Motivations Archives - GameRefinery https://www.gamerefinery.com/topic/motivations/ Mon, 28 Aug 2023 08:06:20 +0000 en-US hourly 1 https://www.gamerefinery.com/wp-content/uploads/2020/09/cropped-gr-web-thumbnail-32x32.png Motivations Archives - GameRefinery https://www.gamerefinery.com/topic/motivations/ 32 32 Is the Mobile Shooter Market Saturated? Top Tips on How to Innovate in a Crowded Genre https://www.gamerefinery.com/is-the-mobile-shooter-market-saturated-top-tips-on-how-to-innovate-in-a-crowded-genre/ Thu, 24 Aug 2023 09:25:30 +0000 https://www.gamerefinery.com/?p=16795 Video games and shooters have been entwined since the early ‘90s. The genre shot into popularity with the release of id software’s DOOM, selling nearly 10 million copies in just two years and generating hundreds of clones. Fast track a decade later, and in 2007, Call of Duty became a household name after the breakout […]

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Video games and shooters have been entwined since the early ‘90s. The genre shot into popularity with the release of id software’s DOOM, selling nearly 10 million copies in just two years and generating hundreds of clones. Fast track a decade later, and in 2007, Call of Duty became a household name after the breakout success of Modern Warfare, with the blockbuster franchise amassing more than $30bn in lifetime sales. 

As shooter games continued to grow in popularity and spin out into new subgenres, it was only a matter of time until developers turned their sights to the mobile market – but the biggest barrier was the lack of controllers. For a long time, shooter games on mobile were a niche genre, and the touch-screen controls were considered cumbersome compared to their console counterparts which use dedicated controllers. 

In recent years, however, mobile shooters such as Call of Duty, Free Fire, and PUBG: Mobile have soared to the top of the charts. Much of that success is owed to gaming’s ‘Battle Royale boom.’ Fortnite has become a worldwide phenomenon, and battle royale shooters such as Free Fire and PUBG: Mobile have established themselves as worthy competitors. Call of Duty has also established itself on smaller screens with a mobile iteration of its blockbuster franchise, complete with its own battle royale mode.   

But is the market becoming oversaturated? Below, we take a deeper dive into the highest-grossing and most downloaded shooters on the mobile market to see which subgenres developers should be focussing on if they want to make an impact in the shooter space. 

The most popular mobile shooters

A snapshot of the US iOS top-grossing 500 shooter market (source: GameRefinery Platform).
A snapshot of the US iOS top-grossing 500 shooter market (source: GameRefinery Platform).

Three titles dominate the US iOS shooter market: Call of Duty: Mobile, PUBG MOBILE, and Free Fire. These three take up about 80% of the market share in the West, with the rest (20%) being evenly divided across other titles. These three titles heavily focus on cosmetic in-app purchases (IAP). For example, players can acquire decorative skins for their characters, companions, vehicles, and weapons through gacha mechanics, battle passes, or direct purchases. 

Free Fire differentiates from the other two top dogs as even though the main focus of its in-app purchases is cosmetic, the items for sale also provide character and weapon buffs. The top-end weapon skins, for instance, change the attributes of weapons slightly to give a slight edge in competitive play, while characters and pets can be upgraded with various skills that modify gameplay. 

Given that Free Fire doesn’t have the same IP recognition that PC and console powerhouses like Call of Duty and PUBG have, the developers likely felt the need to give players an extra incentive to buy into the game. The result speaks for itself; Free Fire has way higher revenue per download than its competitors, with around $29 ARPD compared to PUBG Mobile’s $12 ARPD and Call of Duty: Mobile’s $7.30 ARPD.

Character development and weapon skin attributes in Free Fire.
Character development and weapon skin attributes in Free Fire.
All-time revenue per download for the top three mobile shooters (US iOS). (Source GameRefinery Platform).
All-time revenue per download for the top three mobile shooters (US iOS). (Source GameRefinery Platform).

Regarding the broader market, most shooters among the top-grossing 500 focus their monetization on upgrades and other powerful in-app purchases—this can likely be attributed to the demands of fuelling a purely cosmetic business model. 

Players must regularly be provided with exciting new playable content alongside a raft of purchasable cosmetics to fuel the in-game economy. Titles like Call of Duty achieve this every month with new classes, maps, game modes, and more due to being based on a blockbuster franchise. Smaller studios would no doubt struggle to keep up, so they opt for power progression to gain a higher revenue per download and enable a more sustainable, less content-driven model.

However, this does come with certain downsides. Tying player progression to monetization is often criticized by players for being ‘pay-to-win,’ particularly in genres heavily focused on competitive multiplayer. If a delicate balance isn’t achieved, there can be backlash amongst players, which can lead to negative reviews flooding in for your game.

Call of Duty: Mobile’s engagement events over a two-week period. (Source: GameRefinery Live Events Tracker.)
Call of Duty: Mobile’s engagement events over a two-week period. (Source: GameRefinery Live Events Tracker.)

Which shooter subgenres should developers pursue? 

With Call of Duty, PUBG, and Free Fire dominating the mobile shooter market, many developers may wonder if competing in the shooter genre is worthwhile. 

While it is undoubtedly crowded, those who dig deeper will find a surprising amount of uncovered ground in this genre. In fact, roughly four categories could be explored more in the mobile game market: extraction shooters, RPG-like looter shooters, survival shooters, and tactical FPS games. Let’s take a deeper dive into these subgenres. 

Extraction shooters

Extraction shooters are one of the less crowded shooter subgenres and move slower than other titles. The aim is to go into a match, loot items, kill enemies within a time limit, and extract from the area before or when the time runs out. These games are usually PvPvE (player vs. player vs. enemy). Popular titles on the PC and console market include Escape from Tarkov and Hunt: Showdown.

Arena Breakout
Arena Breakout

One of the few extraction shooters to make headway on mobile platforms (particularly in the Chinese market) is Arena Breakout — a realistic-style FPS game with some survival elements, such as a highly complex health system. 

Players participate in PvPvE matches against NPCs and other players in two game modes, either with pre-equipped items or without owned items. During the match, players must consider their physical health level, find equipment and items to loot, kill off enemies and evacuate safely within the time limit.

Snapshot on the Chinese iOS top-grossing 200 shooter/survival market (source: GameRefinery Platform).
Snapshot on the Chinese iOS top-grossing 200 shooter/survival market (source: GameRefinery Platform).

Arena Breakout has a distinctive monetization model. Unlike other shooters, it does not focus on cosmetics or power progression but instead on collecting items that can be traded and lost in the battle. Pushing players towards purchasing safety boxes to save their most precious items from being stolen differentiates Arena Breakout from the more power-orientated progression shooters, as even if weapons can be somewhat upgraded, there is still a need to purchase a safety box to keep items secure. While in the match, if the player has not stored their items in the safety box and they die during the match, the player will drop all items they carried with them to the pre-equipped items game mode for other players to steal. 

There have not been too many similar examples in the mobile game market yet of extraction shooters, although PUBG Mobile has a similar mechanic in a recurring gameplay mode Metro Royale (which also draws inspiration from Escape from Tarkov).

Items can be stored in safety boxes in Arena Breakout.
Items can be stored in safety boxes in Arena Breakout.

Survival shooters 

These shooters revolve around a survival theme, often in a post-apocalyptic environment featuring zombies or other threats. These games usually feature detailed weather, hunger, and health mechanics (among others), which need to be considered during the game to survive. Exploration and resource-gathering play a big part in these games in addition to combat, with some survival games also implementing shooter mechanics. 

There are only a few mobile titles in the Western market that specifically focus on survival gameplay, and currently, there are no shooter survival games among the top-grossing ranks on the US iOS platform. However, some top-down survival games, such as The Last Day on Earth: Survival, have managed to gain popularity.

On the contrary, the PC and console market has a number of survival shooters, including the zombie-filled DayZ and post-apocalyptic Rust. Both titles feature a wide area to explore with other players, combining PvE and PvP elements. DayZ has enormous maps, with the main threat stemming from zombies, with occasional encounters with other players. In Rust, the main danger is other players, even though there are also some PvE elements. The biggest differentiator between the two is Rust’s base-building focus, which can be done solo or with others.

Arena Breakout, LifeAfter, and Undawn in the Chinese mobile game market incorporate some elements into their gameplay. Undawn is interesting because it’s a new survival title that recently hit the Chinese and Western mobile markets. 

Around its launch in the CN iOs market, the game peaked at the top-grossing position 6 but has since dropped outside the CN top-grossing 200, currently sitting at the top-grossing rank of 371 and sustained download rank of 183. In the US iOs market, the game is lingering in the sustained top-grossing rank 324 and the sustained download rank 260, but has not quite yet reached the top-grossing 200.

The core gameplay of Undawn.
The core gameplay of Undawn.

Undawn is a third-person survival shooter with MMO traits where the player is trying to survive the zombie apocalypse. It is similar to the survival MMO LifeAfter, which has even been visiting the US top-grossing 200. 

In Undawn, players partner up to survive the punishing world to complete various tasks. There is a heavy storytelling aspect, with cutscenes regularly interspersed between gameplay featuring several main characters. The game also includes detailed survival mechanics. Players must consider their character’s physical health, hygiene, and sleep level, as well as prepare for changing weather conditions to survive.

Undawn has a detailed survival system, which includes aspects such as sleep deprivation.
Undawn has a detailed survival system, which includes aspects such as sleep deprivation.

Typical of a Chinese midcore game, Undawn has plenty of cosmetic items for the character and a home system, which can be decorated with various buildings. Upgrading the home system is a crucial part of progression, as the player can’t continue upgrading their character if their home level is too low. This, and many other aspects of the game, require a lot of resource collecting—such as collecting berries from the forest or shooting animals. Collected materials are then used to create many items needed in the game, including weapons and food.  

The game has two main focuses for monetization: cosmetic economy and material purchasing. Cosmetic items (for the character and their home system) can be purchased immediately or with gachas. Material items are needed for crafting equipment items, such as guns and armor, which are tied to power progression. These items can either be collected or purchased right away from the store. 

This type of monetization differs significantly from that of the top US iOS shooter games since the focus is on materials rather than upgrading or collecting characters and weapons. 

Looter shooters 

RPG-like looter shooters are another subgenre absent from the mobile game market. The idea of these games is to have some RPG elements (storytelling, character progression) combined with looting and shooting. There is usually a massive open area to explore, and the main aim is to kill off other players and AI-controlled enemies. In the PC and console sphere, these include titles such as Destiny and The Division, the latter of which has officially announced a mobile version.

Destiny 2
Destiny 2

This type of shooter could answer some of RPG players’ motivations. When looking at our motivation data, we generally find a few motivations that are being neglected by developers or don’t feature in high positions in the US iOS top-grossing shooter games. These include the exploration of new worlds, collecting treasure, role-playing and emotions.

Missing motivations in the top-three shooters
Missing motivations in the top-three shooters.

Looking at the above picture, notice how these three motivational aspects are not highlighted in the most popular shooters:

  • If the focus were shifted more towards storytelling, RPG players would find it easier to become immersed in the game through its narrative. 
  • The motivation to collect treasure already has quite a high position in many top shooter games, but the open-world experience could enhance this aspect even further if the player could loot items on a larger scale. 
  • The third motivation, exploring new worlds, needs to be added to most top-grossing shooter games. Having a larger area to explore would scratch that itch.

Tactical FPS games 

Another genre rarely seen on mobile is tactical FPS. Similar to extraction shooters, these focus more on tactical, slow-paced gameplay. Players usually form a team of five and compete against others in purely PvP gameplay. In the PC and console sphere, some of the most well-known titles include Counter-Strike and Valorant, the latter of which is rumored to be launching a mobile version soon. 

When looking again at our motivation data, we noticed that the top three shooter games are missing one aspect which features prominently in tactical FPS games: strategic planning.

The missing motivation in the top-three shooters
The missing motivation in the top-three shooters.

Out of all the subgenres we’ve listed, tactical FPS is likely the most rarely encountered on mobile, although some examples remain. Critical Ops is a competitive FPS game similar to Counter-Strike with smooth gameplay and realistic graphics. The focus is on highly competitive, skill-based gameplay with a high learning curve, and the game also has eSports and live tournaments, which occasionally offer real-money prize pools. 

Despite being one of the most successful tactical FPS games on mobile, it has not appeared in the top-grossing ranks for a substantial period of time. This is likely down to the game being developed by a fairly small studio, which lacks the necessary resources to acquire new users and encourage growth. A larger studio with more capacity would likely fare better.

Critical Ops
Critical Ops

One to avoid: Battle Royale

The overwhelming popularity of Fortnite has meant that the battle royale subgenre has become a huge aspect of mobile gaming, and shooters are no exception—with each of the top-three shooters dominating the market. As a result, it has become increasingly difficult for new titles to establish themselves.

