![]() Also, this is the first time that Supercell’s Shanghai team is working on new games, which is great for throughput but might pose internal development challenges of its own.Īll in all, it’s really impressive to see such a bold announcement. And there is a long way to go before Clash Quest passes Supercell’s internal project green light benchmark of a 20% D30 retention. Clash Quest definitely feels quite early stage with Supercell testing the core soul of the game - the most critical piece to get right for any game looking to be played for years. In other words, it’s too early to say anything. Contrast this to how Rovio force-fit Angry Birds into various genres, and the smarts behind Supercell’s IP expansion approach starts to shine.įinally, the question that’s on our minds: will all three games launch globally? “ This is the first time in Supercell history that we’ve ever shared any of our games at this early early stage of development, so things are subject to change”. For example, the way the troops work in Clash Quest are familiar to what’s seen in Clash of Clans or Clash Royale, but differentiating enough to the Puzzle RPG genre to consider innovative. Further, Supercell is clearly doubling down on using the depth and uniqueness of Clash’s character roster to drive gameplay-IP fit and in turn a pinch of genre innovation. By centering these new games around the midcore-affluent Clash IP, Supercell will likely see a strong genre-IP fit as the company expands into three new midcore genres: Clash Quest (Puzzle RPGs), Clash Mini (Auto-battlers), and Clash Heroes (Action RPGs). While many companies with widely recognizable IPs do this, there is some novelty to Supercell’s approach.Įnter the second sentence: “ We felt there is an opportunity to create totally new experiences around the Clash characters and provide new challenges for the players in a fresh way.” For any IP expansion strategy, finding both genre-IP fit and gameplay-IP fit are critical. While Supercell continues to attempt new IP games (Rush Wars), announcing three new Clash IP games signals that Supercell is exploring a portfolio-wide “new games through IP expansion” strategy. Juicing revenues through live operations of their top three titles - Clash of Clans, Clash Royale and Brawl Stars - can only go so far. The first explains why: “ With these new projects, we’ll expand the Clash universe in ways you’ve never seen before, introducing new genres and new gameplays into the Clash world.” It’s no secret that Supercell’s revenues have been declining for the past three years ($1.6B → $1.56B → $1.48B). Three sentences from the video shed light on these questions. Players were excited about release dates, industry folk were curious about the games, and analysts were speculative of why a three game release makes sense. Last week, they announced not one, not two, but (for the first time ever) three new games through this video. Supercell’s new game announcements are always a spectacle. Shoutout to those of you who referred your friends and coworkers in the past - you rule! #1: Supercell’s Clash Trio Our first Q&A will kick off in the next couple weeks, so make sure to spread the word soon. Plus, if you refer five subscribers, you'll be invited to our quarterly Q&As where you can ask our team any pressing questions. ![]() If you refer two new subscribers you'll be invited to our private Master The Meta Discord community - which, thanks to our growing team, we'll soon do more cool stuff with. If you haven’t already, subscribe to MTM to get access to our referral system. We’re also in the process of making our referral system more robust. ![]() That friend who’s sorta kinda into the business of games? You should tell them about Master The Meta, too! Tell your League of Legends, Valorant, or Fortnite squads to subscribe. We’re setting aggressive growth targets for the remainder of the year - hoping to 3x in size - and we need your help! We’d love it if you can share this newsletter with a few people this week.
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