Can Jurassic World Alive stand up to Pokemon Go?

Can Jurassic World Alive stand up to Pokemon Go? -

The market for location-based gaming is heating up this summer. We’re finally starting to see some major developers come out with an answer to Niantic’s Pokemon Go, a game that is now nearly 2 years old and going stronger than ever. Pokemon Go is a staple in the Top Grossing Charts, and with user numbers reaching an all-time high this month, it’s likely to continue. As such, there are many attempting to repeat its success. Niantic plan another title this summer, “Harry Potter: Wizards Unite”. NEXT Games have soft launched their “Walking Dead: Our World”. Ludia + Universal just launched “Jurassic World Alive” in tandem with the new movie launch.

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Three Location-based games, Harry Potter wizards unite, The walking dead our world, jurassic world Alive

Three Location-based games launch this summer, can any repeat the success of Pokemon Go?

But many in mobile questioned how repeatable the success of Pokemon Go is. Most would say it’s success is heavily based on the Pokemon brand. So what chance do other Location-based games have?

Location-Based Gaming: The New Frontier for Retention

Location based gaming has been around since 2008. Games like Parallel Kingdoms by Per Blue

Location based gaming has been around since 2008. Games like Parallel Kingdoms by Per Blue

Location-based gaming has been public for awhile. Since smartphones had GPS, game developers have used location in their games. Parallel Kingdom, a game by Per Blue back in 2008 was one of the pioneers of this genre. Niantic’s Ingress in 2012 is an obvious iteration upon this genre. None of these games did remarkably well. So if all those games failed, and Pokemon Go succeeded, was it just the license or was it something else? What changed in 2016?

location based game Pokemon Go, Mobile notification, pidgey pokemon, pokeball catching pokemon

AR mode is more of a hinderance than a key gameplay element. Most players turn this off.

Some have pointed to the rise of Augmented Reality as a reason for Pokemon Go’s success — but this isn’t really true. While Pokemon Go does have Augmented Reality components to it, its novelty wears off fast. Many players report turning off AR mode pretty quickly after playing. True AR (using visual recognition to superimpose virtual items onto the real world) isn’t a major component of Pokemon Go. It’s just allowing players to play the catching mode using their camera. AR-mode actually just makes the catching gameplay harder and more inconvenient. AR was used for marketing rather than as a retention mechanic. So what really drives Pokemon Go’s staggering retention curve? (Seen below)

Pokemon Go: Average daily usage retention, Source Verto App Watch, US adults, ages 18, September 2016

My hypothesis is that the success of Pokemon Go was partly based on branding, partly based on virality, but mostly because of the retention differences when using location as a trigger for gameplay.

The Hook from hooked a book by Nir Eyal. Trigger external internal, Action, Variable reward, Investment

What I mean by trigger here comes from psychology. Taken from “Hooked” a book by Nir Eyal, we have a framework for what drives retention in apps and games.

To drive players to come back often:

  • a player sees a visual trigger to enter the game (a player is bored, sees the icon on their phone)
  • which has short, effective sessions (playing a quick match 3 level)
  • with variable rewards (sometimes I win, sometimes I lose)
  • that build long-term investment (reaching level 1000+ on a saga map)

All successful games use this loop to drive long-term retention. What changes in location-based gaming is the Trigger — the first step — pulling players into the game.

In typical mobile games, the trigger can be external (a push notification telling you your energy has refilled) or internal (I’m bored, let’s see if I can beat this level now). A location-based game has a new type of trigger — walking around in the world, being in a new place. Players that are stuck to games like Pokemon Go will tell you their trigger points — every time they’re getting a coffee, they check for Pokemon. Every time they are out at a restaurant, they check for pokemon. On their commute to work, they’re checking for pokemon.

If a game can attach itself to a commonly felt stimuli and use it as a trigger to play a game — this is an effective retention driver.

So location-based games, when they’re working, will build psychological triggers to play the game when you’re commuting, driving more repeat sessions and higher long-term retention. But do players have an appetite for multiples of these games?

Can a game with a lesser brand compete in this category? (sorry Jurassic Park, I love you but Pokemon is bigger)

Pokemon (Blue) vs Jurassic Park (Red) in Google Trends in the last 12 months, Location based gaming

Pokemon (Blue) vs Jurassic Park (Red) in Google Trends in the last 12 months. Even with the recent movie, Pokemon is a bigger brand.

Deconstructing Jurassic World Alive

Enter Ludia, a company that has proven over the last years to be confident in entering new genres and succeeding. Founded in 2007, they’ve focused on Facebook and mobile licensed games. They were acquired by Freemantle media in 2010, and have seen continued success since then. Associating with big brands, they’ve gone on to build consistent successes on mobile. Recently, they’ve built up the Jurassic Park games on mobile. Leveraging the brand and combining with the Dragonvale framework, they’ve carved out a success on mobile within a genre (Dragon Breeding) which has been out of the spotlight for years.

Ludia game design, Jurassic Park Builder, Jurassic world.

Their approach to taking the Jurassic Park brand and associating it with location-based gaming looks based upon Pokemon Go, but clearly trying to fix the aspects that were missing from the experience. Where Pokemon Go is a collector’s game, Jurassic Park is a competitive battle game.

The Core Loop

Jurassic park core game loop, Find dinosaur, unlock and upgrade, battle and progress

The core loop of Jurassic World Alive is simple yet effective. It builds upon the working framework of Pokemon Go, and adds a key element: battling.

  1. Find dinosaurs on your map, and send a drone to collect DNA from it. Based on how well you play the mini-game, the more DNA you collect.
  2. This DNA is converted into dinosaurs in a Clash Royale style system. The more DNA you collect, the faster you can unlock a dino and upgrade it.
  3. Using your upgraded dinos, you can battle other players, which rewards players with chests. These chests contain everything you need to restart the loop: coins and darts.

The keys here are the currency sources & sinks:

  • Finding dinos takes darts, which can only be collected from battling and a daily free chest. So you need to battle to collect and upgrade.
  • Coins are needed to upgrade, unlock, and fuse dinosaurs. Coins start off plentiful but become tighter and more strategic as you reach the end game.
  • XP is gained only from unlock & upgrading. So levelling up is relative to how big & high levelled your collection is. Collecting & upgrading any dinosaur is helpful.
  • Upgrading your dinosaurs is needed to keep battling. As you battle, your elo rating is improving, forcing you to match against more and more difficult players. In order to keep up with the matchmaking, you need to be constantly upgrading your dinosaurs.

Let’s go into each step in more detail:

Collecting Dinosaurs

Can Jurassic World Alive stand up to Pokemon Go? - 14

The game’s main screen is the map. It takes a perspective view of a typical google map and shows you the locations of dinosaurs currently wandering your city. If you’re close enough to a dinosaur, you can send a drone out to collect DNA from it. If you’re not, you’re going to have to move closer.

For this mechanic, Ludia creates an upsell mechanic. The radius of being able to capture a dinosaur is pretty small for free players, but if you pay into their VIP system, you get an increased radius for collecting. A compelling reason for beginning + lazy players (like myself) to commit to playing the game. Very smart!

Besides this, Jurassic World Alive conveniently places a few dinosaurs near you every session. So even as a lazy player that mostly checks their devices in similar to locations, you can still make good progress. A must for location-based games.

Jurassic world alive, find dinosaur, attack dinosaur, get DNA from dinosaur. Parasaurolophus

If you’re in radius, you can send a drone to pick up DNA from the dinosaur. This is a pretty compelling minigame of aiming with your drone and sending darts to collect DNA. A bit of timing, prediction and control wonkiness make it a pretty exciting minigame. Direct hits can get you large amounts of DNA, so being more accurate pays off big time.

Jurassic world alive, Einiosaurus, common, evolve

DNA is a precious resource, it’s similar to cards in Clash Royale. The more DNA you collect, the faster you can unlock and evolve a monster. Giving a very compelling reason to play well in the mini-game. This makes their progression significantly more skill-based than most, makes it more difficult to balance for different play types, but makes the DNA collecting minigame much more compelling. As you progress and start wanting to collect rarer and rarer dinos, you only have limited chances to collect the DNA, adding further pressure to be on the lookout for the best dinosaurs.

