![]() ![]() I realise there are a lot of estimates about revenue flying around, however we don't get into specific numbers for individual games. ![]() If it becomes more of a chore than a game, then that’s not a good thing.Ĭlash Royale has surpassed $3 billion in lifetime revenue (via Sensor Tower) and is one of the highest-grossing mobile games of all time, can you reflect on that figure? We don’t just want a player to log in, flick through some screens and then just quit again. Whether this is through Clan Chat or donating cards, to taking part in Clan Wars or competing in Special Challenges that we make each month. It really is important to have something for a player to do whenever they log in to play. To sustain the game’s performance is something else, however, so we have taken an approach that includes constant live ops and player engagement.Ĭlash Royale is the second biggest title for revenue from Supercell, only surpassed by Clash of Clans (via Sensor Tower). ![]() The old adage of ‘easy to learn, difficult to master’ is definitely true here. The core gameplay is so solid that it can carry itself on that alone… to an extent. To what do you attribute Clash Royale’s consistently impressive grossing performance, and how do you sustain it?Īt its core, Clash Royale is just a really, really good game. one events, such as bonus resources on weekends etcetera. Making sure that there is always something to do if you log in, from regular Special Challenges to one vs. What steps have you taken to ensure that Clash Royale maintains a sizeable and active player base all this time after its launch? A highly trained team of global agents who will assist players who can’t find their answers anywhere else no matter how good technology gets, you still can’t beat someone real typing on the other end (sorry, Skynet).A support bot (lovingly named Sparky, after the Clash Royale card) that will allow players to find their answers quickly without speaking to a human.A robust self-help centre for players to find exactly what they need in their own time.We have always aimed to be the best in the industry with our customer support and we find that comes with using the latest technology available. They do a very important job, even if it isn’t immediately apparent to the public (or even a company itself). Player support is the backbone of any company. ![]() How important do you consider customer support and updates to be? What has been your approach to this? How big is the team currently handling live ops?Īs a company, we’ve invested time into a robust set of live ops tools to support all of our games, so this means that we can run live ops with a minimal team. I personally feel like there are a few games out today that are built specifically to be an esports title first, and can therefore fail if they don’t get a following.įor Clash Royale, we’ve been really fortunate that it came naturally from our community really getting behind the gameplay and developing a super competitive scene over the past five years. It’s been great watching it grow and expand into the game it is today, but I guess for me one of the coolest aspects has been how big of an esports hit it’s been. It’s still one of our best performing games at Supercell and we see huge potential, with big plans for the next updates and beyond. : With Clash Royale now more than five-years-old, how do you reflect on its performance – from launch to the title it is now?ĭrew Haycock: Clash Royale is one of those games that was bigger than we ever imagined at launch. That leads us to our semi-regular Live and Kicking series, where this week we spoke to Supercell community manager Drew Haycock about the five-year anniversary of the multi-billion dollar success hit that is Clash Royale. Here at, we want to take the opportunity to highlight games that have bucked the trend and found an audience that has kept them thriving long after launch. Long gone are the days of developing and publishing a game without the need to tweak, adjust and patch it after launch, with new titles requiring constant operation and updates to keep them at the forefront of consumer thought. It is often said that nothing is truly finished and it's a saying the games industry has taken to heart in recent times. ![]()
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