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HeroesLAND is another “online heroes” game.

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#24
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The goals are quite obvious; everything follows a well-trodden path in similar games:
1. An idea or brand that will attract people to the game.
2. Maximally prolonged Gameplay (this includes limiting the number of ranged units and the principle of mob formation on the map: they were designed so that it wouldn't be possible to defeat stronger enemies early on). The longer a player stays in the game, the less likely they are to quit ("Oh, I'm so tired of it, but I'm only a few levels away from level N, I'll play a little more," "*%&#, this game sucks, but I've already spent so much time on it," etc.).
3. Adding "perks" that speed up or simplify the process, but at the cost of resources. Initially, the resources are in-game, and then the perks are given for real money (but not before an audience has been gathered, otherwise people might be put off).
4. Increasing the role of monetary investments from the real world -> finally, generating profit.

That's why the mechanics of the original game are so flawed, because they hinder these goals. Those who want to play their favorite game in an online entertainment format will be disappointed. For now, the project is only in its early stages, which means you can still have some fun (I'll be happy for the game if it doesn't turn into a total pay-to-win and grind-fest).
http://www.twitch.tv/mikevalentine/