Can Jurassic World Alive stand up to Pokemon Go? - 24

Long Term Retention: Fusion System

One interesting addition Ludia have added to the Pokemon Go/Clash Royale style system is the addition of Fusion:

Jurassic World Alive Indominus Rex

The fusion system allows players to create specific hybrids of dinosaurs. There are a number of pre-designed recipes which require you to combine two dinos (ex. Combining t-rex and raptor to create indominus, just like the movie). This typically requires both to be a high enough level as well as a modest fusion cost. This is how you can create legendary level dinosaurs.

It’s a smart tie in from the movie that adds significant depth to their chase for the best dinosaurs.

In the case of Clash Royale, it can get frustrating with some of those early cards not being of use in the endgame. Also having no visual change to a character after unlocking it feels less powerful. With the fusion system, having a goal to level up a set of characters to unlock a more powerful character is a good long term retention system.

So overall, Jurassic World Alive has a nice mix between Clash Royale and Pokemon Go, with some interesting additions. Being able to influence how much DNA/Duplicates you collect is great for players (less so for balancers), and adding the fusion system creates a visible long term goal.

The Battle

Pokemon Go’s simplistic battle system vs Jurassic World Alive battle system

JW:Alive significantly builds upon Pokemon Go’s simplistic battle system.

Comparing Jurassic World Alive’s battle system to Pokemon Go’s, you can clearly see that Ludia took the weakest system from Niantic and improved on it substantially.

Pokemon Go opted for a system that is centered around their experience — location-based design. Instead of making battles central to their core loop, battles can only be done at certain locations (gyms), making battling tied to an overall social goal (take gyms for your team), and make it very asynchronous (the winner leaves a defending team for attackers to try to beat). The actual battle mechanic itself is really simplistic — bring 6 of your best pokemon in, and just tap madly on the screen to try to damage them as much as possible. There’s some skill in dodging and in selecting pokemon, but Pokemon Go’s battle system is very shallow that’s gotten plenty of criticism from their fanbase.

The Challenge of a 1v1 Battle

pokemon battle between squirtle and charmander. squirtle used tail whip

To be honest, Pokemon’s original battle mechanic wasn’t that great either. Since it was single player experience, the original Pokemon games were balanced very much in favour of the player. So they could get away with the game being pretty simplistic. When players started battling pokemon in PvP, there wasn’t alot of depth. The strategy usually was to keep swapping pokemon until you had the advantage on the field. Because it was a 1 on 1 turn-based battle, it didn’t leave a lot of room for countering and strategy. It’s why most turn-based PvP RPG games today typically have more fighters on the field (ex. 3v3 in Summoner’s War) or add a grid to move around units to create interesting countering tactics (ex. Fire Emblem Heroes).

Jurassic World Alive seems to have taken the original Pokemon style battling system and built it out so that it actually can function as a 1v1 PvP RPG battle with a healthy meta. Instead of dinosaurs having clear explicit strengths and weaknesses (ex. Water dinosaurs and weak against flying dinosaurs?) they’ve gone for a system where dinosaurs have much less obvious strengths and weaknesses. There’s no explicit rock-paper-scissors strategy, and it makes for a better game.

There are many types of dinosaurs, some with high health, some with quick attacks, some with high damage, some with status effects, and some as a hybrid. The strategy becomes trying to use your dinosaurs to the best of their abilities: having your high health dinos suck up damage, high attack dinos rip through without taking damage, and having your speedy dinos to do the final blow, preventing the opponent from attacking back. Overall, I counted 19 different attack types. This creates a nice base layer of strategy for a 1v1 game.

Jurassic World Alive 19 attacks. piercing, pinning, nullify, stun, speedup, vulnerability, slow down, distracting, wounding, shielding, adrenaline, regen, crit, reduce crit, quick swap, cripple, invincibility, defense, shattering

With status effects this also means that a dino’s strengths and weaknesses can change through a battle. Remember “Tail whip” from Pokemon? A useless move to increase damage taken by your opponent? — here in Jurassic World Alive it actually makes strategic sense. These moves have enough impact to make you second guess leaving your dinos in a weakened state.

Jurassic World Alive 3 dinosaurs battle

Take out 3 dinos before your opponent does

The goal of the battle is to take down 3 opposing dinosaurs before your opponent does. You bring in 4 dinosaurs, and can switch as often as you’d like. Similar to pokemon however, swapping out your dino leaves them susceptible to a free attack by the opponent.

So typically what happens is there’s some mind reading of your opponent. You make assumptions when they will swap out their dinos and try to take advantage of them losing a move.

Overall this gives the PvP battles a good level strategy. You’re trying to counter the opponent’s, while preventing swapping at the wrong time. You’re trying to avoid your opponent from saving their speedier dinos, who can take down your weaker dinos without being hit back. The upgrades and matchmaking also keep battles intense — most battles feel like you lost because of skill.

However, some of the battle’s elements show that they can’t break away from the innate issues of a Pokemon style battle: a core strategy of the game is to try to guess what your opponent will switch to. Guess that your opponent will start with a heavy armor dino? Then start with an armor piercing one. Guess that your opponent will swap a weak dino before you can kill it? Then make them pay by using your special attack rather than your weaker one. This is fun to pull off, but call-your-bluff/mind-reading strategy isn’t going to last for the long term.

Jurassic World Alive 8 dinosaurs

On top of this, your battle team is made up of 8 dinos, yet when you battle, it randomly selects 4 out of the 8. This feels like a tacked-on system to increase the pressure to upgrade more dinosaurs rather than increasing the strategy before the battle. As a player it means you have some arbitrary randomness about whether the strategy you wanted to use will pay off, and can mean that right from the onset of the battle you already feel like you’ve lost (you got a bad draw from move 1). While randomness can be good, this much pre-determined luck can make players feel helpless early in battle.

This points to an issue that the 1v1 gameplay has. It’s just too limiting. The in-game strategy hits a cap which turns into a mind-reading battle, and the out-of-game strategy is limited so they had to tack on a “random 4” system.

I wonder if the game’s battle system would have been better if they’d broken from the pokemon style design and instead gone with something like a 3v3 battle system. Increasing complexity, but increasing the depth substantially. There would be substantially more attack types, more in-game strategy. Makes swapping dinos a far more interesting choice, and makes directly countering a more nuanced strategy.

Regardless, the Jurassic World Alive battle system is far better than the tap fest that is Pokemon Go — I just wonder if it could have been even stronger with a 3v3 system.

Pacing & Progression

And just for good measure, to pace the battle system, Jurassic World Alive relies on the good ol’ chest system from Clash Royale. Instead of pacing you based on energy, players can only have 4 chests at a time, and each chest must be opened one at a time. Because of matchmaking and the importance of stats in the outcome of a battle, it prevents players from rushing too far ahead by winning too many battles. Eventually, you will need what’s in the chests in order to compete.

Jurassic World Alive chest slots and arena tiers, fallen kingdom and sorna marshes

From Clash Royale: Chest Slots and Arena Tiers

Arena tiers are another borrowed feature from Clash Royale. Players earn trophies for victories, which unlock higher and higher tiers which contain bigger prizes and better dino DNA each time you win. This gives a clear, compelling reason to keep playing.

Comparing to Pokemon Go, my goal in the game is far more explicit and I can make progress towards it immediately: reach the next arena.

3 Reasons why it’s Working

Jurassic World Alive top 100 grossing app annie us overall

Regardless of your thoughts of Jurassic Park IP or Location-based gaming, Jurassic World Alive is within the Top 100 grossing, and has sustained there since launch. While I think many would dismiss this as a “lesser Pokemon Go” — it clearly has done something right.

I believe that there are 3 key reasons why Jurassic World Alive has seen success so far:

#1 – Smart Merchandising

Merchandising — the features of a game that are typically there to upsell players towards spending money — are top notch in Jurassic World Alive. Ludia consistently have launched games that have taken the best merchandising practices and executed on them well. In Jurassic World Alive this really is showcased in their VIP System:

Jurassic World Alive become a VIP, epic incubator

Jurassic World Alive showcases throughout the game the value of their VIP system. From the onset, you are constantly shown that a dinosaur is just out of reach on your map — the cure? Join VIP! This is an excellent conversion leverage point. On top of this, getting an epic incubator and increased supply drops makes the progression far easier.

The VIP system is also a subscription. Utilizing the latest trends in F2P, which is now even a common tactic in Hyper Casual games. The power of committing players to an ongoing subscription seems to be driving a lot of revenue these days (hopefully not too much off the back of forgetful users…).

#2 – Clear Progression & Goals

As mentioned above, one aspect I think Jurassic World Alive does far better than Pokemon Go is the visibility and clarity of their progression system and goal systems.

