Uma Global: Speculating on how Cygames will bridge a 4 year content gap
Cygames EN has provided very little information about the global client, leading to all sorts of doomposting even though there's not actually any information to react positively or negatively about.
However, one real question mark with uma global is how to deal with a 4+ year gap from the Japanese version, which is one of the biggest that I know of for any gacha game, which usually operates with 1-2 year gaps. How they'll manage this will be important to the longevity of the game, since while the story aspect is totally unconcerned with banner lengths and the meta, the actual competitive and gameplay side, which is how the game makes money, is uniquely, heavily, affected. (Lore enjoyers eat for free.) For crying out loud, Kakao Games' mishandling of the Kitasan Black SSR banner led to actual street protests against the South Korean government. So I think Cygames looked at what happened in Korea and in mainland China and decided they had to first-party global to preempt shenanigans like that.
Below are a bunch of ideas (I won't call them suggestions because john cygames isn't reading this) on how Cygames might attempt, or should, bridge content gaps without breaking the game.
Things they will definitely do
- A pre-registration marketing campaign that includes free gems and free pulls. Every gacha game does this. They haven't even begun theirs yet. It bears repeating: just because there's an English website and an account, does not mean they have actually started marketing the game.
Things they will probably do
- Expanded release roster: recent tweets kind of suggest this is happening but there is no guarantee here. This is more to increase appeal for the game than anything. Biggest reason it won't happen: every character has a story, which has to get localized, which requires time and labor that's already being spent on localizing everything else.
- Day 1 QoL changes: extra-speed dialogue skips and Daily Race skips need to be in the game from the start; there's no real good reason not to.
- More main story chapters and unlocked character stories (ch. 1-4) at launch: aside from giving players more content and ways to develop connections with the franchise, it would also give players more starting jewel income, which will help with player retention and the competitive environment.
Things they should do
These are more aspirational because they might not benefit financially or the effect on the game could go either way.
- Expanded release SSR card list and special release banners: at this point, the game should just launch with the Kitasan Black SSR. For characters, if they do an expanded release, up to Summer Maruzensky, one of the first meta-impacting uma banners, could be a good place, especially if the game launches in summer. Another place to start would be JP 1st anniversary with Kitasan uma banner. Of course, they could choose not to, but half of the players would simply not spend any money until then. Gacha games need to launch with a marquee banner or character to achieve critical first-month and first-quarter sales revenue, and this would be the easiest way. Uma JP didn't launch this way, but Uma JP's launch was historic and unusual. For GFL2, which had a very good global launch with a standard one year gap, the game launched with the Suomi banner, which was a half-anniversary and meta-defining unit for that game. Heaven Burns Red global, which has a bigger gap, launched with a special banner that had a much larger roster than the original JP client started with.
- Daily free rolls from a dedicated special banner: every gacha game launches with free rolls, but I think uma needs to launch with a 200 free roll special banner with a free spark at the end. Starting the game with 0-1 SSR and a bunch of non-MLB SRs and failing to win URA finals with anyone besides Urara and Bakushin is not a positive gameplay experience.
- Day 1 select gachas: if the game launches with an expanded SSR and 3* pool this will be needed to let people pull for characters they want.
- Double uma banners with shared spark count: if the game launches the same way as JP, this would be one way to accelerate releases without screwing over players with shorter banner lengths. However, I'm not sure this would work well with SSRs.
- Always run 1 new uma and 1 new SSR banner each cycle: this is a way to accelerate releases without shortening banner lengths. However, it gives players less time to save up.
Things they probably won't do
The cope/dumb ideas section
- Accelerated training scenario drops or day 1 Aoharu scenario: I'm biased but 6 months of pre-updated URA Finals would be boring as hell. If they do this, it also means they will launch the game with JP day 1 state. The obvious concern with this is that it makes scenario SSRs less valuable, and mess with the SSR banner calendar, so they will probably not touch the scenario release schedule for that reason. Of course, Tazuna was never essential to URA, so they could launch with both URA and Aoharu, but then nobody would play URA except to read the story and grind rewards.
- (edit) Alternate between Champions Meeting and League of Heroes from day 1: LoH is a slightly more forgiving monthly PvP and it could lead to a less stale meta in the first year of the game.
- Way more free gems: self-explanatory
- Day 1 evolve skills: would screw with the meta too much; also, KR/TW are still getting evolve skills gradually.
- Release the game tomorrow or without any prior announcement
- Read this post
Ultimately, we don't know what Cygames will do until they tell us. Their opsec is better than the CIA. But I think it bears noting that since Cygames is self-publishing this, they have free rein to change how the game progresses way more than the other language clients.