row.
When has the browser game ever even been remotely pay-to-win? The only purchases people kinda have to do is shell out ¥1000 every 1-3 quarters for another 10 ship slots, maybe an additional one time ¥2000 if they wanted 2 more ship repair slots. DMM even has log in events that give you half the cost for the ship slots about every half year.
When has the browser game ever even been remotely pay-to-win?
I think you're mistaken - I never said about the browser game. I was talking about Wargaming's pay to win money grabbing tactics.
The only purchases people kinda have to do is shell out ¥1000 every 1-3 quarters for another 10 ship slots, maybe an additional one time ¥2000 if they wanted 2 more ship repair slots.
Yeah, that's fair enough - I shell out the 1000 yen every so often (mostly before events) so I'm not running low on shipgirl slots.
I think you're mistaken - I never said about the browser game. I was talking about Wargaming's pay to win money grabbing tactics.
Sorry, my bad. I totally missed the "by wargaming" part. Pulled a knee jerk thinking it was going to lead to another false claim about rings again. orz
Blue Oath I think is that new game that is a literal damn near 100% rip off of Kantai Collection arcade. It's really shameless as it doesn't even try to be it's own thing like Azur Lane did.
Fun fact it also copy from Azur lane, Kaga and Akagi even have almost the same skills they have in Azur Lane, the other fun part is that Akagi is voiced by Sakura Tange and is very amusing, shame that people can't stop comparing her with Takao from AL
Shame that Blue Oath is the only way to play something like KC Arcade, the game is not terrible but some designs are uber weird or rip offs (Oakland is just Alisa of God Eater with a shipgirl rig on her back, Arizona would be mistaken by a IJN ship on Azur Lane and Ryujou looks like a Kamikaze class from Kancolle)