For Pokemon Go, the goal is mostly focused on completing your Pokedex. This is alright for collectors, but it doesn’t hit all player types. Jurassic World includes the Battle loop + arenas, which give a clear focus for battling your dinosaurs. Now there’s a way to clearly show off my progress and a competition I can engage in that will give me clear progress & clear recognition.

Comparing this to Pokemon Go, having to go to Gyms, and choosing a team which is far too large to feel impactful within makes the competitive goals far too end-game heavy. In the beginning, the goal is just to collect — and this is only compelling for so long.

#3 – Less Reliant on Location-Based Gameplay

Lastly, I think it was a smart choice for Jurassic World Alive to make their systems less dependant on the location-based gameplay. In Jurassic World Alive you can have many sessions without ever really caring about the map or moving to different locations.

Within Jurassic World Alive, usually there are a number of dinosaurs directly near me that helps me progress. These “freebies” may not be the optimal path, but still help me progress faster and give a reason to check my phone even when I’ve been in the same location for awhile (which, if you’re like lazy me, is common).

On top of this, the battle system & chest system not being location specific means that throughout the day when I’m not walking around I can still complete a meaningful session. I can open up chests, start the opening of the remaining. I can win some battles and fill up my slots. I can open up my free incubator.

Comparing to Pokemon Go, it instead relies a lot on location-based design. Incubators require you to remember to walk around with them on (which is a pain). Gyms are at specific locations, making you need to remember to check your phone at that location to make meaningful progress. While this is great for getting some location-based retention, it can make “regular” mobile sessions a pain in Pokemon Go.

Jurassic World Alive, on the other hand, is stronger because it has location-based elements, but you can still play the game often without needing to worry about where you are.

But can it hold up?

Looking at the grossing charts now, it looks like it will stabilize within the Top 150 grossing. While the movie is still in theatres and advertisements are running daily, they should be able to sustain here.

Jurassic World Alive T Res roaring small man ball trees fire explosion volcano

By prediction however is that it will fall, and will be tough to retain within the Top 250. This bump from movie goers and IP is inevitable, but sustaining at this level will still be difficult. This is partially because of the brand — its not Marvel — there isn’t a new movie every 6 months. It’s not Harry Potter — the fanbase isn’t nearly as large. The simple nature of the IP will be resistance for Jurassic World Alive.

From the design side there are also some issues:

The battle is effective, yet still too simple. Building out a lasting meta should be priority. Driving players to collect and upgrade a wider range of dinosaurs is crucial, and the current system of randomly picking 4 out of 8 isn’t strong enough. They could drive this width from some PvE gameplay, shifting the meta more explicitly in events, or from shifting the PvP to 3v3. Either can be a way to drive players to collecting & upgrading a wider range of dinosaurs to compete.

The social component is lacking. Where pokemon go has built this up over time, Alive still has ways to g and launched with less features than Pokemon did at launch. No lures, no chat, no clans. For now this is fine, but to take advantage of the location-based gameplay and drive local players to work together like Pokemon Go does, adding some ways for players to communicate & strategize locally would be simple but great addition.

Ludia is an excellent company which has proven time and time again to break into new categories with confidence and deliver on the live operations side. This game should be no different. I have no doubt that Ludia will be able to take the strong base of this game, respond to player feedback, extend the battle gameplay to last longer, design events that drive players back, and develop social features which will build up over time.

I expect this to be a staple on the Top Grossing chart, just not one to beat Pokemon Go. However, I don’t think that’s necessary for success here — what we should all take from this is that location-based games may be more interesting than we all once thought.

Summer of 2016 was the summer of Clash Royale’s gacha.
2017 was the summer of Battle Royale gameplay.
2018 may be the summer of location-based gaming.

Deconstructing C.A.T.S. Keeping Loyal Fans in PvP Games

Creating a novel mobile experience is a hard task. So when a novel mechanic appears it’s a breath of fresh air from the consistent Match-3 re-skins or Clash of Clones that more frequently release on a Thursday… The hardest part is making it stick. Getting people to come back and play everyday is the area that companies focus on during a soft launch.  Those prototypes with the highest retention usually make it to market.  Stickiness is slightly different from retention.  It’s usually measured by DAU/MAU and I like to think of it as how many loyal fans are in your game. The more similar your DAU is to your MAU the stronger the loyalty.

Zeptolab’s C.A.T.S. – Crash Arena Turbo Stars is one game that has shown great potential to earn money and downloads, yet it’s slipped slightly down the charts. A recent update on June 7th has done a good job of stopping this slide where they corrected some of the basic frustrations but how to keep those loyal users playing each day is what we’ll investigate in this post.Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games

C.A.T.S. – Gameplay

C.A.T.S. is a game which is unlike many others.  In it you must build and battle incredible contraptions out of scraps and components that you find.  There can be only one winner in the PvP battles and it’s a fight to the death, with the first player to 0 health loses.  The rounds last between 2-15s, so feel lightning fast and the game encourages you to test and play with configurations.  The rounds are completely pre-determined with no inputs needed from the player during an actual match.  You sit back and watch your contraption fight in an entirely automatic way.  Each part has a feel or structure that affects the way it will work.  As a player, through trial and error, you learn what works best.

CATS Gameplay

C.A.T.S Gameplay

The gameplay seems simple, but the skill is in countering or playing the scraps that you have that have the highest stats and therefore are more likely to beat your opponent.  The games novelty hinges on an epic (24 league) but very succinct leaderboard system.

Stickiness is a measure of how many loyal fans there are in your game.

League System

You start your game within level 1 of 24 different leagues.  Every 4-5 leagues are grouped by materials with wooden, through to metal all the way upto carbon parts.  Each of these parts then has a maximum stat available measured by a standard 5* system.  You want better materials with higher stars if you want the best stats.  The league system provides an incredibly clear objective and a clear sense of progression.  Each league is its own challenge, every time I beat a league I unlock better parts and I have a real sense of achievement.  This solves a common issue of players not understanding what to do next? Here it’s laid out in a perfectly ordered and linear path towards the top players and leagues.  Positive reinforcement leads to stronger uptake and a clear and tangible reward awaits you at the end of each league – a permanent unlock of better stared parts!

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 1

Leagues also do a great job of putting you in better match range with similar skilled and similar paying players.  This is used to great effect in most competitive PvP games such as Clash of Clans, Chess or League of Legends on PC.  ELO and it’s variants are used when a score based method matches people of similar scores.  C.A.T.S does this in a different way, with a progressive win funnel.  Progress in the game is reliant on you either winning 14 matches in a row, or being at the top of a division when that division ends every 24-48h.  Once you progress you have made it to the next division and there is no way to drop back down, leagues are used more like a progression mechanic than a competitive mechanic.

The rewards for progression are clear, better stats for your gear and at certain points unlocks of better gear itself.  Progressing from one league to another is the most rewarding point in the game and instantly as a player you’re drops are more likely to be better.

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 2

League progression is also tied directly into a timer of around 36h.  When the timer hits 0, whoever is top of the league will progress.  This is a great retention mechanic that is further leveraged by a push notification 1h before the league finishes, encouraging you to log back in and play.  Creating a repeating timetable with an incentive to compete day to day is one of the best drivers of mid-term retention.  I remember that Wooga’s Diamond Dash had a weekly competition that worked well on Facebook but on mobile they saw a number of players only logging in once a week  to submit a single high score, win the league and get the rewards.  Shorter league cycles work well on mobile, but only when their is still enough progression between leagues to provide enough runway for your top spenders to keep wanting to spend to progress.

Mobile Game Design: Stats, Skill and Luck 6
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Adam Telfer

Parts System (Stats + Luck)

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 3

There are at least 30 different parts in the game.  All parts drop via crates that drop when you win matches. The rarity of the part and the exact placement of certain attachment or wheel placement points are randomly dropped. Having a rare part with a large amount of energy and lots of slots is the luckiest thing that you could have.

Each part’s stats can be improved by fusing older parts into the part itself to level it up.  Therefore each part has a Start Stat and a Max Stat.  The Max Stat is slightly arbitrary as parts seem to be able to fuse an infinite number of time, but they get proportionally more and more expensive to do so.  This creates a theoretical efficient maximum of around a level 10 fusion levels per star.  The game balances the Start Stat of the next league part level with roughly a level 6-8 part, meaning as a player you always want a higher star part as it will eventually give you much better stats as you level it up. The graphs use interpreted numbers and are just used to visually demonstrate the curve, they are not the numbers from the real game.

