So I'm going to make a somewhat lengthy post, but I thought at least one or two people might be interested.
Premise:
I've stated a few times over the past couple of years that I felt with enough time, the quality of popular games on smartphones would improve from the perspective of people who play games on more traditional platforms.
I think it would be fair to say that, while there's been some improvement, on the whole I've tended to be wrong.
A notable exception to this would be Puzzle & Dragons, which has had about 600 pages (50ppp) of |OT| on GAF. One game however does not make a trend.
While talking about Dragon Quest's performance and how several Square Enix titles have tapered off their strong debuts on the top grossing charts, Goli posted these two images of games that did not:
For comparison, Puzzle and Dragons:
and Brave Frontier:
I remembered seeing Brave Frontier on the English iOS store and decided to give it a whirl. Here was my experience with the game's various aspects.
Short Game Description:
This is a social mobile game that, instead of playing like a non-game/auto-game, actually plays significantly more like a video game. Specifically, it's a turn based JRPG that includes the actual mechanics you would expect out of one, and most of the features are implemented in an interesting instead of asinine way.
Long Game Description:
Brave Frontier is a game with the following elements: combat, creature collection, item crafting, creature evolution, town building, PvP, challenge dungeons, and timed event. This shouldn't be shocking to anyone who has played a Japanese social game before, but it's the actual implementation of these systems where I feel the game really stands out.
The combat system works as follows. You create a party of five heroes that you get either from starting the game, killing monsters (as loot), or the requisite gashapon machine. I know, you've probably stopped reading already, but bear with me. Each hero has a nature (which is either a boost to one of their stats [attacking/defense/restoration/health], a balanced state, or the state of being a healer which means all of their stats are slightly lower than average), an element (either water/fire/earth/lightning or light/dark), and a special move (which can range from a single target attack/debuff, a multi-hit single target attack, a group attack, a heal, a team buff, or a variety of other things).
The basic idea of party creation is to either make a balanced group, or design a group that will work well against the area you are fighting (like if there are water monsters, you probably want lightning creatures or at least creatures that aren't fire). Since monsters are given to you en masse, and you level by consuming unwanted monsters instead of combat, you have a lot of flexibility to choose your team. Your party also has a leader you can assign that applies a team wide buff like +25% lightning damage or generating more healing orbs while "sparking" (more on that later). There are also 10 different party slots that can share the same units so you can easily pick a team for whatever situation you run into instead of having to constantly switch people around. There does seem to be a positioning element as well, but I can't be sure that's not imaginary (like I feel the people in the front get hit more). If you're entering a quest, you also get to pick the leader of some other player's team out of five potential random choices (or those of your friends if you want more certainty).
Now during combat the game plays out like a somewhat simplified turn based JRPG that revolves more around timing attacks and target choice since your active abilities are either items you crafted (with limited quantities) or your active ability which needs to be powered up with crystals you get from killing (or overkilling) monsters during the quest you're on. The basic input it that you select the enemy monster you want to hit, and then tap the party member you want to attack them. However, there are two competing systems that make this more interesting. A key part of the game is that healing isn't easy, so you want to minimize the amount of damage you take by killing off as many enemies as you can in a turn, but you also want to do synchronized attacks as your enemy starts getting "sparked", which means that they drop significantly more health crystals (which very minorly heal a character) and battle crystals (which power up your ability) as well as doing significantly more damage at the same time. This means you have to try and decide what the optimum number of characters are to throw at a given monster based on the stats/types of your heroes and that ofthe enemy as well as whether you want to charge up your abilities faster by pouring on more than are needed. Also, it's risky to wait and see how much damage your first couple of heroes are doing as if you're short, since you didn't send in the 3rd or 4th hero soon enough, they don't get the sparking bonus and might not actually kill off that enemy.
Similarly, you have to decide which enemies make the most sense to kill first, and if you want to risk using some of your power up abilities before you hit the boss at the end of the quest line, which can cause you to take less damage during the quest, but also might leave you without an ability (like a stun) that you would really want on the boss. When using abilities you also don't tend to generate sparking, which means you might not start powering up that character's again until at least the next turn.
During this time monsters also drop all sorts of other loot like karma and gold (which are the main resources) as well as crafting materials to make things like potions, antidotes, and buffs that you can use during combat, and also that you later use to craft equipment to put on them (think more like Final Fantasy than a full armor set here). There are also chests that spawn off of enemies which you can choose to either open or not. The reason you wouldn't open them is that sometimes instead of loot they contain monsters, which if the area you're in is difficult enough, could be bad. Monsters also have a chance to recruit into your army after you defeat them. Generally I was getting 2-6 monsters a quest, so they definitely give you a healthy supply.
Once you finish that you head back to town, manage/level your army, or go fight some more. The town basically contains a few buildings that are either for crafting potions, crafting equipment, or for harvesting bonus resources. One notably thing about the town is that there are no wait times to build anything. You just buy them and they instantly upgrade as if it were a regular ass RPG town. It's not a super exciting town, but it actually adds to the game instead of detracting.
For leveling your army, you take monsters you don't want and feed them to the ones you do. If you feed monsters of the same type, they get 50% bonus experience. If you feed them monsters with the same special ability, they have a chance for their special ability to level up. To evolve a monster, instead of fusing duplicates like most social games, you have to max out its level and then find a specific set of monsters to feed to it. If you've played SMT4 and done special fusions, you're probably familiar with this system (sans the maxing out the level of the primary monster first). These specific monsters are also usually not the same monsters you would be using in combat as they only have one level and not great stats, so you don't have to feel bad about churning your best guys to evolve another. You can also get special metal creatures that are basically only good for feeding to other monsters for tons of experience.
In addition to the main quests, there are also challenge dungeons that change what type of reward they give on a daily basis, so if you feel you are strong enough you can go into one and get whatever that day's bonuses are (be it tons of crafting material, tons of monsters, tons of money, etc), but the only thing you get is that specific resource from winning.
Finally there's an arena that just functions by auto battle. This thing is pretty boring as you just refresh opponents until you find someone who is easier than you and then murder them. It's flashy to watch, but obviously there's no real interaction or fun to be had.
There is also a fairly frequent plotline that also serves as a tutorial throughout the game, though it's pretty awful unless you're big on tsunderes.
There is a stamina system in the game, so you're probably only going to be playing about 15-20 minutes at a time, but there are rotating quest areas that only take 50% the energy of normal if you want to play longer.
Impressions:
Let me start off by saying that I don't want to give the impression that this is some genius JRPG that will be remembered throughout the ages. It's pretty b-tier when put in a vacuum.
However, one thing I can say that I can say about it is that I actually had fun while playing. This is something I can say about just about no other social game I've tried.
I feel there's actually a fair amount of depth to the game despite its immediately simple appearance, which becomes notably more apparent as you try challenge dungeons and get further in the storyline, and in general it felt generous toward me as a player.
Overall, I feel it is a good step forward for social-mobile gaming in terms of being more like actual games, and I can understand why it is having so much success in the era of P&D.