'Clash of Clans' Secret To Success: Supercell Unveils How The Game Reached Its Fame & Popularity
By Alex Cruz | Aug 21, 2015 09:47 PM EDT
"Clash of Clans," a game of strategy involving resource collection, base construction and troops enhancement to attack and at the same time create a strong defense against other clans, has become extremely famous among netizens nowadays.
Popular enough that "COC" reportedly contributed a revenue of $892 million to Supercell with just two games in 2013. The game's daily profit is now forecasted to be over $5 million, Inquisitr has learned.
So how was this so-called billion-dollar gaming empire moulded? What are the secrets to its success?
During the 2015 Game Developers Conference (GDC) Jonas Collaros, "Clash of Clans" server programmer, revealed that it was only a matter of setting priorities toward continuous game improvement.
The company started with only six people as their work force, The Bitbag found out. Back then, their focus was creating strong gameplay, not immediate expansion.
That was the very reason why it took time for Supercell to introduce new troops — Minion, Hog Rider, and Valkyrie — and the Clan Wars.
The same explanation goes as to why it was initially not available in Asia and why it was only released for iOS. Ensuring the quality of the game first on one platform and few regions is more important than massively releasing it, compromising the gameplay.
Recently, "Clash of Clans" celebrated its third anniversary and alongside which was the game developer's Gem boost offer, which lasted for a week, Venture Capital Post reported.
Now, if there was anything Supercell prioritizes least that would be monetization, which explains why brand new downloadable contents such as new troops, the Clan Wars and upgrades are free of charge.
Collaros said that monetization was never the purpose of their game design. What they wanted to do is continuously enhance the game for long-term patronization.
"The number one goal was making sure there was a long term game experience ahead of the players, it was ensuring this long life of gameplay," Collaros said.
"If you don't appreciate the way the game experience needs to grow and breathe over time, I find it unlikely that people are gonna play it for years," he added.
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