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 4

Notice how the jump between the lvl 10 stat and the next part is alway just slightly under the previous level.  Every high level part is valuable.

As you play the leagues you notice the contraption parts begin to change colour and texture. Texture changes with each new material and colour changes every 1*,3* and 5*.  This visual clarity immediately helps you to understand why certain contraptions beat you.  You get a great visual representation of the power of each element and you know by looking when it’s time to change your parts.

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 5

A really nice feature added in the most recent update is to allow people watch a video ad in order to earn a guaranteed max star part for the current league you are in.  This is a great use of the Unique Ability mobile video monetisation method I described in the Futureplay video ads article.  It allows Zeptolab to generate revenue from a feature that has almost 0 direct cost to the balance or progression systems within the game itself.

Fusion (More Stats)

Fusing parts is a common mechanic in RPG games, the Gem system in diablo II comes to mind.  It gives every drop, no matter it’s rarity or stats a value within the game and as you build up any one item some of the value is maintained and can be consolidated into your next item.  This form of system works very well as every drop of parts, no matter the star level, has value.

Fusion systems work on exponentially increasing costs matched with linear gains to the stats of the item itself. Usually the growth curves might have varying values depending on which aspects of the game the balancer wants to make feel valuable/punishing.

If there was only a fusion system, you would always want to combine every old part into the highest stared new part. However, there are also certain characteristics that do not change or grow in stats, Energy Cost, Direction/Configuration, Part Bonus. These 3 items change the way the part physically works in game.  Certain builds work better with certain parts.  To clearly identify very valuable parts, they established Legendary parts that always give 100% bonus if used on the correct vehicle.

Unlike classic RPG games where players usually combine or combo certain parts so that they have positive reinforcements during gameplay, C.A.T.S. has very limited interaction between parts.  For instance you don’t have a damage over time element that could be combined with a slow.  Fusion really becomes a method to clean your inventory rather than an interesting or unlocking mechanic. If parts grew and changed their functionality, Rocket launchers might speed up their fire rate or spinning saws grow larger, then fusion would have a further purpose than simply growing the stats.

Every drop of parts, no matter the star level, has value.

Deconstructing C.A.T.S. - Keeping Loyal Fans in PvP Games 6

Fusing parts becomes stat inefficient the more times you do it.

Configuration (Skill)

The only aspect of the game that requires skill, is placing which parts where and choosing which base to use with any particular machine.  At first this is interesting, you are quickly unlocking parts and discovering new items that work well together, but this quickly dries up as most drops become duplicates.  I found that unlike other games whereby a metagame is created around countering other players configurations by using a configuration that punishes it, C.A.T.S. lacked this meta.  The configuration and skill required was greatly outweighed by the larger stats, winning.  Therefore the game never became about building a configuration that beat your opponents, but building a configuration that produced the best stats.

Certain configurations compliment each other, for instance the boulder which is a short but stocky base works better with spinning discs, or the titan which is a large but high HP tower works well with ranged weapons.  So choosing compliments helped.  However, never was this more obvious when I landed two weapons that both boosted my titans attack points.  The boost was so large that it was a more effective contraption if I left the wheels off and thus increased the distance my opponent had to travel before reaching me.  This let me get 2 clear shots off with 2x rockets leading me to level up 4 ranks in quick succession.  Although this is a form of Configuration, the skill involved was nowhere near as beneficial to me as my boosted weaponry.

Stickiness: the balance of Stats, Skill, and Luck

The game features all 3 elements that help to make a great game fun.  However, the ratios and balance feels weighted too heavily towards stats. At the start of the game, 7-14 days this miss balanced system isn’t apparent as you are upgrading at a great rate and earning more and more interesting parts.  However, hitting the mid-game is where you start to notice the reliance on high stat parts. The main progression loop feels like:

  1. Players get a drop of a powerful part (good configuration, high star value)
  2. Players use this to combo and get a very high value machine that win’s tournaments
  3. Players progress 1,2 or 3 leagues quickly.
  4. Players now face much harder higher part levels and their old configuration is useless.
  5. Players must now wait or pay with the hope of getting a new powerful part.
  6. Their old powerful machine is redundant and must be merged into new parts.

Powerful strategies become completely redundant through stat progression, not skill progression. During the early game this progress loop continues to happen fast and redundancy isn’t as noticeable as your parts quickly get upgraded 3 or 4 levels.  However, when particular high value parts or combo parts are needed, the loop grinds to a halt.

Powerful strategies become completely redundant through stat progression, not skill progression.

If you compare this to Clash Royale’s card system, rather than your old cards becoming redundant, the metagame (the discussion of the game outside of the game) progresses each week with cards that combo well together to counter popular decks. No card ever becomes redundant, cards shift in popularity.  The stats of cards become less and less important as you progress as it takes such a long amount of time to collect enough material to fuse and power-up your card, that skill and deckbuilding become the primary factor that determines which league you are in.  This creates a much more loyal and engaged fanbase.  So much so that the metagame has moved to other channels such as YouTube or Twitch.  People are now more focussed on learning what decks to build than which stats are needed to beat other players.  

This is noticeable to players, and affects their loyalty.  PvP games need to always strike a balance between allowing spenders to pay to win, but no allowing spenders to dominate because they paid. C.A.T.S. biggest issue is that no matter what my skill level I always do better with better stats cards.  Therefore the veil of fun is pulled clearly off revealing the power that a purchase of new cards will provide, better stats. Your players notice this and can’t engage, encourage or create a meaningful metagame around your game.  If the only skill is in configuration and everyone has different drops, what is there to really talk about, buy more crates to win?

Conclusion

C.A.T.S. looks to be ZeptoLab’s next big hit on the AppStore. They’ve shown they can innovate and create novel game experiences, and this is translating into big growth on the AppStore.  It shot directly into the top 10 downloads and it’s top grossing is still in the top 100 three weeks after release.  The unique gameplay, great visuals and smooth interactions are a pleasure to play.

But whether the game will stick on the grossing charts will be based on it’s balance between stats, skill and luck. Currently C.A.T.S. has favoured stats too strongly for it’s win condition.  The other two elements become mere footnotes in the shadow of a 100% bonus or a 1,000 damage rocket launcher.  As games are only 20 seconds long, you’re exposed very quickly to what beats what.  Once the novelty, beauty and intrigue has been exposed and the progression of ever increasing numbers becomes your only focus, the game loses some of it’s fun factor.

The success of any online PvP game is driven by it’s metagame (The C.A.T.S. reddit).  For metagames to work they need to be constantly evolving, skill led and fair. Fans become loyal if each of these factors is present. C.A.T.S. needs to encourage more discussion around the skill of contraptions.  They need to consolidate pieces so that players retain their redundant parts for future build configurations and they need to ensure that stat progression is kept within limits so that the game feels fair for both payers and players.

I still see a bright future ahead for C.A.T.S. as there is no other game like it and it’s great fun building cool fighting machines. Giving their fans more to talk about and obsess over will help to build out a loyal community that can actively engage for years.  If Zeptolab can get that right i’m sure we’ll see C.A.T.S storming the chart yet again!

Deconstructing Clash Royale

Supercell has dropped a bomb on the mobile gaming market. Their new game, Clash Royale, soft launched just as 2016 got started. They have soft launched in only 8 countries, but this game is already a sure success. Supercell has already committed the game to a global launch in March.

The game is already Top 3 Grossing in Canada

The game is already Top 3 Grossing in Canada

Supercell has made a lot of smart choices with this game. They have a fun, competitive, forward-thinking game that exemplifies what modern free to play design should feel like. Previously I’ve talked about just how difficult Multiplayer on Mobile is to get right, yet here Supercell threw out the rulebook. They’ve now proven that Synchronous multiplayer can work on mobile. Many have even gone as far to say this is the first successful MOBA on Mobile.

Whatever you want to call this game, it will be a success, and it did so while breaking many of the rules.

But enough praise for the game, today I’d like to talk about my favourite subject when it comes to mobile game design: sessions. Specifically, where I think Clash Royale succeeded in creating session design that pulls players back each day.

They did so with 2 clever systems:

  • Free Chest Systems
  • Chest Slot System

Overview of the Game

Clash Royale is a card-based real-time strategy game. The best way to explain it is to watch:

Player use cards to spawn various units to attack opposing player’s towers. The goal is to destroy their towers before they destroy yours. The strategy is in choosing when and where to place your cards: to counter your opponent’s units, and to ultimately press the opponent enough to destroy their central tower.