A prime example of this is Apex Legends Mobile. As a smartphone version of the popular PC and console game, Apex Legends Mobile launched with a breadth of exciting features and content owing to its big screen counterpart and featured unique ‘Legends’ characters that differentiated it from other battle royale games on the market. Despite this, the game could not gain a stable position in the market and was eventually shut down.

While we can only speculate the reasons behind this, we suspect it may have been down to the demands of maintaining the game’s LiveOps strategy (which ran separately from its console counterparts) mixed with the immense competition it faced from the three shooter giants. With that in mind, we’d recommend smaller studios to steer clear of this subgenre for now.

Legends (characters) in Apex Legends Mobile
Legends (characters) in Apex Legends Mobile

Summary

With an 80% share of the Western market, Call of Duty: Mobile, Free Fire, and PUBG Mobile share a firm hold on the mobile shooter throne. Their resource-heavy cosmetic monetization model, combined with their popularity on other platforms (at least in the case of Call of Duty and PUBG), will make it challenging to knock these three titans off their podium. 

Other shooters will have the best chance of breaking into the market if they can introduce some fresh core gameplay ideas. Given the strength of the power three and other mobile monoliths such as Fortnite, that will mean most developers should steer clear of the Battle Royale genre – or else risking a fate similar to Apex Legends. 

Looter shooters are a relatively untapped market on mobile and could tie into the motivations of many players by featuring narrative elements and exploration through a large open-world. That being said, Ubisoft plans to bring The Division to mobile, and Bungie looks set to follow with Destiny, meaning this space may soon become crowded.  

Survival and extraction shooters have a handful of popular titles in the Chinese market, but these subgenres are yet to make a big impact in Western markets despite their popularity on console and PC platforms, suggesting there are many gains to be had. 

Tactical shooters are also almost unheard of on mobile, suggesting it might be difficult to translate this type of gameplay onto a small screen successfully. Critical Ops has proven it can be done, although this title hasn’t made much impact in terms of revenue. We suspect a larger studio with the capacity to further push UA, and even perhaps collaborate with other IP to drum up interest, would fare better.

If you enjoyed this post and wish to explore this topic even further, then check out some of our other content:

  • Episodes 25 and 44 of our podcast discuss the mobile shooter market in depth. 
  • Delve into Liftoff’s 2023 Midcore Gaming Apps Report
  • Use our new LiveOps tools to inspect the framework of the highest-grossing shooters

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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success https://www.gamerefinery.com/the-rise-of-hybridization-in-mobile-games-how-developers-are-genre-mashing-their-way-to-success/ Thu, 04 May 2023 11:16:55 +0000 https://www.gamerefinery.com/?p=16513 We’ve been writing about the growth of ‘hybrid’ mobile games – when a title merges two or more genres to create an entirely new gameplay experience – since 2020, but hybrid games have evolved a lot since then, especially when it comes to the game genres that are being merged together.  In the past, hybridization was […]

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We’ve been writing about the growth of ‘hybrid’ mobile games – when a title merges two or more genres to create an entirely new gameplay experience – since 2020, but hybrid games have evolved a lot since then, especially when it comes to the game genres that are being merged together. 

In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics, but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. 

In many respects, this change isn’t particularly surprising. Analysts have widely reported developers’ ongoing challenges with user acquisition targets as they wrestle with stricter app tracking policies, especially on Apple devices. Many developers have invested in more innovative gameplay mechanics to broaden the audiences they can advertise to, with the diversification of game genres being a natural extension of that.

This has led to some wildly unusual combinations. Most notably, digital trading-card games (TCG) have become more prolific after Marvel Snap, and TCG mechanics can now be found in the action-RPG Genshin Impact and the arcade-racer QQ Speed. Likewise, construction elements have become intertwined with the core mechanics of many titles, such as the Japanese-hit Slime Isekai Memories, where narrative progression is tied into its base building despite its focus as a turn-based RPG.

Below, we delve deeper into some of the most interesting hybrid mobile game examples that prove which genres are the most compatible for combining. 

QQ Speed 

An arcade racer implementing TCG mechanics 

The first game on our list is QQ Speed, an arcade racing game with a manga-inspired art style that’s been very successful in the Chinese market. The game gained a following thanks to its similarities to Nintendo’s hugely popular Mario Kart franchise, but it’s taken an unexpected turn with the addition of a new card battler mode.

Mechanically, the mode is relatively similar to Blizzard’s Hearthstone. Each turn, players have a set amount of mana they can use to play cards with a variety of attack and defense-related properties from their hand, with the ultimate goal being to reduce the enemy’s health to zero. Players progress through levels against PvE opponents and can upgrade and purchase new cards to build their perfect deck. An additional PvP mode was added to the card battler in an update shortly after launch, where players can really put their collection to the test.

In the card battle mode, players use pets they’ve obtained from the main gameplay mode as their in-game avatar.
In the card battle mode, players use pets they’ve obtained from the main gameplay mode as their in-game avatars.

These mechanics are unconventional for a racing game but aren’t surprising. After all, this is hardly the first time that QQ Speed has added a new mode that significantly differs from its primary mechanics; it once featured a Fall Guys-style minigame and a recreational area where players can hang out and chat with others.

Merge Vikings

Combining merge2 mechanics with progressive character and building vectors. 

Merge Vikings takes a unique approach to hybridization in the merge space by combining merge2 mechanics with build and battle gameplay. The game mainly focuses on asynchronous PvP matches, reminiscent of titles such as Boom Beach, with the goal being to wreak as much havoc on the opponent’s base as possible.

Merge Vikings marriage of merge2 and mid-core build & battle is a unique approach in the merge space.
Merge Vikings marriage of merge2 and mid-core build & battle is a unique approach in the merge space.

Merge Vikings is interesting because it replaces the typical merge2 meta layers, such as decoration and narrative, with character and building progression vectors. The game does this through permanent source buildings, which produce various merge items and currencies that players can use to upgrade their arsenal and defenses.

Just like in other merge2 games, the constraints of the merge2 board also provide some strategic puzzle elements to make Merge Vikings more engaging. As an example, players must choose which merge chains to focus on, which items they sacrifice when they’re running out of space, and how best to utilize their limited energy to win the match.

Merge Vikings is yet to implement IAP monetization, but given its merge chain progression is intertwined with character and building progression, we suspect this will lead to some exciting monetization opportunities further down the line. 

Goddess of Victory: NIKKE

A third-person-shooter action RPG with progressive base-building and relationship elements. 

Level Infinite’s action RPG, Goddess of Victory: NIKKE, became one of the most popular titles on the mobile market when it launched in November 2022 and is still very popular in Japan. The game is an almighty genre mishmash almost reminiscent of a AAA console game, carefully combining heavy story and character-driven RPG elements with hectic shooter gameplay.

The narrative is a vital part of the drive toward in-game progression. The sci-fi story takes place on a post-apocalyptic Earth where alien robots are trying to destroy mankind, forcing it to flee into underground colonies. The player is sent to explore the surface as the ‘Commander’ of a squad of female defense androids known as NIKKEs.

Goddess of Victory: NIKKE initially appears centered around fast-paced, third-person shooting, but its gameplay can actually be set to be completely automatic. Even with manual controls, the game heavily relies on aim assistance to lock onto targets. While this makes the shooting fun and approachable for more casual players, it becomes less appealing for those with more experience.

Goddess of Victory: NIKKE utilizes aspects of various genres alongside a solid narrative focus to engage its player base.
Goddess of Victory: NIKKE utilizes aspects of various genres alongside a solid narrative focus to engage its player base.

Instead, much of the game’s appeal comes from collecting and strategically managing a collection of NIKKEs acquired through gachas (with IAPs available). Each NIKKE triggers a series of small events when first acquired, aiming to get players to invest in the new character emotionally. The NIKKEs constantly strike up ‘spontaneous’ phone chat conversations with the player, and it’s possible to experience unique story sequences with them as relationships build. 

The game also features a base-building system, which increases characters’ attributes and is managed in a separate menu called The Outpost. Some buildings include an ‘Outpost Defence,’ which accumulates resources over time, and a ‘Synchro Device,’ which allows players to temporarily lift a NIKKEs’ character level to that of their higher level NIKKEs.

X-Hero

An idle RPG that regularly experiments with new genres through mini-game implementation, including hypercasual puzzlers, auto-battle chess, and casual casino. 

We discussed how the character collector, idle RPG, X-Hero, has been experimenting with different hyper-casual minigames (such as a hypercasual puzzle mode called SaveDog) to help drive user acquisition in our blog on the biggest mobile game development trends of 2022. Despite that, we’ve barely scratched the surface of the depth of hybridization within the game. 

X-Hero’s primary mode, X-War, takes players through maps full of levels to progress a simple storyline as they take on auto-battle RPG matches with a team of six heroes. The diversity on offer massively increases once you look at the other auto-battle RPG PvE modes. Players can tackle battles in the Time Travel and Galaxy Wanted modes, take on a Star Trek mode incorporating roguelite elements and explore the Discovery Hall, alongside numerous other modes such as PvP in Guild Wars and 1v1 arena.

For additional hybridization, X-Hero taps into the casual casino genre as well. The game features a Homeworld Slot mode with similar mechanics to the hit game Coin Master. Players spin a slot to gain rewards and steal from other players’ bases while constructing their own base for great benefits supporting the main idle RPG gameplay.

The range of genres on display in X-Hero is incredibly diverse.
The range of genres on display in X-Hero is incredibly diverse.

Genshin Impact

The open-world RPG added a permanent TCG minigame 

Genshin Impact hasn’t waned in popularity since storming onto the mobile and console marketplace in 2020 with its high-quality production values, cel-shaded visuals, open-world RPG mechanics, and strong narrative focus. The game follows the template of many open-world RPGs, with players invited to freely explore, climb, glide, and fight their way through the vast region of Teyvat as they take on various quests and activities.

The game’s more recent experimentations with hybridization have seen the permanent addition of a turn-based TCG minigame called Genius Invocation. This mode is designed for advanced players as endgame content and is played with 33 card decks, consisting of three hero cards and 30 other cards – players receive their first deck as part of the tutorial. Players can acquire additional character cards by defeating certain NPCs in a duel while completing specific objectives during the match.

Genshin Impact’s turn-based TCG minigame, Genius Invocation.
Genshin Impact’s turn-based TCG minigame, Genius Invocation.

Genshin Impact also previously put its own unique spin on Pokémon with a Fabulous Funghi Frenzy event, where players had to catch mushroom creatures and train them to fight in a tournament to progress the story and win special event currency, as well as a free four-star character.

Slime Isekai Memories

The turn-based RPG wraps 4X and tycoon mechanics around a base-building meta layer. 

Slime Isekai Memories may have fallen off the US market’s radar but this turn-based RPG based on a hit anime/manga series is still very much alive in Japan. Many players are likely drawn to the game because of its high production values and respect for its source material (the original cast voices in-game characters), but what keeps them engaged is its amalgamation of hero collection and base-building mechanics.

In the game, players collect characters and develop them for use strategically in battles to ultimately progress the main campaign, which follows a new story supervised by the original author. The base building meta, Build Nation, is directly incorporated into this; players cannot progress until they’ve sufficiently developed their base’s population by constructing new buildings or upgrading existing ones.

Slime Isekai Memories’ Build Nation mode
Slime Isekai Memories’ Build Nation mode

Build Nation also uses a resource generation system with various supplies, such as character upgrade materials, more commonly encountered in 4X and tycoon games. Hybridization has been critical to the success of many 4X strategy games, like Puzzles & Survival (4X and puzzle RPG) and Top War: Battle Game (4X base building with merge mechanics), so this crossover into more traditional RPGs simply further emphasizes the trend across the broader market. 

Why are hybrid mobile games becoming more popular? 

The mobile games market has always been known for experimenting and leading the way with innovation, and introducing new gameplay mechanics from other popular genres is an effective way of keeping players engaged. 

This has resulted in the rise of hybrid-casual games, a genre we explore in great detail in the Liftoff 2023 Casual Gaming Apps report, but it’s important to remember that hybridization isn’t limited to games in the casual genre – there are plenty of midcore and premium games experimenting with hybrid mechanics, too. 

So what are the benefits? Hybridizing your mobile game is a great way of broadening its appeal and boosting user acquisition. X-Hero’s SaveDog hyper-casual mini-game capitalized on the viral TikTok hype surrounding the Save The Doge game and helped push X-Hero to the top of the download charts by utilizing the mode in its UA strategy across social media platforms. While a lot of the players downloaded the game for the hyper-casual mode, many stayed after familiarising themselves with the game’s main mechanics. 

Similarly, hybridization can be a great way of getting players involved with game genres that they might not have sought out otherwise. Think of all the QQSpeed players that had never played a card battler but ended up falling in love with a new genre after it introduced a TCG mode. 

Hybridization can also open up new monetization layers for your game, especially if you’re introducing new gameplay mechanics from a genre with lots of monetization potential, such as the base-building mechanics that could supplement an RPG by introducing a new in-game store for upgrades. 

