Download presentation
Published byBrandon Alexander Modified over 9 years ago
1
Interactive Multimedia Games Development COM631
Clash of Clans
2
Lecture overview Overview of Supercell Clash of Clans Core mechanics
Monetization strategy
3
Company overview http://www.supercell.net/ Finnish company
60 person start-up Started developing iPad games in 2011 Free to play
4
Supercell
5
Philosophy Target casual and the hard core players
Art style realism/Japanese influences Mixture of playing styles Hard core – leader boards Social – chat and building
6
Design Focus on tablets Play test extensively
Scroll/tap and optimisation (frame rate) Didn’t port, design for target platform Well designed but short tutorial
7
Approach Have a social element
Benchmark existing games in that genre and find out how they work Create a solid core loop and iterate Add graphics Polish with limited beta
8
Process Watch analytics and metrics for feedback/retention
Don’t overwhelm the player, introduce new features gradually Introduce updates after extensive play testing and balancing
9
Balance Hidden depth Extensive automated testing of new features
Simulated battles
10
Core loop Three major parts in core loop Collecting Resources
Building & Training Battles Each player can focus on their preferred playing style
11
Core loop
12
Collecting resources Automated farming mechanics
Coins & Elixir, two soft currencies in the game To progress player needs Elixir Collectors and Gold Mines Resource production is automated Resource production has a maximum cap Need to upgrade storage facilities to continue
13
Collecting resources Rewarding to return to the game to harvest resources at the start of every session. Automated farming mechanics increases DAU as players need to visit the game more often as storage max’s out.
14
Building and training Everything is independent
Buildings consume coins Troops and troops related consume elixir Construction takes coins/elixir and time, upgrading is essential for progress Time increases for higher levels - Monetization!
15
Building and training Higher storage needs a higher level HQ
More storage costs more, needs more gold production. Start with 2 builders, third builder costs $5
16
Battles Training troops requires elixir
Better troops require more elixir Bigger army needs a bigger camp Bigger camp needs a better HQ Troops are lost in battle (not heroes)
17
Progression and retention
Retention is aided by the feeling of progress Rewards for active players/notifications
18
Clans Constantly under attack means need better defences
End goal to join a clan and beat other players Chat feature to plan attacks Some limitations
19
Clans Get rewards Weekly touraments Social and friends No world maps
20
Heroes Premium characters that don’t die Can be developed
21
Monetization Prices increase as you progress
ARPPU player increases with retention Smallest purchase is £2.99 Gems can be converted to coins and elixir
22
Social media
23
Summary App store maturing Very crowded space Still room for new IP
24
Interactive Multimedia Games Development COM631
Clash of Clans
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.