Overall it is a hectic strategic game that lasts only a few minutes. It feels like a real-time hearthstone match mixed up with the clash of clans gameplay.

The Core:
  • Winning a battle will reward you with chests (in various ways)
  • These chests give you random rewards: gems, coins, and random cards
  • Cards can be upgraded with enough duplicates of the same card, and enough coins
  • To win, you need a variety of Levelled up cards
The Goal:
  • Players want a collection of competitive cards
  • To win as many matches as possible
  • To get as many crowns and trophies as possible
  • To reach highest Arenas
  • To reach the top of the leaderboard (With your clan or by yourself)

The loop is focused on collecting and gathering cards. Not unlike Hearthstone. The big modification though is the ability to upgrade these cards.

bomberupgrade

Comparing Clash Royale to Hearthstone, the ability to upgrade cards changes matchmaking and progression quite a bit.

To upgrade a card, you need to collect duplicates as well as coins. The real key comes in the rarity of the cards. Some cards are inherently better than others (ex. the Giant), and since they are RARE or EPIC, they drop a lot less than others. So not only do you want to collect these rare cards, you also need to collect a lot of them to fully upgrade the card.

This strong desire to collect and upgrade your cards is what drives all systems in the game. Each session is about attempting to get as many chests (and thus cards) as possible. To collect cards the fastest, the player has to play by the rules that Supercell desires to drive retention and monetization.

#1: The Free Chests System

To analyze Clash Royale’s sessions, let’s start with the most obvious system: how Clash Royale starts and ends its sessions.

For any game, good session design is marked by two things:

  • You’re rewarded each time you come back to the game
  • The game quickly gives you a short-term goal, that can be accomplished within that session, or at least within a few sessions

This is usually accomplished in most games by a few things:

A Rewarding Start:

Good sessions always start off with a instantly rewarding mechanic. Most games aim to have a collection of resources each time you return or a Daily Reward System. This gives the player a good feeling instantly after starting up the game.

Rewarding Start

Short Term Goal:

But having an instantly gratifying mechanic isn’t enough. The player must quickly form a goal which will drive the player further into the game. They need a goal which asks them to engage in the core gameplay.

This dynamic is usually created by a Daily Mission system or wanting to use up all Energy.

Session Goal

Clash Royale creates these 2 dynamics with 2 systems: A free chest every 4 hours, and a crown chest after collecting 10 crowns.

clash-royale-chests

The free chest system marks the beginning of your session: you come in, open up your free chests. It feels rewarding just to come back.

20160111042712a0eavbdtriwnw35g

Secondly, the crown chest. To open you must collect 10 crowns from opponents. This gives me a nice short term goal. Even if I am far away from ranking up, I want to collect 10 crowns so I get the crown chest. Realistically this goal can be accomplished in 1 session, or at least within a day.

This is perfect for driving a strong session length. A clear goal as soon as they’ve opened up the app. Something that the player feels good for accomplishing.

Crown_Chest_Tip

This chest can be opened once per 24 hours, which gives a strong daily goal for players. Players wanting to get the maximum number of chests come back each day and play enough matches to collect 10 crowns.

These 2 chests, which take up a small portion of the UI, incentivize strong sessions per day and strong session length.

#2: The Chest Slots System

Secondly lets look at the Chest Slot system.

Each time you play a round, if you win (score more crowns than the opponent), you will receive a chest. This chest is randomly chosen from Silver, Gold or Magical. Each chest takes time to open: 3h, 8h or 12h. You can only open 1 chest at a time, and to restrict things further, you only have 4 slots to store chests.

chest-drop-order-clash-royale

No other game on mobile has used this pattern for pacing players. This is the first I have ever seen someone attempt something like this. Instead of pacing the players through energy or construction timers, they went with a system that limits the rewards players get. Players can play as often as they like, but in order to progress and upgrade their deck, they need to pace themselves.

This system can only work if they know that :
#1: players won’t grow tired of playing their game… no matter how much they play
#2: their matchmaking and card upgrade system can prevent players from progressing into the higher leagues too fast

#1 is no easy feat, but I believe they accomplished it. Clash Royale is a game, like Hearthstone, that has a shifting meta, no clear answers. Every battle feels different, especially because its synchronous multiplayer.

#2 is based on the big change they made over a pure Trading Card Game system. Because you can upgrade each card, eventually the player will be confronted with decks that are stacked against them. No amount of skill will be able to defeat a deck with higher level units. Because of this, players will eventually need to play the chest opening game. There’s no avoiding it.

Matchmaking aside, what about the overall feeling of the sessions?

This system fulfills the goals of Flexible Sessions. Rather than blocking the player from playing the game, they ask the players to be smart about how they spend their time.

But what about having to come back every 3 hours to clear out a single chest? Why not allow for chests to be opened up automatically? Opened up in queue?

My guess is that Supercell knows the pain that the chest slots creates, and this is intentional for retention and monetization purposes. Players have to organize themselves to hit all their timers. This uncertainty of hitting their Chest Timers drives players to come back, and pay to speed up the timers when they know they won’t be able to return optimally. I know for myself this chest slot system has converted me into paying to skip timers.

But regardless if you’re chest slots are full, the player can continue to play, which really is what drives the flexible sessions. Even if you’ve filled up your chest slots there is a lot of productive things you can do in the game:

  • You can continue to play and push as far up the leaderboard as you can go with your current cards
  • You can continue to collect crowns for the Crown Chest
  • You can donate cards and request cards from clan mates
  • You can chat and read messages from other clan mates
  • You can watch other battles from around Clash Royale (and be teased of late game content or tempted to speed up progression…)

So although the Chest system is restrictive, its not nearly as restrictive as a straight up energy system. And having this “soft” restriction allows highly engaged players to opt-in to leaving the game when they feel smart about it.

Conclusions

Supercell have a big success on their hands with Clash Royale.

They crafted strong sessions with 2 systems:

  • A Free Chest system that gives rewards just for arriving and setting a strong session goal
  • A Chest Slot system that effectively paces players without energy

This base of strong session design is driving strong retention and monetization. I don’t expect Supercell to change much as this game moves towards global launch. I expect that they are mostly focusing on making their end game deeper and more competitive. This will drive the game even further up the Top Grossing charts, and drive even stronger long term retention. This game will be on the charts for a long time to come.

Overall Supercell clearly have opened up new doors with their designs. It shows that synchronous multiplayer can work on mobile, and energy is not needed to pace players properly. Lets see whether this ushers in a new “Clash of Royale Clones” or developers can apply these design lessons to new games on mobile.

Multiplayer on Mobile: 3 Approaches

When it comes to free-to-play, ensuring your game has strong multiplayer gameplay is essential to driving long term success. Multiplayer on mobile drives strong long term retention for obvious reasons:

  1. Multiplayer gameplay always has the uncertainty of what the other player will do. Each time you play in a multiplayer game, there is an element that you can’t predict, making the game always interesting. Because multiplayer games have this degree of uncertainty, players don’t need a massive amount of content in the game to enjoy it. Compared to a single-player game which a developer has to hand-craft months of content for the player to enjoy, in a multiplayer game, the a developer only needs a fraction of that content. Multiplayer games are far more efficient at pacing.
  2. On top of pacing content, multiplayer focused games always have strong long term retention because you have this feeling of being in a living, breathing community. These games create real social interactions between players. Players build social norming bonds. Playing with real people makes it socially acceptable.

But creating truly social multiplayer gameplay is not trivial on mobile. Creating a well balanced multiplayer is a massive task on designers, add on top the constraints that the mobile platform creates: smaller screen, shorter session lengths and intermittent connections. Because of these constraints, fully synchronous multiplayer has not really seen massive success on mobile except for a few key games: Hearthstone, 8-ball Pool and World of Tanks. Even with Hearthstone, arguably the best at “lean-back” synchronous multiplayer, I know that each time I play I must be completely focused and I can’t quit within that time. The game is not great for handling distractions or allowing players to leave at will. I’ve gotten in trouble enough times for getting stuck in a Hearthstone match when real life needed my attention.

While I’m convinced that games will slowly move towards fully synchronous multiplayer, in the meantime, smart developers will be trying to find ways to create the same benefits of synchronous multiplayer (social gameplay, repeatable content) with systems that are more adapted to the mobile constraints.