Finally, hybridization is a great way to gauge the reception of new gameplay mechanics, especially if you’re hybridizing through a mini-game or limited-time event in LiveOps. If these new mechanics have been positively received by fans, they can be implemented as a new full-time game mode. 

Top things to consider if you’re hybridizing your mobile game 

While the hybrid mobile game examples above prove that you can mix and match most genres, there are still some key things you should always consider. 

  • Genre preferences change in different markets so think carefully about where your game is the most popular and how existing players might respond to the addition of less-familiar gameplay mechanics. 
  • Take influence from viral trends on media platforms, such as TikTok, but remember that these trends won’t stay around forever. You can find more information on how to build better mobile games by leveraging TikTok trends here
  • Play to your strengths. If your game has built a solid user base as an RPG, it is not necessarily a good move to move away from those RPG elements to chase trends in another genre and vice versa. Weigh up the pros and cons of introducing new trends and mechanics; balancing the expectations of existing players around bringing new players into the game can be tricky. 
  • Always have an eye on the gameplay mechanics and genres that are trending in the market and think about how you can merge them with your existing mechanics to innovate. The adoption of TCG mechanics amongst some of the most successful mobile games is being done because TCG mechanics are very popular right now. 

If you enjoyed reading this post and would like to find out more about hybridization and other trends within the mobile market, then be sure to check out some of our other articles below:

You can also find more information on the rise of hybridization in the casual market and how this has paved the way for the hybrid-casual genre in the 2023 Casual Gaming Apps Report.

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2023 Casual Gaming Apps Report https://www.gamerefinery.com/2023-casual-gaming-apps-report/ Wed, 19 Apr 2023 08:57:03 +0000 https://www.gamerefinery.com/?p=16495 The post 2023 Casual Gaming Apps Report appeared first on GameRefinery.

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Stumble Guys vs. Eggy Party: Which Fall Guys Clone Is the King of Mobile? https://www.gamerefinery.com/stumble-guys-vs-eggy-party-which-fall-guys-clone-is-the-king-of-mobile/ Thu, 05 Jan 2023 08:35:05 +0000 https://www.gamerefinery.com/?p=16127 They say imitation is a form of flattery, and there’s no shortage of mobile games that share a striking similarity with other popular titles in the PC, console and mobile markets. Editor’s Note: This piece was updated in February 2023 to reflect a significant rise in the daily revenue of Eggy Party in the Chinese […]

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They say imitation is a form of flattery, and there’s no shortage of mobile games that share a striking similarity with other popular titles in the PC, console and mobile markets.

Editor’s Note: This piece was updated in February 2023 to reflect a significant rise in the daily revenue of Eggy Party in the Chinese iOS market.

When a game with a unique style and appearance becomes a hit, it doesn’t take long for new games to emerge, hoping to emulate that success by using the same gameplay mechanics, visual style and features. You can also see this happening in the mobile market with new game modes, such as the Fall Guys-style gameplay that’s now used in side modes in Garena Free Fire and QQ Speed (GKart). 

That said, there’s a big difference between a quick cash-in and a mobile clone that becomes a superior version of the game it’s taken inspiration from by adding new gameplay features and generally being more enjoyable to play. And that’s exactly the case with the chart toppers Stumble Guys and Eggy Party, two mobile clones of the 60-player knock-out party game, Fall Guys. 

Why isn’t there a mobile version of Fall Guys? 

Fall Guys became an overnight hit shortly after its release in August 2020 on PC and PS4. By the beginning of December, Fall Guys had reached 11 million sales on PC while also becoming the most-downloaded game on PlayStation Plus, and the game is now available on Xbox and Nintendo Switch. So, considering how successful it’s been (and still is), why hasn’t its publisher, Mediatonic, released the game on mobile devices? 

BiliBili, a Chinese games and entertainment company, secured the rights to publish a mobile version of Fall Guys shortly after its release, but Mediatonic hasn’t announced any plans to release the game on mobile in the West. It’s worth noting that Mediatonic is owned by Epic Games, and given the publisher is in a long-running legal battle with Apple over disputes around App Store practices, it might be possible that Fall Guys doesn’t make it to mobile in the West until a resolution is found. 

That said, there are arguments for and against releasing a mobile version of Fall Guys. With Stumble Guys and Eggy Party already proving so popular, there might not be much of a market left for a mobile version of Fall Guys to conquer. Then again, the success of Eggy Party and Stumble Guys has provided solid proof of concept and shown there is an appetite for this genre amongst mobile players.

Either way, if Fall Guys does eventually make it to mobile, it will have to make some changes to set itself apart from the competition – so let’s take a look at what the competition is doing. 

Stumble Guys vs. Eggy Party: Similarities and differences

Kitka Games’ Stumble Guys
Kitka Games’ Stumble Guys

Stumble Guys 

You’d be forgiven for mistaking Stumble Guys for Fall Guys. Developed by Kitka Games and acquired by Scopely Games in September 2022, Stumble Guys is a knock-out party game with a similar visual style and gameplay mechanics to Fall Guys. It was released in February 2021 and supports a maximum number of 32 simultaneous players rather than the 60 in Fall Guys. 

Players race, jump and dash through three rounds of obstacle courses (maps). After each round, a limited number of players that reach the finish line or survive the obstacles make it through to the next round, until a shortlist of finalists is chosen for the last course and a winner is crowned. As of December 15 2022, players can also take part in games via a ‘custom party’ that allows them to tailor search criteria for specific matches, such as competitive modes or playing with friends. 

Similar to Fall Guys, there’s a lot of variation in the map types, which range from races to the finish line and team-based games to survival modes as sections of the map disappear. Maps for both Stumble Guys and Fall Guys have continued to expand in terms of play types over style, although Stumble Guys doesn’t have any memory game maps.

Until very recently, Stumble Guys didn’t feature any limited-time collaborative maps (such as the Sonic The Hedgehog map in Fall Guys), but that’s no longer the case after Scopely announced a collaboration with Hot Wheels. The collaboration introduces a new map, Hot Wheels Hustle, to the map pool, complete with racing mechanics as players race around a Hot Wheels-themed racetrack. 

The shared similarities between Stumble Guys and Fall Guys means Stumble Guys has been able to capitalize on the popularity of Fall Guys. As of October this year, the game has been downloaded over 265 million times and generated over $60 million in revenue through IAPs since its release, with most of its traffic coming off the back of Fall Guys’ move to a free-to-play title. 

As the only established alternative to Fall Guys on mobile devices, Stumble Guys has built considerable momentum around hype for Fall Guys, especially on the day that Fall Guys became a free-to-play title. It’s likely that Stumble Guys activated UA campaigns around this time period and we also know the game has been building a solid fan base thanks to influencer marketing on platforms such as TikTok and YouTube, which is one of the reasons why the game is so popular in Latin America.

Stumble Guys was also the third most downloaded game of 2022, according to data from mobilegamer.biz, beating the likes of established mobile games including Candy Crush Saga and Roblox. In total, Stumble Guys raked in over 219 million downloads.

iOS downloads for Stumble Guys. Downloads for Stumble Guys increased by over 100% in the days following Fall Guys’ move to a free-to-play title on June 21.
iOS downloads for Stumble Guys. Downloads for Stumble Guys increased by over 100% in the days following Fall Guys’ move to a free-to-play title on June 21.

Fall Guys is more robust in terms of features and the various gameplay mechanics on offer, but Stumble Guys contains some mechanics that aren’t present in Fall Guys. This results in Stumble Guys having more of a focus on competitive playing and tournament-style matches. 

Tournament options in Stumble Guys
Tournament options in Stumble Guys

Tournaments and additional gameplay modes 

While the main focus of Stumble Guys is on the 32-player knockout mode, it constantly hosts a variety of tournaments that aren’t present in Fall Guys. Some of the tournaments cost gems (in-game currency) to enter, the cost of which typically ranges between 10–50 gems. Gems can be earned via free daily gacha spins or purchased in packs – but they’re genuinely earned really slowly, which incentivizes entry into the tournaments because of the massive rewards on offer for winners. 

These tournaments often have special rules and reward winners with a prize pool of gems that can be used to purchase skins through gachas, battle passes, and skip battle pass tiers. Some of these tournaments are hosted in collaboration with social media influencers (as seen by the thumbnail for the main event above) and cost gems to enter.

Stumble Guys

Examples of the special rules in tournaments include 1v1 and 2v2 modes – matchmaking variations that aren’t present in Fall Guys. Ultimately, the presence of tournaments in Stumble Guys means players have another major game mode to sink their time into and this improves the chances of them staying engaged in the long term.

Special emotes

Special emotes work as permanent boosts in Stumble Guys
Special emotes work as permanent boosts in Stumble Guys.

While both games feature emotes, Fall Guys’ emotes are more cosmetic in nature, while the special emotes available in Stumble Guys are permanent boost skills that can be used to your advantage in matches, adding a competitive twist to the game. 

At the time of writing, there are five special emotes in the game: Punch, Slide, Hug, and Banana. They’re only unlockable through the game’s premium Battle Pass track as the end reward, incentivizing progression. Given how advantageous these special emotes are, they also bring a pay-to-win element to Stumble Guys. 

The Punch emote lets you hit other players out of the map, while the Slide emote means you can maneuver obstacles and dodge the punches of other players. Hug is similar to the grab emote in Fall Guys while the recently added Banana emote is similar to Mario Kart as you can throw bananas as traps to trip up other players. 

Overall, the addition of special emotes adds an additional competitive twist to the game.

Monetization

Stumble Guys
Stumble Guys’ Stumble Pass

Fall Guys’ free-to-play model generates revenue through battle pass purchases, a paid currency (Show-Bucks) used to purchase rare cosmetic items, and a variety of cosmetic items available to purchase such as skins, accessories, bean colors, patterns, titles and banners. 

Stumble Guys uses many of the same monetization methods but also monetizes through incentivized ads, which give players spins on a lucky wheel for a chance to win prizes, and forced ads, which can be removed by purchasing the starter pack. Similar to Fall Guys, players can also purchase limited-time exclusive skins that can be purchased through limited-time gachas (although the limited-time skins in Fall Guys are purchased directly through the store). 

As the special emotes are only available through Battle Pass premium tiers, Stumble Guys’ Battle Pass is also a major revenue driver. 

What is it that players love about Stumble Guys?

Stumble Guys Player Motivations (Source: GameRefinery SaaS platform)
Stumble Guys Player Motivations (Source: GameRefinery SaaS platform).

The maps, graphics, characters, and general aesthetic of Stumble Guys will win over a lot of Fall Guys players who want a Fall Guys experience on mobile. As Epic doesn’t share download and revenue figures for Fall Guys, it’s harder to tell which game is more popular. But if we look at Discord figures, Stumble Guys seems to have the larger community (773k members in comparison to Fall Guys’ 284k) and we also know Stumble Guys reached 265 million total downloads as of October this year. 

As you can see from the player motivations chart above, Stumble Guys has an advantage over other platform games as it taps into the competitive nature of players that enjoy social experiences. Competition is at the heart of the Fall Guys experience, but Stumble Guys’ additional competitive elements, such as special emotes, tournaments, and 1v1 and 2v2 gameplay modes, give it a major competitive edge.

Stumble Guys’ Hot Wheels collaboration
Stumble Guys’ Hot Wheels collaboration

The one area where Stumble Guys could improve is its LiveOps. With the exception of new Battle Pass seasons, limited-time skins and tournaments, there aren’t many updates to Stumble Guys, although a recent Halloween update did cause daily iOS revenue to jump by 600%, highlighting the importance of more regular LiveOps.

Compare that to Fall Guys, where the game regularly collaborates with major franchises such as Sonic The Hedgehog and He-Man to host limited-time events with new maps, modes and gameplay mechanics. Other collaborations have included: 

  • Ratchet & Clank (Clank Challenge) 
  • Horizon Zero Dawn (Aloy’s Challenge) 
  • Sackboy (Sackboy’s Challenge) 
  • Halo (Spartan Showdown) 

Now that Scopely owns the Stumble Guys IP, we could see a busier LiveOps calendar for the game with more branded collaborations, given the recent Hot Wheels announcement. This is a major partnership and was announced just two months after the acquisition, and given many of Scopely’s games are based on IP including WWE, Looney Tunes and Wheel of Fortune, we know that Scopely recognises the value of IP integration with gaming. 

Eggy Party

Eggy Party (蛋仔派对) by Netease
Eggy Party (蛋仔派对) by Netease

Eggy Party (蛋仔派对) is essentially Fall Guys with an eggy makeover – all of the characters have round, egg-like designs. The game is published by Netease and, at the time of writing, is only available in China, but it has quickly become one of the most popular games in the country.

Following its latest update, which introduced a new season with a themed battle pass, limited-time gacha and a new concert area, the game ranked among the top three grossing games in the Chinese iOS market at the end of January. This followed a gradual rise in daily revenue which peaked at over $1.4M. Eggy Party also currently ranks as the most downloaded iOS game in the country.

