This joy was quickly followed by depression because we understood that Supercell has just flipped the rules of the game. ![]() When Royale entered soft launch in Canada, developers around the world downloaded it and felt immense joy playing the game. Well-balanced economy, beautiful graphics and lack of bugs create a feeling of quality. The third and final step is the focus on polish. I believe this is a mistake since you can build good end-game features only once you have player behavior data. A lot of companies go for “feature parity” when launching their games. ![]() The second step is to keep the feature set simple. The lanes in my mind have nothing to do with MOBAs but function as a simplification of battle AI. In the case of Royale, it is a mix between Clash of Clans and Hearthstone. The first step is creating a game that is familiar yet new. ![]() Royale follows Supercell’s simple winning formula. Since then, together with Supercell’s other hit title, Boom Beach, Clash has pretty much defined, evolved and dominated what we know today as the mid-core games category on touchscreen devices.ĭespite light incremental innovation to actual gameplay over the last four years, the game loops of mid-core games have stayed essentially the same: build a base, raise an army and battle other players to climb the leaderboards. We’ve taken this loop as a given for years and in the process exhausted players on building and troop-training timers. With Clash Royale, Supercell shatters the mid-core benchmarks it has created and in the process sets a new set of rules that all the future mid-core games are forced to follow. Supercell’s Clash of Clans launched almost four years ago in June 2012.
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