Today I’ve put together 3 key ways that developers build multiplayer on mobile currently:

Faked Synchronous

Many free to play games create the feeling of synchronous multiplayer without actually delivering on it. When players are matched up to other opponents, a bot plays in the place of the actual player. Game designers rely on players not being able to feel the difference between a live player and a bot player. Which is difficult, but not impossible.

Photo-2014-12-19-15-29-39

Contest of Champions by Kabam relies on this. Even though it feels like multiplayer, each multiplayer fight is actually against a bot. By doing this, they cut out problems that come with matchmaking and handling a fully synchronous fighting game with intermittent internet connections.

254049-full

CSR Racing also does something similar. When you race against another player online, they either use stored ghost of the player or a bot to race the player’s car. Because of CSR Racing’s gameplay, player’s can’t affect the other player’s race. So playing against a bot or a live player is really no different.

game-real-racing-update

But of course, this is the bare minimum of synchronous multiplayer. Just racing against something you can’t effect doesn’t really feel engaging. Real Racing 3 tried to fix this. Taking a recording of another player’s race, they allow you to race against their ghost. During the race, you can bump into their car and send them off course, but their ghost will magically re-adjust to where the original player was racing. Its about as close to synchronous as you can make it.

Overall this approach allows you to have the easiest matchmaking, handles connection stability and players can engage in quick sessions. However, true interactions and the feeling of playing against a live player is lacking.

Simultaneous Multiplayer

Simultaneous multiplayer is something that not many mobile games have used. It originates mainly in browser based games and Fantasy Sports games in the late 90s and early 2000s (see Travian, see Hat-Trick).

Simultaneous multiplayer is done by asking players to prepare their strategy in advance, then both strategies are played out at the same time. With this method, players can come to the game any time before the scheduled turn and make their choices. Players don’t have to be online at the exact same time to interact and compete with each other.

Top-Eleven_2_programView_122550

Top Eleven by Nordeus is one of the few games that have implemented a simultaneous multiplayer system. Each match is scheduled at a set time. Each player sets up their team’s tactics, formations, strategies beforehand, then waits for the scheduled match to commence. Regardless if the players are active or not, the game is run.

What’s really nice about this approach is that it provides natural pacing of the gameplay:

  • Player’s feel like the pacing is fair: everyone in the world can only the same amount of actions per day.
  • Session design revolves around scheduled times, building habits and keeping a rhythm

However, this system also leads to a lot of design problems for free to play:
it is extremely difficult to offer monetization in this system without making it feel pay-to-win. Each day each player has the same amount of actions. If payers get more actions than non-payers, or are offered anything that would give them a leg up in the gameplay, it will be felt quickly by other opponents. Matchmaking becomes very important.

Session design feels pretty limiting. After you’ve set up your strategy, there’s not a lot to do before the next scheduled turn. So it becomes a difficult decision for a designer to choose between very rapid turns (anxiety inducing) or a long time between turns (boredom inducing). This system suffers from being too scheduled and not giving players much flexibility if they miss out on a round or want to engage more in the system.

Asymmetrical & Asynchronous

The most popular way to create multiplayer on mobile is focusing on asynchronous multiplayer.

Games like Words with Friends or Draw Something have full asynchronous multiplayer. Each player takes a turn, then waits for their friend to finish their turn. While this is engaging initially, the most games that go for this style of asynchronous have failed on the mobile marketplace. Mostly due to matchmaking, session design and monetization limitations with the game design (see our post on eliminating energy and building social mechanics). But async doesn’t have to be designed this way. They can also be designed as asymmetrical asynchronous.

Asymmetrical Asynchronous games focus on two types of gameplay, usually active and passive, and making each as engaging as possible. When players are active, they engage in one facet of gameplay (mostly the attacking gameplay), when players are inactive, they passively engage in the other facet (defending gameplay). Of course this is shown in the Clash of Clans, Rage of Bahamut or King of Thieves style games.

King-of-Thieves-1

The key with this style of multiplayer is how to make both gameplays engaging and balanced. Ensure that players must engage in both systems in order to progress. Usually this comes in the form of loss aversion: players need to engage in the defending game to ensure their resources are protected from other players. Players also need to engage in the attacking game to retrieve these resources quickly enough to build and progress.

So far in the mobile world, asymmetrical games have all been constrained thematically to Clash of Clans style “Attacking” vs “Defending”. There’s been some attempts to change up this formula with games like Zombination, where the player can decide to focus more on attacking (zombies) or defending (humans). However for the most part these games fall under the “clash of clones” style game, yet this system clearly has room to grow for new games.

Looking into new ways to apply this formula (Passive vs Active gameplay) to new genres and new gameplay is the key to opening up new opportunities on mobile. King of thieves is the best example I’ve seen to date.

Conclusion

There are other types of multiplayer that can work on mobile.

You can go full synchronous like World of Tanks and Hearthstone, but these have session length problems and critical mass problems.

You can go fully asynchronous like Words with Friends, but this creates critical mass, player inactivity, and further session issues.

You can just stick with leaderboards or other “tacked on” multiplayer competitions, but if you want the real benefits of social multiplayer, you need to tie this into your core gameplay.

Thus far mobile has existed in the middle ground — trying to get the advantages of synchronous multiplayer, but without the constraints that are felt on mobile.

To build multiplayer on mobile there are 3 options :

  • Faked Synchronous
  • Simultaneous Multiplayer
  • Asymmetrical Asynchronous

Each can create strong session design, work with the constraints of mobile, and still feel like living vibrant community. Each have their own problems and their own opportunities.

Eliminating Energy

In my previous post Understanding Energy I explained the reasons that designers include energy systems in their games:

  1. Habituation
  2. Content Pacing
  3. Monetisation
  4. Strategic Choices

I also noted that energy systems aren’t particularly elegant systems – they rarely blend well with the setting of the game, and this disconnect makes them disliked by players. Removing or eliminating energy systems from mobile games is no easy task. There are some directions that bear consideration and further investigation though.

Pacing through quests

Hearthstone-quests

Energy systems pace players by limiting the amount that they can play. This clearly prevents players progressing too fast through a game’s content. However, it is possible to limit the rate of progression directly, whilst leaving play unlimited. The way to do this is to decouple the main source of rewards in the game from play, so that rewards can be limited independently of play time.

The best case of this is Hearthstone. Here the quest system is the main pacing mechanic, as it is the main way that players can earn in-game currency. Players get one new quest each day and each quest requires perhaps three to ten matches to complete. Once the player has exhausted their missions, they can continue playing for rank or pleasure, but their ability to earn coins is negligible and so the game economy is protected.

For most mobile games this route is likely to be the easiest and most satisfactory route to removing energy and timers.

Session length and synchronous PvP

Another way of pacing players is to increase the amount of play time required to progress. The pace that players can progress is then limited by the number of hours they can sink into the game. The big caveat to this is that it is much easier to do this on console / PC than on mobiles.

Mobile games are designed to fill the gaps in people’s days – when they are waiting for the bus, queuing for their coffee or avoiding work on the toilet. A mobile game needs to have a satisfying session possible in 1-3 minutes to fill these gaps. For a mobile game it is very difficult to give players a satisfying session in just a few minutes without bombarding them with rewards if they decide to play for a few hours – perhaps 50-60 sessions all in one go.

PC and console games have it easier as they are designed to be played in stretches of 2-3 hours at a time. A Hearthstone match lasts 5-15 minutes, whilst a League of Legends match lasts 30-45 minutes, so a few hours play is a handful of matches. This means that the base rate of progress can be extremely slow. These games get away with such slow progression because they rely heavily on synchronous PvP battles. The excitement of facing off against other people in real time compensates for slow progression in the meta game.

World-of-Tanks-Blitz

Mobile games typically have problems with synchronous PvP because people want to pick up and drop mobile games at any time, and there is little commitment to stick with match, which combined makes for a poor user experience. That said, World of Tanks Blitz has managed to be successful in spite of these challenges. Although the battles are typically only 4-6 minutes, the game still manages pace progression slow enough to avoid an energy system.

The problem that World of Tanks Blitz has is that whilst it covers off content pacing just fine, it monetizes very poorly compared to most other successful mobile games. Indeed seems unlikely World of Tanks Blitz would be successful without a PC product to support its brand awareness. 8 Ball Pool has also managed to be successful here with even shorter play sessions, but faces the same issue with revenue. Being the dominant digital version of a hugely popular real world game seems to be a major factor in 8 Ball Pool’s success.

Limited progression and asynchronous PvP

words with friends

Another small set of mobile games have managed to be successful without energy systems by limiting the amount of progression available to players. Games such as Words with Friends and Draw Something offer players an asynchronous PvP experience that is incredibly viral, and where the costs of creating content are minimal.