Eggy Party’s daily revenue and downloads in the Chinese iOS market (source: GameRefinery SaaS Platform)
Eggy Party’s daily revenue and downloads in the Chinese iOS market (source: GameRefinery SaaS Platform)

A worldwide release for the game is planned under the name ‘Eggy Go,’ but a release date hasn’t been set. That said, players in the UK and Netherlands can currently register for a closed beta test, but only on Android devices.

Visually, the game is very impressive, perhaps more so than Fall Guys. It features the same party game knockout mechanics as Fall Guys and Stumble Guys, with 32 players dodging obstacles and racing to the finish line in a variety of maps until enough players are eliminated for a champion to emerge. 

Similar to Stumble Guys, Eggy Party takes the Fall Guys formula and builds on it by adding new gameplay mechanics and features, many of which enhance the skill-based elements of the game while encouraging social engagement.

Passive skills and active skills

In Eggy Party, players can develop six different passive skills, such as how long the cooldown time is after performing a roll action.
In Eggy Party, players can develop six different passive skills, such as how long the cooldown time is after performing a roll action.

While Stumble Guys uses special emotes to encourage gameplay of a more competitive nature, Eggy Party offers some very light RPG/power progression mechanics through the addition of passive and active skills. 

Six unlockable passive skills give players a passive boost such as shortening the cooldown times for active skills. There are six active skills to unlock, including invincibility for a short time, invisibility for a short time and becoming a “bomb” that detonates after a short fuse (and damages other players), but they can only be used in the final sections of knock-out matches. 

Additional gameplay modes and looping live-event modes

The default PvP-modes are complemented with looping live event modes with unique rules and mechanics, as well as with a PvE challenge mode.
The default PvP-modes are complemented with looping live event modes with unique rules and mechanics, as well as with a PvE challenge mode.

Eggy Party has a lot to offer in terms of additional gameplay modes, namely PvE options (Fall Guys and Stumble Guys are PvP only), a ranked PvP mode with a dynamic leaderboard system, and a 4v4 mode. And similar to the tournaments in Stumble Guys, Eggy Party runs two or three events simultaneously with unique rules and mechanics. 

Custom map creator

Eggy Party
Custom map creator

While Fall Guys has announced a custom map creator is on its way, we don’t know when it’s arriving and Eggy Party players can already make their own custom maps using the game’s creative mode. There are lots of in-depth features and plenty of useful tutorial videos to guide players through the creation process.

Heavy focus on social elements

Eggy Party

Mobile games in the Chinese market tend to utilize a variety of social features such as voice chat, non-competitive co-op, and relationship systems – all features that have grown by 10% in popularity over the last year in the top 20% of most-downloaded Chinese games. 

While the core gameplay loop of Eggy Party is based around competition, there are plenty of features providing a more casual social experience. The main menu for the game is actually a social hub rather than a static menu, where players can socialize with each other and take part in mini-games such as archery and basketball, as well as driving around in karts. 

There’s an in-game streaming platform that players can use to watch other Eggy Party games that are in progress, and the game also features the Friendship/romance mechanic where players can form friendships with other players and build their friendship level by completing tasks.

Monetization

Eggy Party's cosmetic-driven economy is the primary monetization focus.
Eggy Party’s cosmetic-driven economy is the primary monetization focus.

Eggy Party’s cosmetic-driven economy is the primary monetization focus, especially as players can buy and send cosmetic items to their friends. Players can purchase character skins, accessories, avatar frames, emotes, and dances, and the addition of a main social hub likely incentivizes players to dress up their avatars and show off their outfits to other players. 

In addition to direct purchases for cosmetic items, they’re also available through gachas, battle passes, a piggy bank, limited-time IAP offers, and as awards for completing events and matches. 

And speaking of events, it’s worth noting that Eggy Party has already featured an in-game collaboration with the survival horror game, Identity V, another Netease title. The focus on in-game cosmetics alongside Netease’s massive portfolio means it’s likely we’ll see plenty of branded collaborations and collaborations with other games in the future, especially if the title goes global.

At the time of writing, searching for Eggy Go on Google brings up a Google Play link, but it doesn’t work when you click through. Similarly, there’s an APK for Android but many of the reviews say it doesn’t work. 

What is it that players love about Eggy Party? 

In many ways, you can consider Eggy Party the definitive version of Fall Guys. The game includes plenty of features that aren’t available in either Stumble Guys or Fall Guys, especially the focus on social elements and additional gameplay modes. 

It’s unusual for a party game to find success in China, given the market’s tendency for gacha games, RPGs, and MOBAs, but the variety of gameplay mechanics to choose from in Eggy Party means there are more reasons to keep playing. If players get fed up with competing in the knockout mode, they can simply socialize with other players in the main hub, play mini-games or watch others compete in matches via the in-game streaming hub. 

What are the main differences between Fall Guys, Eggy Party, and Stumble Guys? 

While all of the games share common traits in terms of core gameplay mechanics and monetization, they do appeal to specific demographics and motivations. 

Fall Guys has a strong position in the casual market for PC/console players. It has more maps than Eggy Party and Stumble Guys (over 70 in total) and supports a maximum number of 60 players in matches. There aren’t really any other games like it on PC/console, although Fall Guys does have to compete for players’ attention whenever there’s a major AAA release on console/PC.

Fall Guys is more robust than Stumble Guys and its collaborations with brands/IP are a major advantage as they introduce special levels. A lot of lapsed players look forward to new collaborations as it’s an opportunity for them to re-engage with the game. 

Stumble Guys doesn’t have as many features as Fall Guys but will be enjoyed by anyone that’s played Fall Guys and wishes the game had more competitive elements. Additional special emotes add a new competitive dynamic to matches, as do tournaments, and there’s more longevity in the game due to its various game modes. Over 55% of its players are aged between 25–44 (iOS US). 

Eggy Party may not have as many maps or support as many players as Fall Guys, but in many ways, it’s the definitive Fall Guys experience as it includes new social features, gameplay mechanics, and player growth skills not present in Fall Guys. As you can interact with other players outside of matches in the social hub, there’s more of an incentive to purchase character skins. It will be interesting to see how the game performs when it’s released globally as Eggy Go.

If you enjoyed reading this post, here are a few more you should definitely check out:

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Power-up UA with a Friend Referral Program https://www.gamerefinery.com/power-up-ua-with-a-friend-referral-program/ Thu, 27 Oct 2022 07:05:44 +0000 https://www.gamerefinery.com/?p=15868 The social gaming trend is taking mobile games by storm and so the quest to innovate social elements intensifies. Even the single-player casual genres have seen a shift towards more communal gaming in 2021 and it’s expected to tackle the revenue conundrum as well. Which brings us to the Friend Referral system, a feature that […]

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The social gaming trend is taking mobile games by storm and so the quest to innovate social elements intensifies. Even the single-player casual genres have seen a shift towards more communal gaming in 2021 and it’s expected to tackle the revenue conundrum as well.

Which brings us to the Friend Referral system, a feature that has the potential to support user acquisition and retention indirectly by word-of-mouth.

We have compiled examples to illustrate how this system has been built from casual to midcore games, and hopefully, they inspire you to push social elements further in your game. Whether it’s friends with benefits or friends who bring benefits, it’s up to you.

Bring together birds of a feather with rewards

 The Friend Referral system is different from sending friend requests and gifting a handful of energy in times of need. In its simplest form, it urges and incentivizes gamers to invite new players to download the game for rewards by sharing referral codes.

Once the new player has downloaded the game and typed the code, they both may receive gifts. Most notably, casual mobile games, which make use of this feature, have the most straightforward implementation of the Friend Invitation system.

Match Masters and Dragon Mania Legends have progressive friend referral rewards
Match Masters and Dragon Mania Legends have progressive friend referral rewards
In addition to progressive friend invitation rewards, Family Island has separate rewards for inviting mates
In addition to progressive friend invitation rewards, Family Island has separate rewards for inviting mates

Let players promote your game, more engaged friends the merrier

 With the help of the incentivizing Friend Invitation system mechanic, game studios can scout more players by making the playerbase perform low-key user acquisition on their behalf.

Taking players’ motivational drivers into account while building the Friend Invitation system is likely to create more engagement. As an example, if your game has a decorative layer, then it’s wise to reward the gamers who have the power of referring more players in the game with sweet cosmetics, etcetera.

Lock exclusive rewards behind the friend retention mechanic

Some mobile games experiment with having unique prizes incorporated into the referred friend’s progression. Meaning, that once a buddy hits a certain level and is a newly converted gamer, the player will receive a treat. It’s absolutely vital to have the referred buddy play the game for more than a mere hour.

RAID: Shadow Legends has an extensive Friend Referral and has added Friend Referral Points in a recent overhaul. It lets players refer to a maximum of six friends, and they will receive rewards based on the progress of the referred friend’s level milestones, e.g., exclusive Epic Hero Djamarsa. This hero’s fragments can be received as early as a referred friend turns level 10.

RAID: Shadow Legends

A chance to get special rare characters and rewards from referred friend’s activity acts as a CTA. It’s a well-utilized motivational driver that caters to the treasure hunter player archetype, which makes up most of the RAID: Shadow Legends’ playerbase.

The recent update took the extra mile and tweaked the reward pools as well. When three of the first referred friends hit level 50, players are spoiled with another character, Legendary Hero Crohnam, as a cherry on top. Together with Djamarsa, they make a dynamic duo thanks to their synergy buff. If all six referred buddies hit 50, the gamer will receive a unique skin for Crohnam as a bonus!

RAID: Shadow Legends

Once any of the referred buddies level past 50 or make IAPs, players will earn Referral Points. The points unlock additional rewards when thresholds have been reached to tie the Friend Referral System neatly up in a bow.

Have players recall their old friends for re-engagement

Why not try to rekindle the flame, as there are many reasons why players stop playing a game.

Besides having to build a permanent full-fledged Friend Invitation system, this feature can be implemented into an event and create a sense of urgency.

Games in the Chinese Market and Japanese Market have Recall Events that share the same essence but focus on inviting old players back into the game. As you may have guessed, it incentivizes the action of inviting with none other than in-game rewards.

QQ Dancer (QQ炫舞) has rewards for up to five recalled old friends. Invitees must play the game for five minutes before the inviter receives goods. The more invites, the better prizes
QQ Dancer (QQ炫舞) has rewards for up to five recalled old friends. Invitees must play the game for five minutes before the inviter receives goods. The more invites, the better prizes
Yo-kai Watch Punipuni (妖怪ウォッチ ぷにぷに) Invitation campaign has rewards tiers for invited players: new player, returning player, and active player. The rewards are determined according to which tier the invited player falls into, returning players being the most valuable
Yo-kai Watch Punipuni (妖怪ウォッチ ぷにぷに) Invitation campaign has rewards tiers for invited players: new player, returning player, and active player. The rewards are determined according to which tier the invited player falls into, returning players being the most valuable
Three Kingdoms Fantasy

Three Kingdoms Fantasy Land (三国志幻想大陆 – 国创加强版) puts emphasis on an individualistic approach rather than incentivizing inviting multiple old gamers. In this Recall Event, the player enters the user ID of the old buddy to participate in the event. Then, a pact is formed between the players, and the invitee earns ten gacha tokens. And it doesn’t stop there.

Three Kingdoms Fantasy

What makes the event stand out is that it has a task system for the players that form the pact. They are rewarded with activity points and premium currency for completing the tasks together. There are chests containing rare goods once they reach activity point thresholds, e.g., 400 points.

Friend referral programs can generate more retention

FinanceOnline’s 2022 study shows that the good ol’ word-of-mouth marketing tactic that prompts the customers to promote a brand has been proven effective, the leads from referrals having surprisingly higher 30% conversion rates. Friend Referral programs in games follow the same marketing tactics and it has been frequent in MMO and PVP games.

Thanks to the pandemic, socially deprived people’s need for connection contributed to the rise of the social gaming trend. So what’s a better incentive for players to connect with their buddies than a reward system which supports the positive feedback loop as a marketing tactic. 

The Friend Referral feature is still relatively uncommon and it’s not enough to make a market impact alone. However, because the post-IDFA world has forced the mobile game industry to get more creative in UA practices, time will show whether this feature is going to get more traction.

Discover more inspiring social feature implementations with GameRefinery’s Implementations Examples tool!

Related posts worth reading:

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Why Renovation and Construction Elements Are Becoming More Popular in Casual Games https://www.gamerefinery.com/why-renovation-and-construction-elements-are-becoming-more-popular-in-casual-games/ Thu, 29 Sep 2022 06:48:51 +0000 https://www.gamerefinery.com/?p=15753 Mobile game developers are constantly looking for new ways to bring in new players and keep existing players engaged with their games. One of the most successful ways of doing this is by introducing meta elements – gameplay elements and mechanics from other game genres – into your game.  Over 70% of the US top-20% grossing […]

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Mobile game developers are constantly looking for new ways to bring in new players and keep existing players engaged with their games. One of the most successful ways of doing this is by introducing meta elements – gameplay elements and mechanics from other game genres – into your game. 

Over 70% of the US top-20% grossing casual iOS games now feature meta elements, whether that’s through the inclusion of platforming minigames or side missions with RPG mechanics, but renovation and construction elements are by far some of the most popular elements that game developers are introducing into their games. 

As our snapshot report into casual mobile games shows, players can’t get enough of renovation and construction elements. So, what is it about these meta elements that keep players so engaged? And if you’re not already using renovation and construction elements in your casual mobile game, what could you gain by doing so? To find out, take a look at some of the best examples of renovation and construction elements in casual mobile games and dive into the figures behind them. 

The player motivations driving the success of renovation and construction elements

Player motivations of casual players (source: GameRefinery SaaS platform).
Player motivations of casual players (source: GameRefinery SaaS platform).

If we take a look at the main player motivations for casual games, we can see that completing milestones (mastery) and customization and decoration (expression) are two of the main drivers. Construction and renovation elements in casual games directly appeal to both of these key motivations. Players can express themselves by renovating and decorating a game environment (usually a room or property) with specific pieces of furniture to their individual tastes. Once the players finish decorating, they get to reflect on what they’ve achieved (usually a much tidier and better-looking environment!) and feel a sense of accomplishment. 

If you’ve ever seen mobile ads pop up on your social media fees, we’d bet you’ve seen your fair share of adverts that include renovation elements. There’s something inherently satisfying about the idea of cleaning up or getting things done that everyone loves. Satisfying cleaning videos are a new trend on TikTok, console and PC games based around cleaning such as PowerWash Simulator have millions of players, and Animal Crossing – one of the most successful games on Nintendo Switch – involves a lot of cleaning and housework. No wonder these same elements are so popular in mobile games! 

How these renovation and construction elements are implemented in-game often varies according to the core gameplay mechanics and narrative nature of the game. That said, we can usually class renovation and construction elements into one of or a combination of the following styles: 

  • Single area renovation (such as a mansion) – This is where you can renovate an area by selecting an object’s style from a few choices, with players remaining in the main renovation area. Good examples of this style are Homescapes, Merge Mansion and Lily’s Garden. There’s often a strong focus on narrative.
Single area renovation (Lily’s Garden)
Single area renovation (Lily’s Garden)
  • Room renovation and completion – This involves renovating and decorating areas (usually rooms) by choosing different furniture styles and then moving on to the next area, basically chapterized renovation! Games that implement this style of renovation often combine it with story elements, such as Home Design Makeover and Project Makeover, with the narrative progression supporting the renovation progression.
Room renovation and completion (Home Design Makeover)
Room renovation and completion (Home Design Makeover)
  • Area renovation with no choices – A stripped-back renovation model with no story options and basic renovation mechanics, such as the renovation mechanics in Royal Match.
Area renovation with no choices (Royal Match)
Area renovation with no choices (Royal Match)
  • Event-based renovations – These games are not based around renovation elements but introduce them as limited-time game modes through events and updates. Phase 10, Gummy Drop, Toon Blast, Word Cookies, and Solitaire Grand Harvest have all done this.
Event-based renovations (Phase 10: World Tour, Halloweenland event)
Event-based renovations (Phase 10: World Tour, Halloweenland event)

You can find detailed breakdowns of the above renovation styles in action by downloading our casual games snapshot report. 

Which mobile game genres are the best match for renovation and construction elements?

The popularity of peaceful-paced base construction meta in Match3 games in the US (source: GameRefinery SaaS platform).
The popularity of peaceful-paced base construction meta in Match3 games in the US (source: GameRefinery SaaS platform).

Unless you’re developing a new game from scratch, introducing construction and renovation elements as part of a limited-time event will be one of the easiest ways to tap into the appeal of these meta elements and hopefully pick up some new players. There are plenty of ways to do this through new game modes that can be launched as part of updates, which means construction and renovation elements can be introduced into various game genres. But some genres, such as Match3 are particularly well suited for renovation and construction elements, which appear in 42% of the top-20% grossing Match3 games. 

Royal Match and Zen Match are two examples of Match3 games in the top-200 grossing that feature renovation and construction elements. In the case of both games, the renovation features are implemented as part of the core loop alongside puzzle mechanics: play levels → get currency → renovate in meta. 

Are you interested in learning more about renovation and construction meta elements? To see more examples of these meta elements in practice, make sure you download our casual games snapshot report

What are the latest trends in renovation and construction games?

Interestingly, Lily's Garden's Home Design mode has 2D pictures of rooms to renovate instead of the usual bird's eye view when renovating the garden in the regular gameplay.
Interestingly, Lily’s Garden’s Home Design mode has 2D pictures of rooms to renovate instead of the usual bird’s eye view when renovating the garden in the regular gameplay.

For many mobile game developers, their game is an ever-evolving work in progress as they grow it with new features. This means that the implementation of renovation and construction elements is constantly evolving too, and there are some surprising uses of this meta across various games. 

Lily’s Garden, a puzzle and renovation game, recently introduced a new game mode called Home Design, where you can renovate different rooms of Lily’s house to gain rewards of boosters and soft currency. Rather than using the typical top-down bird’s eye view that’s featured in most renovation games, the Home Design mode has 2D pictures of the room to renovate, adding an interesting twist to the usual playing style. Also interesting is that Home Design was implemented as a permanent side-progression mode rather than a limited-time event, as limited-time events are usually the most popular way of implementing renovation elements. 

Other puzzle and renovation games such as Homescapes have introduced features focusing on player renovation/customization rather than building renovation. The game’s most recent update, Dream Date, is the latest iteration of a makeover meta that was introduced in January this year. 

In this latest mode, players are tasked with styling up one of the game’s characters to impress their date, resulting in a series of makeover-themed tasks to complete. You’ll need cash to complete these tasks, which can be earned by working your way through regular levels in the game. The more makeover-themed tasks you complete during the event, the more rewards you’ll get. Not only are makeover metas such as this growing more popular, but the warm reception from players has led to Playrix rolling them out across other games in its portfolio, such as Township’s Unforgettable Wedding event.

The puzzle and renovation game Homescapes introduced an event focusing on player renovation/customization rather than building renovation.
The puzzle and renovation game Homescapes introduced an event focusing on player renovation/customization rather than building renovation.

It’s interesting to see games such as Homescapes using events to introduce a makeover meta that you’d typically associate with games such as Project Makeover, and we’ll be watching to see if this particular meta element ends up being as successful as renovation and construction elements. 

Thinking about introducing renovation and construction elements into your game? 

While Match3 games and other puzzlers are particularly well suited for renovation and construction elements, this meta can be introduced into various casual game genres if it’s done correctly and stays relevant to your core gameplay, such as the Serenitea Pot system in the action RPG Genshin Impact that allows players to create their own home.

If you’re considering introducing renovation and construction elements into your game, you’ll need to consider which implementation methods best suit your game and its players. For example, games with a narrative focus might want to follow the room renovation and completion style used by Home Design Makeover and Project Makeover, while other developers might want to test their players’ appetite for renovation and construction elements by introducing them as part of an event to see how they respond. 

If you’re looking for inspiration, the GameRefinery platform is the best way to compare examples of the most successful renovation and construction elements in casual games, showing how they were implemented and the impact of renovation and construction-themed game updates on UA and revenue.

If you enjoyed reading this post, here are a few more you should definitely check out:

The post Why Renovation and Construction Elements Are Becoming More Popular in Casual Games appeared first on GameRefinery.

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August 2022 Product Update: Motivations 2.5 – Player Archetypes and Motivational Drivers Are Now Available in Game Analyzer https://www.gamerefinery.com/august-2022-product-update-player-archetypes-and-motivational-drivers-are-now-available-in-game-analyzer/ Tue, 23 Aug 2022 06:51:56 +0000 https://www.gamerefinery.com/?p=15653 Player motivations have been highly appreciated by our users. Not only are you able to shed some light on your game’s existing users, but you can also: See what other games they are playing Understand genre/subgenre level motivational drivers and audiences’ interests Sanity check your feature plans with an existing game audience to guarantee they’ll […]

The post August 2022 Product Update: Motivations 2.5 – Player Archetypes and Motivational Drivers Are Now Available in Game Analyzer appeared first on GameRefinery.

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Player motivations have been highly appreciated by our users. Not only are you able to shed some light on your game’s existing users, but you can also:

  • See what other games they are playing
  • Understand genre/subgenre level motivational drivers and audiences’ interests
  • Sanity check your feature plans with an existing game audience to guarantee they’ll like it

And so much more…

One feedback we heard was the lack of player motivations in Game Analyzer projects. It would make sense as then you would have the full development pipeline available through motivations: Concepting, pre-production, production, and most importantly, live. 

We are happy to announce that player motivations are now available in Game Analyzer!

This allows you to:

  • See in the conception/production phase how the new game project would fit the market
  • Immediately analyze where to find your audience
  • How feature development roadmaps would change the player archetype split.
motivated gif

Player motivations in Game Analyzer

Motivations data is displayed in a similar fashion as on any other game overview page!

This means that they are available in two places:

  • Frontpage
  • In its own motivations tab

Here is an example of my very own Junk Yard Joust PvP game. Elevator pitch: it’s slither.io Battle Royale + character development meta in a junkyard environment. (Next billion dollar idea, don’t steal). 

From the front page, we can immediately see that based on features for whom the game would fit the best.

The top three audiences would be:

  • Networkers 22%
  • King of the Hills 17%
  • Treasure hunters 16%
Junk Yard Joust PvP game overview in the GameRefinery platform

On the motivations tab, I would find the full breakdown of my Junk Yard Jousts motivational drivers and audience:

Junk Yard Joust PvP game motivations

This would give me valuable information straight out of the bat:

  1. Identify the core audience. This is something my design team could use to further polish the game experience.
  2. Identify market fit. I could immediately take this data to the market level and see if such games exist, how much they make, whether my audience even likes PvP battle royale games, and whether the game fits the target market.
  3. Reference comparison. I could immediately narrow down my list of references from the sea of PvP games to only a few. 

Using Game Analyzer’s motivational data elsewhere on the platform

As Game Analyzer projects are now available in Market Explorer, I can add my own game as its own segment. For example, we could compare Junk Yard Joust (blue) against the Battle Royale subgenre (orange) and games which have a similar audience to mine (purple). 

Player Motivations in GameRefinery Market Explorer

After doing some digging, I found a few interesting games that fit my games player profile and the core player experience I’m after. Above motivational data and side-by-side feature, a comparison is also available in the Game Comparisons motivational tab!

Player Motivations in Compare Games tool

The above data would help me in sanity checking the initial concept’s fit to the market. What to add, what to remove, is the audience there, and what would the market size be before greenlighting the project and starting the expensive and time-consuming production phase. 

Final words

Personally, we find this to be one of the most exciting player motivations related update as it closes the motivational loop in GameRefinery. Our motivations can now be used throughout the development cycle in each step by EVERYONE in the team. Market researchers, designers, product owners, marketing teams, etc., you name it!

Note that the above use cases represent only the tip of the iceberg, and the data is flexible to numerous use cases and needs!

We heard a lot of feedback and request from users to add this element to our service, and now we are motivated to see and hear the user feedback from you.

The post August 2022 Product Update: Motivations 2.5 – Player Archetypes and Motivational Drivers Are Now Available in Game Analyzer appeared first on GameRefinery.

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Episode 30: Diablo Immortal or Diablo Immoral? Discussing the Monetization Controversy Behind Blizzard’s Latest Mobile Game https://www.gamerefinery.com/episode-30-diablo-immortal-monetization-controversy-behind-blizzard-mobile-game/ Thu, 21 Jul 2022 08:33:00 +0000 https://www.gamerefinery.com/?p=15523 In this special episode of the Mobile GameDev Playbook, our host Jon Jordan discusses the popular but controversial game Diablo Immortal with Erno Kiiski and Wilhelm Voutilainen, Chief Game Analysts at GameRefinery, a Liftoff Company.    Spotify, BuzzSprout, TuneInRadio, iHeartRadio – If you enjoy the episode, remember to hit subscribe! We discuss the franchise’s background, […]

The post Episode 30: Diablo Immortal or Diablo Immoral? Discussing the Monetization Controversy Behind Blizzard’s Latest Mobile Game appeared first on GameRefinery.

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In this special episode of the Mobile GameDev Playbook, our host Jon Jordan discusses the popular but controversial game Diablo Immortal with Erno Kiiski and Wilhelm Voutilainen, Chief Game Analysts at GameRefinery, a Liftoff Company.

   Spotify, BuzzSprout, TuneInRadio, iHeartRadio
If you enjoy the episode, remember to hit subscribe!

We discuss the franchise’s background, what separates Diablo Immortal from its predecessors, the player experience, the monetization controversies surrounding the game, and whether they are justified.