As content is generated by other players, there is no need to limit play time. However, in order to keep the playing field fair and prevent the games becoming play to win, these games have very little to offer in terms of progression and hence to sell to players. Both Draw Something and Words with Friends rely heavily on in-game advertising to generate revenue as they have so little to sell themselves to players.

Framing

If eliminating energy altogether is not possible then framing it correctly to players can greatly improve the player experience. World of Warcraft experimented with their pacing system, primarily to habituate players into certain play patterns. Their initial mechanism halved the XP that players could earn after a certain point, encouraging them to end their session.

Players universally hated it. Blizzard responded by reframing the system, turning “normal” XP into “bonus” XP that still halved at exactly the same point, but now instead of dropping down to a penalized level, it just dropped something they called “normal” XP. Suddenly players loved the system; although the numbers were exactly the same players felt rewarded instead of punished.

In the same way, timers usually feel better than energy points. If it takes me a certain amount of time to build a building, travel somewhere or train troops then that fits with the narrative of the game and feels better than it costing energy, which appears to be (and is) an arbitrary cap on the amount I can play.

PADenergy costs

Another way to make energy feel better to players is to give players some control over it. Basically, make a game out of spending energy. In Brave Frontier and Puzzle & Dragons the amount of energy that each levels costs differs. Players have to figure out how best to spend their energy, and not leave a small amount left over and wasted.

In Boom Beach players only need to train troops if their troops die in combat. Players can therefore attack lots of different opponents in the same session, as long as they pick them carefully. The game is obviously balanced to players playing in this way, but they feel a lot smarter because of the control they have over the timers presented to them.

Conclusion TL;DR

Eliminating energy is not an easy design challenge for mobile games. Pacing player rewards is one obvious route that more games should investigate. Some games may be able to rely on PvP play and user generated content to limit the rate of progression, though monetizing these games is generally a challenge. For many games the best they will be able to do is to frame their energy systems in ways that make them more palatable to players.

Deconstructing Hearthstone by Blizzard

Blizzard’s Hearthstone has defined collectable card games (CCGs) on mobile over the past year, and with the recent launch of the versions for smart phones on both iOS and Android the mobile revenues have rocketed roughly sevenfold.

Hearthstone is an interesting game to look at, because it breaks so many of the conventions of mobile F2P:

  • It has no energy system
  • It sells only permanent items
  • It is highly skill based
  • It is mainly synchronous PvP

As such it appeals to a lot of self designated “gamers” that find other mobile games somehow below them. This run down of the game will take apart the main features and discuss how they create and great game, and whether there are larger implications for the mobile F2P industry.

Core Loop

The core loop in Hearthstone is incredibly simple:

Hearthstone

There are two main play modes: Ranked and Arena.

Ranked can be considered the basic game mode, where players play against each other synchronously to climb a monthly ladder. Players use decks that they have constructed from their permanent card collections. It is free to play, and players earn coins for winning matches and completing quests that appear daily.

Arena can be considered a secondary play mode, but is hugely important to and complements Ranked play. Here players also play synchronously with each other, but they must pay an entry fee – either coins or real money. Players make a deck as they enter the arena, choosing one of three cards at a time until they have a full deck. The rewards depend on a player’s performance, but can be generous compared to the entry cost.

The balance of the two modes is important, because it provides both payers and non payers, as well as players of different skills something to do. Earlier on, players may find Ranked play easier as they learn to put together decks that rely on specific combos. Later on they may find Arena more fun as there is the challenge of putting together a deck on the fly, and all players have the same chance of getting legendary cards.

Pacing

Hearthstone-quests

Quests act as the pacing system in Hearthstone, but it is so well framed that many players don’t see it for is. Rather than restricting the number of matches that players can play in a certain time, quests limit the amount of coins that a player can earn. Players get one new quest each day, and are limited to having three in total at any one time. Players can earn small amounts of coins for winning matches in Ranked play (10 coins every 3 wins), but this is small both compared to the time it would take to play these matches (perhaps 30 minutes or more on average), as well as the coins earned from quests (40-100 per quest).

As players earn most of their coins from quests, and not from playing matches, Hearthstone has no need to limit the amount of times a player can play. Players can (and do) sink hours into climbing the rankings without breaking the economy, as after the first few games their in game earnings are virtually nil. This is such a simple yet effective feature I am amazed that more F2P games have not copied it – energy systems are by far the most hated, yet standard F2P systems.

Single currency, single resource

I count coins as the single currency in Hearthstone and dust as the single resource. Hearthstone does not have a soft currency for everyone and a hard currency for payers. It follows therefore that it does not have items that can only be bought for hard currency. Purchasable things in the game can either be bought for either coins or real money. Dust is reserved exclusively for crafting specific cards.

The fact that as a non payer you can get anything in the game, and you can earn coins at a reasonable rate, helps create an environment that seems fair and inviting for both payers and non payers alike. Whilst the temptation to drop real money on a bunch of packs is constant, it never feels like someone has beaten you just because they’ve spent money on the game.

Permanent purchases

Hearthstone-collection-management

The nature of card rarity in Hearthstone also supports the feeling of fairness. Cards have one of four rarities: common, rare, epic and legendary. However, in contrast to many of the other mobile CCGs, cards cannot be upgraded or fused. This means that buying cards always results in a permanent addition to your collection, either directly or through the crafting system.

As with all CCGs there needs to be some method of dealing with duplicate cards, to maintain the randomness of pack opening. Hearthstone only allows players to have two of each card (one of legendaries) in their deck. Duplicates beyond this can be disenchanted for Hearthstone’s main resource: dust, which in turn can be used to craft any card in Hearthstone. The conversion rate is obviously not great – cards give only 25% of their cost to craft when they are disenchanted, and making progressively rarer cards gets ever more expensive. You need to disenchant 320 common cards to craft a single legendary. But the system does mean that even if players only get duplicates through randomly opening packs they can work towards specific cards that they want to create particular decks.

The fact that purchases result in permanent items that cannot be taken away from the player makes them all the more attractive. Players know that if they get a legendary card they will always have it, and its power will stay constant. Players can still spend huge amounts of money on the game, as there are so many cards to collect and the chance of getting a legendary is so low. Various Reddit posts put the cost of a Legendary at around $12-24, so with 67 legendary cards currently players could easily spend over $1,000 getting all of those alone. The cost of the epics and rare cards would be on top of that, and players can pay 4x for cards with a gold back – a purely cosmetic change.

Buying Experience

[youtube https://www.youtube.com/watch?v=_N0p4YSXn4Q]

The permanence of purchases together with the overall polish in the game creates an incredibly positive buying experience. You would expect nothing less from Blizzard of course, but the pack opening sequence is spectacular, especially when compared to the drab experience in many mobile F2P games to skip a timer or add more resources. Buying something feels great, a detail that is all too often overlooked.

Skilled play vs. Pay to Win

blizzconhearth

Most mobile F2P games steer clear of including too much skill. Skill makes games more difficult to balance, as players will have a varied experience of the same content. Furthermore, with highly skilled games it is difficult to give players a continuous sense of progression, as their skill level will typically plateau after an initial learning period. As most mobile F2P games are selling progress, they need to maintain the sense of progression that grind based games give, as ensure that players have broadly the same experience by leveling the playing field with luck.

In contrast, Hearthstone has a high degree of skill – the game has an impressive number of tournaments and events, and Blizzard host a World Championship at BlizzCon that had a prize pool of $250k last year. Youtube and Twitch are awash with Hearthstone matches and the top players are starting to make their fame and fortune from the game. This is clearly a far cry from games like Clash of Clans or Game of War, where success largely depends on the amount of time (and money) players can grind into the game.

That said, in Ranked play, working your way up gets more difficult the higher you go not only because you meet more skilled opponents. Any player will tell you that you need to both have the right cards to put together in a deck to create the right combos, as well as the ability to change your deck as you go. This flexibility is vital as the meta game changes as you move through the ranks. At a given time, rush decks might be unstoppable at ranks 20-15, but easy prey above rank 10.

Always having the right epic and legendary cards to finish off your deck becomes essential, but you rarely need very many of them to create a good deck. The pressure to spend is in having the necessary breadth of cards, rather than a deck construct solely of very rare cards. This creates a dynamic where players do need to spend to play at the highest levels, just as League of Legend players need to practice with all the different Heroes rather than just the ones that are freely available that week. At the same time each individual card is balanced for its mana cost and players who have spent a lot of money to acquire a lot of different cards might be beaten by a player who has spent very little, but happens to have the right cards for that particular battle. Players must spend to progress in general, but matches don’t feel pay to win.