Topics we will cover in this episode:

  1. Introduction
  2. The success of RPGs
  3. IPs in mobile games
  4. How Diablo Immortal fits into the Diablo franchise
  5. Diablo Immortal’s monetization model and controversy
  6. Developing Diablo Immortal for a Chinese audience

Read transcript

Introduction

[00:00:00] Jon Jordan: Hello, and welcome to the Mobile GameDev Playbook. Thanks for tuning in for another episode. This is the podcast all about what makes great mobile games, what is and isn’t working for mobile game designers, and all the latest trends. I’m your host John Jordan, and today we have a special episode. I think it’s the first time we’ve ever done an episode specifically about one game. That game is Diablo Immortal, and we have two experts in the scene to discuss that in great detail. Welcome, Erno Kiiski and Willhelm Voutilainen, from GameRefinery. How’s it going, guys?

[00:00:36] Erno Kiiski: It’s going great. Nice to be here. It’s been a while, actually, since I’ve been on the podcast. Nice to talk around again.

[00:00:43] Wilhelm Voutilainen: Good. Definitely nice to be here. It’s been a while for me as well, but yes. I am doing really well.

[00:00:51] Jon: Well, I think we’ll get a problem shutting up today. By the sound of things, I think there’s a lot to talk about regarding Diablo Immortal. Not many mobile games, I think, have generated as much interest just by their announcement, let alone the ongoing development. Before we get really stuck into the details of this game, should we have an overview of what’s been going on generally in the mobile RPG market because that’s where Diablo sits? As a franchise, it’s one of these seminal RPG games on PC, but how does it fit in terms of what we’ve seen with other mobile games up to this point?

The success of RPGs

[00:01:29] Erno: Yes, definitely. Well, we start thinking about, especially Diablo Immortal. It’s only launched at the moment in the West. They postponed the China launch because of some weird controversies that may be happening on their social media. Maybe we’re going to talk about it later. At the moment, it’s only in the West. If you look at the Western market on mobile, on the RPG market, what we can see, is the distribution of what kind of RPGs there are. Pretty much 95% of those games are turn-based RPGs.

First and foremost, pretty much every single successful one is a character collector RPG. The whole model, the whole core loop, is based on collecting characters. 

If we look at some games that have been successful in the Korean or Chinese mobile market, there are more MMORPGs based on singular characters. That type of game hasn’t really found success in the West, even like action RPGs haven’t had much success in the West until Genshin Impact. In Genshin Impact also, if you look at the meta side of the game, it’s a character collector RPG, and that’s how the game is monetized.

In that sense, Diablo sits in this category that hasn’t been successful on a bigger scale of things in the mobile market in the West. That is one interesting point. Then, something also quite interesting that we noticed is that everybody knows, especially on the iOS side, the ATT and the difficulty of scaling games and difficulties, especially scaling games for more niche audiences everybody is talking about. It’s definitely affected a lot of companies, a lot of massive dips in almost all gaming stocks, stuff like that.

If you look at the new entries, like the past 180 days, in the US charts, we have found that eight games have been released in the past 180 days are among the top-grossing 200 games. It is really interesting to me. Actually, six out of eight are RPGs because, especially if we are thinking about RPGs, they are not as widely appealing. If we think about the whole ATT thing that targeting and finding your specific audience is more difficult than ever, but there are those games that have entered the charts. A lot of them are actually RPGs.

Actually, if we look at the bigger scale of things, seven out of eight are mid-core, and one is a sports game. In the past 180 days, there isn’t a single crossover game that has been able to scale as a new game to the top-grossing 200 ranks in the US. About those RPGs, there are new RPGs. If you look at, we, of course, have Diablo, then we have Dislyte from Lilith, a turn-based character collector RPG. Then we have Ni no Kuni, which is also an MMORPG, but more like a classic MMORPG type of game.

IPs in mobile games

There was a game called Bloodline, which is more like the traditional action turn-based RPG than, for example, Disney Mirrorverse, which just launched, I think, last week. Again, that’s a game that mixes action RPG elements to this character collector meta. Also, if we will look at those games, three of those games have an IP. That’s, of course, a big thing in scaling these games and getting organic downloads in the current marketing landscape.

If you look a bit wider, I mentioned we have eight entries in 180 days in the top 200 charts and six across the genres, and all the categories have some kind of IP. There is Diablo, Ni no Kuni, and Disney, and then there’s the new MLB game from Glu. There’s Apex Legends, a shooter again with the PC/console one. In terms of new games, only two in the past 180 days have been able to scale to top-grossing 200 without an IP. 

[00:06:14] Wilhelm: Yes. We’re in quite a rare situation in the US market, which is usually a bit more casual-games-dominated. I’m not seeing any new casual games and only RPGs. It’s quite interesting. We’re in a really interesting situation. It feels that the RPGs are really back in the US mobile market.

[00:06:34] Jon: Interestingly, you point out that Apple is changing how people can market directly to players. You can’t really do that anymore with these ATT changes. Broadly, that does play into things like having big brands that you do not have to market directly to specific individuals, but you have a more organic approach. Certainly, I guess with Diablo Immortal, a game that’s been in development or been announced for a couple of years. There was just an enormous amount of interest around that, both positive and negative. 

I think they had up to about 30 million pre-registrations across iOS and Google PlayStore, just for people who were like, “When this game’s out, let me know,” sort of thing. It doesn’t really matter what UA – they’ve got 30 million out the blocks. I guess the other thing to point out, and I think we’ll touch on it as we go through, is the game is also available as a PC game. It’s interesting. The history of Diablo is a seminal PC game with three games released over the years.

Diablo Immortal is the first free-to-play one, but you can play it on PC, and you can play on mobile. It’s the same game. Probably an additional audience is playing on PC. Okay, cool. Where should we start? One of Diablo Immortal’s criticisms was that it will be a free-to-play mobile game, which PC players who like to pay for their games and play them on PC don’t like from the get-go. The other thing was there was a concern that it would be watered down and full of microtransactions.

From a very broad state, how do you think the Diablo Immortal fits within the Diablo franchise. If you’re playing on PC, would it be a very different game, or do you think it’d sit nicely within the current franchise?

How Diablo Immortal fits into the Diablo franchise

[00:08:24] Wilhelm: Yes. I have to say Diablo is a classic premium PC RPG. We had Diablo I, II, and III, and now we basically have this monetization-wise, completely different, so to speak, free-to-play MMORPG, and it’s on mobile. That way, it’s completely different from the older PC titles, but I have to say the gameplay itself because it’s made so well, it feels like this authentic Diablo III experience. 

[00:09:08] Erno: Yes, definitely. I would agree with that. We come to the big, big problem that it’s never easy to bring an old premium series known for ages and had always been premium with no microtransactions at all. How you transform that into an actual free-to-play model it’s not an easy task, especially for that audience, the fan audience that has always existed for those games. It can be hard to sell to that specific audience that is used to paying something up-front and not having any microtransactions. 

If you look at the mobile market and these games with the PC/console IPs that have come, pretty much shooters are the only ones that have been able to find big success on mobile. One thing is that that model has also found success on the PC/console side. We already have War Zone and Fortnight, and that type of cosmetic model seems to be or at least doesn’t generate as much backlash as games with free-to-play models that allow you to pay for progression or a pay-to-win type of a situation.

[00:10:42] Jon: I’ve just played a couple of hours. I’m not a big Diablo fan. It’s not the sort of game I would play. To me, I felt that it was a surprisingly good experience. Maybe I’m a cynic and expected it to be a bit more ‘not so good’, but it certainly felt like a PC game. From that point of view, that was different from what I expected. It was very smooth from a user experience. Obviously, it’s a big download, but they handled that in the background quite nicely. I felt the first experience was very well-crafted.

You knew what you were doing at any period of time, and it was all those typical things you like to see. You run around, you feel really strong, you’re killing loads of bad vampires, and you’re just leveling up all the time. It was great, and obviously, I’ve not played that much of it, but I felt the user experience was really good, and obviously, the monetization doesn’t come into it at that point. There’s certainly not a hard sell into it. To me, who’s not a big Diablo fan, it felt very authentic, which is a word I think you use too, Wilhelm. 

[00:12:00] Wilhelm: I have to say, first of all when you start the game at empty stats, you will play through the main campaign. I have to say that it felt like a AAA console experience. It was so well-made. The controls, smoothness, and response of when you use your skills, I would say pretty much comparable to Genshin Impact. Similarly, they were able to find it. On top of that, at least for me, I have not played too many Diablo games before. I don’t know about the store that much, but it was really well done. 

Honestly, it was just a good experience, all the effects on the bosses and everything; it felt really good. About the controls themselves, I have to say it’s similar to Genshin, when you have this action/MMORPG, at least in the US mobile market, that has these super smooth controls and that being more of this core game-play-focused game instead. There have been lots of action RPGs and MMORPGs in the Western markets, but they have not been able to find that much success. 

For example, one of the newest ones was Marvel Future Revolution. I feel those games have been more meta-game-focused where the core gameplay, at least in the Western market, should be more of a focus, has not been at the same level as in Diablo or Genshin. In those games, you usually just put autoplay on and grind it. Then you focus on the metagame, but on Diablo and Genshin, it’s the other way around. 

[00:13:56] Jon: I think, as you say, that is a real focus for a developer who’s spending an enormous amount of time just honing that gameplay software. As you say, mobile games are basically “here’s an auto button.” It doesn’t matter. You’re collecting, leveling up, or whatever you do. When I was playing the game, I was only going to play for half an hour, and two hours later, it was like, “Oh, it’s time to go to bed,” sort of thing, which never happens with me with those action games. Okay, it’s very early on. Just running around and shooting things was really good fun; probably 10 hours in it, maybe it becomes a little less fun. 

The other thing I guess that Diablo is known for is you’re basically getting all this gear all the time. You’re killing some enemies and getting some cool gear. It’s not as if it’s even better gear than I already had in leveling up. That was an ongoing, probably slightly hectic experience to get people into the game, but I felt it worked. The criticism people, I think, originally had about the game was that it was going to have really heavy monetization and be a really bad version of Diablo for mobile games. It was absolutely not. I felt it was actually top-notch. Also, Blizz is the publisher, and NetEase, a Chinese company, did most of the development as far as I understand it.

I think that was another concern: “Oh, it’s going to be a Chinese version of Diablo.” That’s the game side of things. Should we get into monetization? This is the biggest concern people had: monetization. I never bought anything in the game. I didn’t feel I needed to. How does Diablo Immortal compare with other mobile games, RPGs, or monetization and to other free-to-play RPGs?

Diablo Immortal’s monetization model and controversy

[00:15:49] Wilhelm: First of all, the monetization, of course, it’s completely different than the Diablo PC games before us. They had no microtransactions. But, compared to other mobile games, especially RPGs, it’s similar in terms of its pay-to-win as other RPGs. However, as Erno mentioned, they’re more just character collector RPGs, while Diablo is more single-player-focused, where you have your own one character. You’re developing that true gear and everything. 

I’m not going to go too deep into the different monetization elements because I could spend one hour explaining them. Basically, in short, you have two different premium currencies, eternal orbs, and platinum. Then eternal orbs are the leading premium currency. That can only be gained through purchases with real money and is used for different things in the game, like cosmetic items and materials to reforge your gear, awaken your gear, and so on. You can also purchase this platinum with that as well.

The main thing, actually, and I would say this is probably one of the things that caused some controversy in the monetization, especially for the hardcore Diablo fans who are not used to this microtransaction mobile monetization. The biggest thing and I would also say the main monetization mechanics in the game, are the legendary crests that you purchase with the eternal orbs. What you do with the legendary crests then is that you use them to enter this Elder Rift gacha.

This Elder Rift is a quick and easy dungeon you enter into. You basically cannot fail there. Let’s say you somehow manage to die there; then you get your legendary crests back, though. Those Legendary crests are these gacha tickets like in usual RPGs. Anyway, you complete the Elder Rift dungeon, and then basically, in the end, you kill the boss, and then they gacha. The loot that you would normally get from opening a gacha in an RPG game, that loot is the end loot of the dungeon. If you inject the Elder Rift with those legendary crests, you get one of the main meta things in the game. 

One of the biggest things that affect your character’s powers is these Legendary gems you inject into your gear. The main way to get these legendary gems, especially the highest tier legendary gems, and again, this is one of the things that caused some controversy: the only way to get these highest tier legendary gems is through purchasing these legendary crests. In short, there are legendary one-star gems, two-star legendary gems, and legendary five-star gems. The legendary five-star gems are incredibly powerful. They do not just, for example, give you passive boost and passive practice skills. 

They also increase your stats, but the game has a resonance system. What that does are the legendary gems you have in your gear. Of course, the better legendary games, the more they do increase your resonance. The resonance then basically increases that stats from your equipment items. It doesn’t matter how good equipment items or anything you have after the game, but you have to have as high a return as possible. Those get boosted by your legendary gems. The big thing here is that the only way to get these legendary five-star gems is to purchase eternal orbs and then use them in the Legendary Crest.

They are not really available for free players. That’s the main monetization of the game. Of course, there’s the platinum premium currency, which is then used to purchase items from other players in the open market. There are some other use cases for that. There are also lots of these different monetization mechanics, these really trending ones that they have been talking about for years. Like, as you have your pedal pass, succession plans, paid progression plans, and these kinds of bundles. Still, the biggest thing, if you want to increase your player power, you want to be purchasing these legendary crests to run this Elder Rift to get those big legendary gems. 

[00:21:12] Jon: People who have looked into the game, as you probably understand, it does get quite complicated. I read that in a whole bunch of different materials. I think once you get into it and start playing the game, it becomes a bit more clear. Before you’ve played the game, there’s a bit abstract. You got orbs, platinum, stones, crests, gems, and gear, and somehow it all comes together. As you say, there’s been a lot of focus on these rare high-end items that boost you the biggest. 

A lot of focus for people like YouTubers and influencers has been to focus on that because that’s the leverage they get to their audience who don’t like monetization. Then they’re saying how much money they have to spend to get them, then destroying them and deleting the game and all this performance art stuff, which is fine. Do you feel these very expensive, rare, random items are in the game for a normal player? Do you think that reduces their enjoyment that there are these things they’re never going to get? Or does a normal player just go, “Well, I’ve got a Toyota; I’ve not got a Rolls Royce in the world. Nice to have a Rolls Royce, but I haven’t got one. That’s fine, and my Toyota is fine.”? Does it impact us apart from when people try to use it as a stick to beat Blizzard? 

[00:22:34] Erno: I will start with that being a no. Not like a normal player not yet in the end game. Yes, definitely one thing that separates Diablo Immortal from most of the rest of the mobile game market is that depending on your player type; if you’re just a casual player, you want to play through the story, you can do it without spending, and that’s an exceptionally high-quality experience. But, of course, for the hardcore audience, for the big, big Diablo audience, the end game is where the actual game is.

It’s when you complete the story; that’s just the start. The actual initial experience, I don’t know how long it takes like 20, 30 hours to complete, something like that, you can get a lot of value. But if you are that player who wants to go for the endgame, that’s where the monetization kicks in. I understand the controversy, especially players that have been coming from the old Diablo games, because then it becomes this pay-to-win game because the competition kicks in. You’re not able to compete at all against those who are spending a lot of, lot of money. 

It depends a bit on your player type and, I would say, how it affects the experience. For the more casual player, I would say Diablo immortal. Compared to at least many of the other mobile games, it gives quite a bit of value, but for the long run, for the endgame, that’s where things really, really kick in and start to affect the experience. Then if you’re similarly going into the endgame than with the old Diablos that I’m going to be able to compete, that’s not going to happen, and that’s going to piss a lot of people off.

If you are playing the endgame with “Okay, I’m not looking to be the best, I’m not looking to be on the top of the leaderboard, or so on,” I’m sure you can find the enjoyment there as well. Something that’s, well, we’re going to talk about the future maybe a little bit later on. But if we compare Diablo Immortal’s monetization to some of the other games like Genshin Impact, that also has a lot of value for the free player for just playing through the story, enjoying the world, and so on. 

Diablo’s monetization model focuses a lot on the high-spending users because it’s all about improving, getting those gems and getting those better, better stats, and so on for the individual character. There isn’t as much value for the low spender; why would I spend anything if I’m not going to be spending a lot. I don’t feel the sense of progression that much, or I don’t feel a lot of gains compared to, let’s say, Genshin Impact, which I think has a bit wider spectrum for different types of players in terms of monetization.

First, there isn’t that much competition, even in Genshin Impact, but some events tap into that. Anyways, if I had everything, I would have to spend a lot, but if, let’s say, I just want to get one new character, then I start to grind that up and so on. Again, as a low spender, I feel the value; I can get this new cool character that I want, and I can spend a little bit and get something.

In Diablo, it feels more that you need to really spend a lot to feel the sense of actually getting something for your money. That’s one of the key issues at the moment that I see for Diablo in the future and will be. Of course, they haven’t ticked in the live operation. That will be interesting to see where it goes. To wrap up my thoughts on that, the initial experience was really player-friendly, to be honest. If you are that casual player just looking for the story, play through that, but then the endgame, but then the endgame, it supports that whale player quite a bit.

[00:27:22] Wilhelm: Yes, I absolutely actually agree with Erno. I can open up the endgame. My thoughts on that, I’ve actually, because I’ve played the endgame quite a bit already. Absolutely accurate, Erno. For a casual player who just plays them through the main story, you do not need to spend any money because the game is relatively easy to complete while still being fun. Still, I will say then, when you get to the endgame, as Erno mentioned, it depends on your player type. 

For free players who just want to play the game for fun, who do not care about making their character as strong as a whale’s character, they will have a really good time. There’s so much stuff to do for free players. You always get to broker something, and you don’t feel you need to pay. But then the thing comes if you are competitive, let’s say you like the PvP a lot, you play in the battlegrounds, there’s going to be a lot of whales who are going to be so much stronger than you because they have those high Legendary gems and high resonance increasing their gear that you are not able to get as a free player.

I would say there are no better/best plans and lower price points for quiet and mid-spenders once you get those nice cosmetic skins and everything. That can be enjoyable for those too, but let’s say you are a low spender and still competitive. You’re going to get demotivated when you realize that the only way you’ll get those highest-tier Legendary gems is by spending a lot of money.

That’s when I would say the player experience might lack a bit. Of course, for the whales, if you want to spend a lot of money on the game, you can do so. Also, there is this, I’m not going to go too deep into it, but there’s this immortal system, which has spots for 100 ‘highest’ or the ‘coolest’ players on the server and just highlights the whales even more. If you’re a whale or a non-competitive low-spender or non-spender, you will have a good time, but in the middle, it might feel like an unbalanced experience. 

[00:29:58] Jon: Diablo III is a PC game. I think it sold about 30 million copies. In a couple of years, $1.5 billion of revenue, broadly speaking. Suppose you think Diablo Immortal is an expensive project, if not more. If you’re looking just to raise that amount of money, then, as Erno pointed out that it’s where you place those monetization pain points. You can try and monetize the entire audience. Roughly, it’s always going to be more towards the end. You can try and get a bit of monetization out of people. 

It seems like they very much maybe because of the controversy they’ve had about making it free-to-play, “Let’s just not worry about the majority of players, obviously, about battle passes and stuff, but let’s really focus it on those people who can spend, and let’s make that very competitive.” The idea of having 100 slots, if you got 101, you’re like, “Oh.” You get to spend a bit more to get in there. Broadly speaking, in commercial terms, that’s what they have to do.

Do we have any idea how it is monetizing at the moment? I think I saw some numbers saying about 24 million in the first month. That’s an estimate, I think. That seems pretty competitive for the first month? Do we think it will be a billion-dollar game in its first year? That’s the highest level, isn’t it, that we would look to for like a Genshin Impact, which did a billion dollars in its first year? 

[00:31:25] Erno: At the moment, of course, we don’t know yet much about how the game is going to be, actually, live-operated, how it’s going to evolve. I mentioned earlier the big difficulty for that model compared to Genshin. If you look at the revenue models of Genshin, always, there’s a big, massive new event, new characters, then a new gacha, which then monetizes. There’s always a massive spike, which keeps the game alive. The live operations are insane, how MiHoYo is putting in from their level and operating, the quality of the events, new types of stories, and everything, which keeps the players engaged.

It will be really interesting to see. For example, as I said, at least all of the other games in the West have been character collectors. If you play Genshin, there’s always an event story when they bring a new character into the game. They also get that emotional connection to the characters, which makes you more likely to purchase it. 

Or like Marvel Strike Force, when they bring a new character, of course, in this turn-based RPG, there’s the power creep to give a reason why especially for the high spenders, want it instantly because it’s a really strong character that then comes into the meta. It’s really important for those, bringing this new character. It will be really, really interesting to see how well it can sustain. If you look at Diablo revenues, it comes together with the downloads, but both are going down. The trend is already going down.

But, if you look at the revenue per download metric, it is still quite steadily rising. In the US, based on our estimations, it’s about $4.5 at the moment in terms of revenue per download. I would say I was a bit, maybe, even surprised. I was expecting, perhaps, a little bit lower. It’s doing quite well. If you compare, let’s say, Genshin was about $6 in one month after the launch. Then, as I said, we talked about, or Wilhelm mentioned, Marvel Future Revolution, the MMORPG launched last year. They had only $0.9 after one month of the release.

I would say at the moment; the performance is surprisingly good. The model has what kind of game it is and what kind of the end game loop is compared to all the other games in the market. I’m a bit hesitant to predict that it will sustain. I’m expecting a shark fin type of craft, but we’ll see. The live ops will tell us because that’s how you keep the game engaging, alive, and keep the player spending. At the moment where the game is, without knowing how they’ll operate it in the future, I will say it’s going to be more of a shark fin type of entry, but what we’ll see. 

[00:34:50] Jon: As you’re just saying, they don’t introduce new characters, so you don’t have that easy, “Oh, I want that new character.” It’s hard to sell around, “Get better gear.” It’s just a different monetization. We’ll have to see if the monetization is coming from the whales, then the live events stuff will have to focus on the whales and keeping them engaged in new things. One interesting point, when you start the game, you choose a character class to play through. You can go back and choose a new character class. 

For people just playing the game without paying, you can almost play it several times by using different character classes and playing through it again. It’s interesting from that point of view. 

[00:35:33] Erno: Yes, actually, one thing about the multiple characters also, Wilhem mentions, it’s quite interesting that, at the moment, they don’t have any connection or account-wide stuff. When you start a new character, it’s always just the new character. It doesn’t combine into anything else. Even these single-character games usually have connections and benefits for leveling up the other characters and incentives. Wilhelm can correct me if I’m wrong, but there is no alternative ecosystem account-wide built into the game.

[00:36:07] Wilhelm: It was common in other mobile RPGs to have more account-wide stuff. Suppose you want to try or start a new class over. Even Elder cosmetics, you must purchase them again, the legendary gems, and everything. It’s going to be really interesting to see what they will do from now on. Because there have been lots of feedback about the legendary gems being too powerful, will they balance them out more? If they would bring their power down, it could appeal more to the medium spenders, as you’re required to try to get the highest legendary gems. What live ops will they do in the future? Because there’s no way, they can start bringing new classes in the same amount as for actually Gensin and is bringing new character. Will they, maybe, like to try to call it let’s say, the World of Warcraft rules where they bring in really big expansions. It’s going to be really interesting to see what they will do. We will be following that closely here at GameRefinery. 

[00:37:29] Jon: There’s a certain amount of visibility on the mobile side, but we can’t really see what’s going on for the PC side because that’s all, obviously, on Blizzard’s infrastructure. We have no idea whether mobile players’ monetization is higher or lower. Also, there’s a big unknown around that. Cool. Okay. We could talk for a bit longer, but we’re ending. What are the headline takeaways? Broadly, for me, I think it’s been a successful launch. I think it’s a very exciting product.

I imagine it will probably be, at the top of many best mobile games of 2022, maybe even in the best game lists, I would think. I’ve been quite surprised about it. Any other things you want to highlight before we finish?

[00:38:19] Erno: My viewpoint would be that, like I said, as a free-to-play mobile game, it gives an exceptional campaign type of experience that we rarely see, even for the free player and so on. Then, as a second point, I would say, the longevity of the end game, longevity of the game, how well it can sustain, how well it will be able to monetize in the long run, with that type of model that they have, that’s a big big question mark, to me at least. Those would be maybe the two. It combines two birds because we have that almost AAA core gameplay-focused experience with Genshin. 

When Genshin came out, when I started to play, it was exceptional how good it felt, how much they had put effort into the core gameplay side, how that feels, and the production values of that. I think Diablo goes into this category that, in terms of core gameplay, it stands out how enjoyable it is to play. As Wilhelm said, most games have this meta-focused, just grinding simulators, where the enjoyment comes from the slow progression and getting further all the time. But now, the core gameplay is, really, action RPG-focused. Those are my viewpoints. I don’t know; what do you have, Wilhelm, to add?

[00:40:00] Wilhelm: I would just like to add that I feel that they are considering the challenge of bringing this PC title to mobile. For example, getting Gensjin, like Genshin didn’t have any PC audience, would be like, “Oh, there are microtransactions.” There’s not going to be as much controversy in, let’s say, Genshin’s microtransactions as Diablo Immortal’s. That’s a huge challenge, first of all, bringing its IP to mobile. On top of that, as it’s not a character collector RPG either, it definitely is not an easy case.

Considering those two factors, they have already managed to pull it off well. All in all, I think it’s a fantastic game. Absolutely. It will be interesting to see where it will go from here.

[00:40:56] Jon: I guess you mentioned it at the start; the big unknown is if and when it gets released in China. It’s developed mainly by Chinese company NetEase, one of the enormous great Chinese game publishers, and you’d expect it to double its player base, if not more.