Synchronous PvP

Hearthstone is one of the only successful mobile games to centre on its synchronous PvP experience. Vainglory and others have tried to take this challenge on, but no one else has succeeded except another game backed by a massive desktop IP: World of Tanks Blitz. Hearthstone was in beta on PC 9 months before coming to iPad, and had half a million downloads before it even hit the App Store. This period was essential to give them the critical mass needed to match players with each other at an appropriate level. Without it players would either be facing long wait times every match they played, or getting matched against players of very different skill – either case is a potentially game breaking experience.

Blizzard’s ability to drum up this level of interest in a new game is a testament to their expertise at launching new synchronous PvP games, but absolutely not a reference that other developers can hope to emulate. Without Blizzard’s existing World of Warcraft IP, installed fanbase, community management efforts and PR, the game would have faced a much harder prospect of building the community necessary for critical mass. I do not believe that we will see a synchronous PvP based game successful on mobile without a PC version any time soon.

Conclusion

The success of Hearthstone, combined with how different it is from many other mobile F2P games makes you expect it would have a huge impact on the prevailed design trends in the industry. The pacing system in particular seems superior to the energy systems that are still prevalent in many games. However, the fact that Hearthstone was launched PC first on the back of the huge World of Warcraft brand has allowed a number of other differences that the vast majority of mobile F2P developers cannot hope to emulate.

After the Gold Rush: Competing in today’s App Store

It’s hard to believe that the App Store is only six and a half years old – it was launched in July 2008 with just 800 apps. Now there are 800 apps downloaded every second – 2 billion a month – and the number of apps available has grown more than 1,000 fold to 850,000.

Games dominate this marketplace, with more than twice the number of apps as the next biggest category, and well over 10,000 new ones being added each month. The barriers to entry remain low – you can code and release a simple game on your own – but the barriers to success continue to get higher. This is typical of all markets as they mature, but it is striking just how fast this has happened in mobile, and developers of all sizes are finding the competition fierce. Beyond the sheer quantity of games available, there are three clear indicators of this development.

Top Grossing

The top grossing charts are largely static. Candy Crush Saga and Clash of Clans have been in the top 3 games for over 2 years now. These games appear to have locked down their respective genres in the way that Call of Duty or World of Warcraft has on other platforms. Many of the other games in top 10 are similarly long lived, and just two developers: Supercell and King consistently account for at least half of the top 10. Games that do manage to break into the upper reaches of the charts are notable because they are so rare now, and often supported by very strong brands, such as Kim Kardashian.

User Acquisition

SuperData estimated that the cost of acquiring a user increased 37% between Jan 2013 and Jan 2014. Machine Zone’s recent $40m advertising campaign for Game of War illustrated just how much money the top companies can throw at marketing. SuperData also reports that CPI now stands at an average of $2.78 for mobile games, whilst average revenue per user is just $1.96 – not a good ratio for developers.

Production Values

Super Evil Megacorp spent two and a half years developing Vainglory, and it showed – the graphics looked closer to AAA standard than what we would normally expect from a mobile game. Smaller developers can pull off great looking games such as Monument Valley or Badlands, but only when they choose very stylized appearances that facilitate lower costs of production. Even the UI transitions in Hearthstone demonstrate a level of polish that few established studios, let along Indies could hope to pull off.

So where does this leave us? How to we compete in a market that has become this tough? It’s a question that we ask ourselves a lot at Wooga, and even with our current successes (Diamond Dash, Pearl’s Peril and Jelly Splash) something that we are still working out.

How to find success?

Looking at the charts it is clear that cloning games does not lead to success – the only game with similar mechanics to Clash of Clans is Boom Beach, also by Supercell. Replicates of Candy Crush Saga have performed similarly poorly. It is for this reason that we do not clone games at Wooga, and never have. It’s also creatively unsatisfying and for a combination of these reasons many people advocate the opposite end of the spectrum: radical innovation in the hope of striking it lucky.

This was my approach on my last game too. Whilst Wooga has a history of casual, single player games, I set out to make an action strategy game. I loved the genre myself, and felt there must be an audience who were likewise unsatisfied by the current offerings on the App Store. I felt that given the talent at Wooga, our understanding of game design and the amount of user testing we used in the creative process we could make a success in any genre. But in hindsight this approach seems just as misguided as cloning games, as I had failed to recognize the current state of the market and the value of building on existing company expertise, tools and audiences.

Games are complicated systems, especially action strategy games designed to give years of play. We had a good prototype and the gameplay was novel and fun. But the more we worked on the details the more problems we threw up. Exactly because the gameplay was novel, we needed novel solutions to these problems – we could get inspiration from other games, but no one had solved these exact problems before. The team did a great job of working through these, but it took a huge amount of time and emotional effort to be continually rebuilding large sections of the game.

Risk is inevitable

Furthermore, as we worked through design issues, we realized that we were left with a number of risks that we could not remove before launch. By staying true to the vision of the game we had ended up with intense synchronous PvP gameplay that only Hearthstone and World of Tanks came close to. These are successful games, but it seems largely because of their existing PC audience. We also started hearing horror stories about the CPIs for the mid core audience, several times higher than the best LTV any of our existing games had. In combination we were not sure if the audience we were targeting existed, and if it did whether we could profitably reach them.

Despite the team’s enthusiasm for the game I could see that this was becoming a passion project for us rather than a legitimate chance at creating a commercial hit, and unfortunately for those of us that make games professionally, commercial realities cannot be ignored. Eventually I decided it was time to stop burning time and money and start on something afresh with greater potential. I realized that we had been arrogant enough to assume we could build something as good or better than what was already out there, despite having none of the tools, none of the design knowledge, and no audience compared to developers that were already making these sorts of games.

I remembered that Clash of Clans was an iteration on Backyard Monsters and Candy Crush Saga a refinement of Bejewelled. But even before their big successes, Supercell had experienced teams working on Hay Day and Clash of Clans, and King had its casual gaming portal and picked games out of that to develop for Facebook and then mobile. In each case the companies had existing assets that they built on, as well as refining mechanics from other games.

What to do with an existing audience?

A company with the size and track record of Wooga has plenty of assets to build on. We have an existing audience, established IPs, game design experience earned through hundreds of user tests and millions of players on our live games, the know how to set up extensive content pipelines and so on. We hadn’t recognized their value before though, and instead choose to innovate across the board. Our core gameplay was different, our elder game novel, we were attacking a more core audience we knew only as players ourselves. The only asset of Wooga that we really used was building on technical expertise from previous games. In our post mortem we realized this was also the one area that was free from major problems over the course of the project.

Let me be clear though, that when I talk of innovation, I am not talking solely about design. I am talking about all aspects of production from the audience and genre you choose to the technical setup you have as well. Design can be innovative and successful, but innovative designs are best supported when you build on existing assets elsewhere. Hearthstone is a great example of this: the team built on a vast wealth of assets that Blizzard had to make the game a success. There was the experience of the design team, the strength of the Warcraft brand and Blizzard’s ability to recruit half a million fans whilst the game was still in beta. The gameplay was fresh, the genre basically non existent on the App Store, but even from the outset the risks that the team faced were greatly reduced by building on Blizzard’s strengths.

I also believe that this is the case whether you are a mid sized developer like Wooga with 280 employees, or an indie developer with a fraction of that scale. The key is to recognize the particular skills and assets that you have, and the niches where you can best apply these. Smaller companies may need to choose small niches to succeed, but they also need smaller successes to cover their costs. As a smaller company you can serve niches that aren’t big enough to warrant the attention of bigger players. As you serve that niche you should aim to build up tools, marketing channels such as email lists and other assets that aid your future work and thereby grow your business.

Learning from my recent experience, for my next project I will work on something that builds on a far greater number of Wooga’s assets. This is the best way for me to maximize my chances of seeing my game launched and successful – a goal that I am sure many developers can sympathize with. This might sound like a dispassionate approach to making games, but I don’t feel that it needs to be. Like most people in the industry, I work in games because I love games. Building on the assets that Wooga already has may seem constraining given the wonderful variety of games that exist. But it is an additional constraint and not the definition of an entire project, and as the saying goes, creativity loves constraints.

This article was originally published on Gamasutra