Developing Diablo Immortal for a Chinese audience

[00:41:14] Erno: I would also say even more about knowing the Chinese market. Not an expert on that, but of course, we have people here in the company. When it launches in China, I believe it will be like 70% of the revenue, though I don’t fully know. It will be big in China. It is developed with China in mind. Yes.

[00:41:42] Jon: Also, it goes to prove I think what we’re saying is the excitement of it as a product is one that it’s had to cover a lot of things. It’s had to take a PC premium franchise beloved in the West, make it free-to-play, give everyone a good experience, and cover the Chinese market, which is quite different from the top end. It is much more a play-to-win than western markets, I think, in general. Thanks to NetEase and Blizzard for coming up with such a great product. Thanks, guys, that was good.

[00:42:16] Erno: Thank you.

[00:42:17] Wilhelm: Thank you.

[00:42:18] Jon: Thanks to you for listening and watching in the various forms in which you consume this podcast. Every time we talk about the mobile games industry, by far the biggest sector in gaming and the fastest growing. I think it’s always great to see genre-defining products and maybe even market-defining with Diablo Immortal. If you haven’t downloaded it, you know what to do. Go and check it out, and I think you’ll enjoy it. Other than that, please subscribe to the podcast. Thanks for tuning in, and see you next time. Goodbye.

The post Episode 30: Diablo Immortal or Diablo Immoral? Discussing the Monetization Controversy Behind Blizzard’s Latest Mobile Game appeared first on GameRefinery.

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The Rise of Midcore Mobile Games Snapshot Report: July 2022 https://www.gamerefinery.com/the-rise-of-midcore-mobile-games-snapshot-report-july-2022/ Thu, 07 Jul 2022 06:21:27 +0000 https://www.gamerefinery.com/?p=15441 It used to be the case that the mobile gaming market was dominated by Casual and Hyper Casual titles such as Candy Crush and Merge County. While these and many other titles in the Casual and Hyper Casual market are still popular, the growing popularity of Midcore games such as Diablo Immortal, Call of Duty: Mobile, and Apex Legends Mobile is a […]

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It used to be the case that the mobile gaming market was dominated by Casual and Hyper Casual titles such as Candy Crush and Merge County. While these and many other titles in the Casual and Hyper Casual market are still popular, the growing popularity of Midcore games such as Diablo ImmortalCall of Duty: Mobile, and Apex Legends Mobile is a sign that the mobile market is evolving and providing new experiences that cater toward the needs of PC and console gamers.

There are plenty of numbers backing this up. If we take a look at Midcore and Casual mobile games released in the past 365 days, nine Midcore titles still feature in the top-200 grossing chart (US), compared to just three Casual games.

Midcore and Casual mobile games released in the past year that have sustained their position in the top-grossing 200 (US).
Midcore and Casual mobile games released in the past year that have sustained their position in the top-grossing 200 (iOS, US).

That’s not to say that Casual and Hyper Casual games are no longer popular, but the popularity of Midcore games shows that AAA developers and publishers from the world of major video games are starting to take the mobile market more seriously.

The vast majority of Midcore games are AAA experiences, many of which have been ported from best-selling PC and console franchises to mobile. Of course, many big names have experimented with mobile ports in the last decade with mixed results, but we’re starting to see more consistency when it comes to quality now. What’s impressive about many of these AAA Midcore games is that they retain the quality of their PC and console counterparts while adapting to the mobile market with specific gameplay and monetization features. In this Snapshot Report, we dive into what’s setting them apart and the features making them so successful.

You can get the full The Rise of Midcore Mobile Games Snapshot Report here or by entering your information below.

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The New 4X Strategy Hit, The Ants, Stands Out With Its Unique Theme and Heavy Emphasis on Social Elements https://www.gamerefinery.com/the-ants-stands-out-with-its-unique-theme-and-heavy-emphasis-on-social-elements/ Thu, 26 May 2022 09:53:33 +0000 https://www.gamerefinery.com/?p=15237 In June 2021, a small but surprisingly strong contender was released in the 4X strategy space. The Ants stood out from the crowd with its unusual theme – the game follows the life of an ant colony trying to make it in the wild – and piqued the interest of gamers all over the world, […]

The post The New 4X Strategy Hit, The Ants, Stands Out With Its Unique Theme and Heavy Emphasis on Social Elements appeared first on GameRefinery.

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In June 2021, a small but surprisingly strong contender was released in the 4X strategy space. The Ants stood out from the crowd with its unusual theme – the game follows the life of an ant colony trying to make it in the wild – and piqued the interest of gamers all over the world, managing to reach top200 in the US and Japanese market. What really differentiates The Ants from the rest, however, is not just the theme but the game’s mechanics, which give it an entirely different feel from the usual 4X we’re used to.

In this blog post, we take a look at how The Ants: Underground Kingdom differentiates itself from its competitors.

General data on The Ants

The Ants has performed decently since launch. The game has cemented its position within the top100 games, and its revenue per download numbers are steadily increasing.

The Ants' grossing rank graph has remained steady (data from Jan 21 to Apr 21, 2022. Source: GameRefinery SaaS platform)
The Ants’ grossing rank graph has remained steady (data from Jan 21 to Apr 21, 2022. Source: GameRefinery SaaS platform)
Revenue per Download numbers increase steadily. Japan and the US are the game's biggest markets. (Source: GameRefinery SaaS platform)
Revenue per Download numbers increase steadily. Japan and the US are the game’s biggest markets. (Source: GameRefinery SaaS platform)

The motivations data for The Ants indicates that the game puts slightly more emphasis on the social elements than the average 4X game. It is also much more management and resource optimization heavy. This is likely due to the game’s varied upgrading system but also due to the way the daily gameplay focus shifts from one mechanic to another. This type of shifting requires players to be mindful of spending their resources at the correct timings.

Player motivational drivers of The Ants vs. typical 4X Strategy game. (Source: GameRefinery SaaS platform)
Player motivational drivers of The Ants vs. typical 4X Strategy game. (Source: GameRefinery SaaS platform)

Gameplay loop

The lone Queen uses its remaining strength to establish a colony underground, and that’s where the journey begins. As in 4X titles generally, the player is first familiarized with the base (called anthill in The Ants) and its construction mechanics and is soon introduced to the core gameplay map for some resource collecting and enemy fighting.

The rough core loop is as follows:

the core loop of The Ants
Troops collect resources and fight others on the core game map.

We’re playing a game about ants, so it would be strange if the main characters of the game were not ants. Special Ants are ants of varying species, each of which has its own specialties and abilities. Insects are creatures that lead armies and provide them with boosts. There are various ways to upgrade and develop these creatures, opening up a myriad of IAP monetization possibilities. They provide several boosts for the player’s troops in battle and are also commonly used in most PvE and PvP modes.

Ants and Insects can be upgraded in various ways. High-quality images and species descriptions of the creatures are a fun touch.
Ants and Insects can be upgraded in various ways. High-quality images and species descriptions of the creatures are a fun touch.
Subscription plans offer plenty of upgrading materials for ants and insects.
Subscription plans offer plenty of upgrading materials for ants and insects.

Armies wouldn’t be anything without troops. The Ants has three different troop types (Guardians, Shooters, and Carriers), each of which has its own specialty and strengths. Troops can be generated in designated buildings and upgraded to their stronger versions, much like troops in most 4X games. 

Each troop type has different qualities.
Each troop type has different qualities.

Mutation Flora is a building inside the base that, after being built and leveled up, unlocks a series of Troop enhancing upgrades. Each of them requires materials collected from various side modes of the game. The Mutation Flora is partly a way to encourage players to participate in the side modes daily in order to get stronger over time.

Mutation Flora materials can be collected from various sources.
Mutation Flora materials can be collected from various sources.
Mutation Flora materials can be collected from various sources.

In the vein of having a solid collecting meta, collecting and upgrading characters is monetized heavily: upgrading materials and speed-up items are sold in multiple packs throughout the game, and gacha pulls can be purchased. However, The Ants’ monetization does not differ significantly from other successful titles on the market and is, frankly, nothing special. 

Where The Ants really shines is how the game’s social gameplay has been structured.

The Ants’ social elements

4X titles are very social at their core, with a huge focus on guild interaction. The Ants is no different. Very early on, the player is introduced to guilds (called Alliance) and is required to join if they wish to benefit from the various guild perks the game has to offer. Even daily quests are locked if the player is not part of a guild, so joining is one of the top priorities in the game.

Guilds provide plenty of boosts, some familiar to those who have played 4X titles before. The guild research, donating, and helping other guild members with their personal research and constructing are all there. Some monsters in the core game map can only be attacked with guild mates, and Alliance Gifts from those monsters are distributed to all guild members.

After defeating an area boss with guild mates, everyone gets an Alliance Gift.
After defeating an area boss with guild mates, everyone gets an Alliance Gift.

While many 4X titles limit the social interaction to that within the guild, The Ants has taken a slightly different approach by expanding it for the whole server. The battle for the ruling spot on the server is still there, but the whole server benefits more if it starts to work together as a unit.

Warzone Construction

Early on, players can choose one of the three classes for their Ant Queen. Each class gives various boosts to the player: Cultivator specializes in resource production and gathering, Raider specializes in fighting, and Herder focuses on supporting allies by efficient resource distribution. 

In Warzone construction, each player can complete tasks appointed to their chosen ant class and contribute to the construction. With each completed task, the player gains class experience and earns Privilege points for the server. The King of the server can turn on Warzone buffs with the Privilege points, which benefits all players.

Anyone can contribute to the Warzone construction.
Anyone can contribute to the Warzone construction.

The King is appointed through the War of Kings event, during which all Alliances fight to claim the throne (the tree pictured above). The server I’m active in does not really have a proper War of Kings because the ruling Alliance is so far ahead of everyone else. That’s why the ruling Alliance does not change, and they just reclaim the throne without much opposition. 

The objective of the ruler is not to overpower everyone else but to help everyone to succeed against other servers. This seems to be the case in many other servers as well, which makes the gameplay feel more cooperative compared to other games of the same genre.

Server versus server

Server versus server events are one of the driving factors of the game. The focus is mostly on defeating other servers and rising in the ranks for precious rewards.

Strongest Warzone pits two servers against each other for a set amount of time.
Strongest Warzone pits two servers against each other for a set amount of time.

During Strongest Warzone, two servers are pitted against each other. The winner of the event is the server that has managed to collect more points than the other. Every player can contribute by completing a series of tasks daily, gathering points for their server with each completion. 

Points are collected by completing a series of tasks.
Points are collected by completing a series of tasks.

Even a more casual player can contribute to the daily challenges and be of use. The challenges change daily, but the rotation is the same week in and week out. That way, the player can plan their gameplay because they know exactly what the focus of the day will be. Strongest Warzone has a ranking system, which motivates the servers to do their best.

Closing thoughts

Visual elements and theme

The theme of the game is certainly very intriguing. While 4X titles have mostly based their settings on the zombie apocalypse or historical themes, ants (or animal themes in general) have never been on the top of the list. The ant theme is so out there it’s brilliant — and it fits the sub-genre and the gameplay perfectly, too!

Another thing that really differentiates The Ants from its competitors is the general visual look of the game. The Ants looks crisp, and its colors are vivid. Many 4X games tend to look a bit murky and even a bit low quality, so this feels like a refreshing approach.

One area where the game’s visual appeal really shows is the decoration. Like in many 4X games, The Ants has implemented decorative skins for the bases. But the decorating doesn’t stop there: Players can furnish the inside of their base with ornaments (collected mainly from events) which give small boosts as well. Decorations inside the base are something we’ve seen pop up in a couple of 4X games lately. The beautiful skin designs and cute ornaments are nice to look at and make even the core game map look better and more refined.

Bases can be decorated with small ornaments.
Bases can be decorated with small ornaments.

4X or a farming simulator?

Because the day-to-day playing is generally very peaceful, the game feels a bit more casual compared to other titles of the same genre. Shield usage does not seem that critical (at least if you’re part of one of the top guilds) when in most games, you would certainly be annihilated if caught without your shield up. When the focus is on the server battles, other guilds are seen more as allies than enemies.

The downside would obviously be that for those who enjoy the PvP element of 4X, The Ants can get a bit boring and feel a bit like a farming simulator. The server I’m in does not face many conflicts, and the ruling guild is so strong that there’s no way to challenge the throne. The Ants has introduced several PvP modes and server versus server battle events to combat this.

The new addition to the game, the “Race of Champions – Lost Island” seasonal event, is a good way to bring some variety to the game. The mode is essentially a seasonal playing map, a feature we’ve seen implemented in multiple 4X titles as of late. It enables players to have a fresh start without losing their existing progression in the main game and have a healthy competition against others at the same time. Seasonal maps give the same vibe as resetting maps in many Chinese 4X titles, giving a fresh feeling to a game that might otherwise get a bit stale over time.

Lost Island event introduces players to a new battleground.
Lost Island event introduces players to a new battleground.

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