In March , Supercell released its fourth supported game, Clash Royale , which uses similar characters from Clash of Clans. The game has also proved popular with European gamers, claiming the top spot here and in the US. Get the latest mobile games news, interviews and in-depth analysis on Twitter , Facebook , LinkedIn and our daily newsletter. Retrieved January 16, Supercell had a bad year when it comes to financials for , but theses would be enviable for any other game company in the world.
This brilliant multiplayer game from Supercell is sure to be imitated.
Discussion in ‘ General Discussion ‘ started by seyn73Mar 9, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links.
Today Clash of Clans developer Supercell soft-launched Clash Royale , a competitive multiplayer defense game in which the goal is to spend as much money as possible on virtual cards. Card games are invading more and more of our favorite video games lately, but in the free-to-play mobile marketplace they prefer cards of the collectible variety. Since Rage of Bahamut made a bajillion dollars doling out chances—mere chances—to score powerful spells and creatures, just about every other mobile developer looking to score a quick buck has done the same. Players build a deck of cards from their collection, and then deploy them on the battlefield as a power meter slowly charges. The more powerful the troop, the more power it takes to put them on the field.
Discussion in ‘ General Discussion ‘ started by seyn73Mar 9, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. How did Supercell pay for its servers at the start of Clash of Clans Discussion in ‘ General Discussion ‘ started by seyn73Mar 9, Joined: Roya,e 9, Posts: 4.
Hi everybody I am passionate gamer of Clash Royale and researched the history of Supercell. I am interested in creating a game like Clash Royale and would be working together with a group of people to reach that goal. I have read various posts on the topic of financing such a game and conclude that creating a similar game like that would not be a frmo problem.
The elephant in the room for me is the server cost. Now if the game has initial success and you get ‘ Users a month that amounts to 60’ Ingame purchases happen after one has paid for the server cost. I understand how much money does supercell make from clash royale supercell could afford the clash royale server cost because they were already swimming in the aupercell thanks to Clash of clans.
But how did they supercell up with the money for running the servers for clash of clans. I have no idea how much and if their predessor games hayday and boom beach. Grom conclusion I want to ask you guys if it is even possible to create such a game with a dedicated group who does not have the 60′ What are you thoughts on issue? Many thanks for your answers. By the way I am new to the forum, so hello unity forum. Joined: May 18, Posts: 1, FMark92Mar 9, Joined: Jun 4, Posts: 1, I like where the discussion is going but I wish to dig deeper Concerning the marketing and creating the quality product, my background allows me to view these milestones as ryoale to achieve of course with hard hhow.
But what if your game is good and word of mouth publicity with marketing efforts can generate quickly a large following. And then one will have to scale up without having earned a penny. So Fro, guess this brings me to the point of FMark92 who states that Supercell did earn some money before clash of clans with their games and Accel Partners invested 12 Million before the launch of clash of clans.
Or if not possible, is there a game type that has a very low need for a server infrastructure? Did for example Angry Birds have the same issue with server cost? Is there any possiblity to have the multiplayer part being done with low cost server infrastructure? For example the software is so secure that the server is one of the smartphones itself if two player compete against one another? Or does it need to be a kindof «offline» game?
In that case it would be difficult royape market, because I think a lot of people wish to play against the human rather than riyale AI, then again there was candy rouale saga What are your thoughts on that? Joined: Nov 2, Posts: 5, LeftyRightyMar 9, Hey LeftyRighty I wish to do a game like clash royale but its nothing like clash royale.
Its tower defense but in a new way. Not comparable to the tones of games out there that really play like clash royale That I have taken care of. Joined: Jan 11, Posts: Neither clash of clans nor supercrll royale seem to have any physics involved and you can’t directly control the movement of units, meaning that the server can easily calculate the ohw and you don’t event have to send many messages over the network.
It should be able to handle a big number of concurrent players, if you have an experienced programmer. And if you happen to actually get a huge number of players you can either upgrade your server plan or get multiple servers, which is generally better but requires more programming work. On the other side you have services like Unity networking momey Photon that will handle most of the server side stuff for you, but if you use their servers then rlyale are very limited by what you can do on the server side and they tend to cost significantly more than hosting your own servers.
Hey everybody and zoran I do not think that the simple way of purchasing lowcost server or rkyale with photon for example and then upgrading as soon as there are many people wanting to play the game is the way to go. Most likely you would need to upgrade to a very expensive plan with a lot of users wanting fom play or you would need to purchase a lot of servers. With the money being earned primarly with ingame purchases this will not be dowable unless some dows investor sees the potential.
The worst message you can send to users is a game that is lagging, that could kill off even a brilliant game. And I wish to not take that risk unless I would have an investor.
So I would want to go back to the inital thought creating a excellent game without the need of an investor. This would mean if I understand a game that involves supercll server communication. So an angry bird for example that just sends the high scores to the server, is that right?
But what about a Clash Royale kind of game where the server is on the smartphone of player 1 or 2 that play against each other and not on the server offered by the game developer. I guess its prone to cheating but if programmed in a smart way, cheating could royal prevented, right? Would that doea possible? Or are there some other game types that could work and involve minimal server communication?
Many thanks for your answers, you guys help me a lot. Skpercell Oct 11, Posts: 15, Last edited: Mar 9, RyiahMar 9, Joined: Apr 15, Posts: 2, The big costs in mobile is user acquisition not server costs. Because companies in this game have gotten really good at mpney analytics and getting the most out of each user. So it’s a volume game which also means a high cost to entry.
To get anywhere close to your 60k server cost would require several times that in user acquisition costs, as a general rule. There are always exceptions, but if you look closely at them you will find reasons for. Like the people involved have a lot of industry experience. Or the game has something new or novel ie not basically a clone. Or something that set them apart.
Also being new at this, development is going to be a claash challenge then you think. Not trying to discourage you, it’s just that any mobile startup now days has a rather hard time and is generally fairly well funded to have a chance. Just the nature of the beast. If you have something new to offer that helps. If you are just out to make a clone basically, you won’t even get seed funding. Ryiah likes. Joined: Nov 24, Posts: 2, The original Clash of Clans battle superdell was a toyale mode.
Only the attacker did anything, and the defender didn’t even need to be online. This sort of typical mobile MP isn’t that much harder on a server than matchmaking and chat is, and a modern server individual computer could handle k to a million total users going by what the developers of Photon and similar apps have claimed.
The number of concurrent users depends a bit on bandwidth and style hos game, but for this style there are only a few tiny information exchanges every few seconds to update what the client displays, eoes probably very simple calculations on the server side to determine battle outcomes.
The new battle mode is just two players syncing up and watching one each of those battles against each other, so supecrell not terribly active. They just do their best attacking the other player for a final score to compare. I have no idea how this specific game does it, but I’ve tested many similar games, and the basic outline for networking seems to be the.
So tl;dr: A few thousand users, which you won’t have initially, are not going to break the bank with AWS or similar. After reaching hundreds of thousands you might find it cheaper to rent a few servers and handle them.
But whether you’re running on a typical telescopic cloud service or renting whole servers directly, you’re still going to need some expertise in making and running the server software, since you want it to be the authority. You must log in or sign up to reply. Show Ignored Content. Your form or email address: Password: Forgot your password?
How BIG Are The Creators Of The CLASH GAMES?
I admire how the best developers in China think about social gameplay and also how much new quality content they bring their players every month. You can feel whether a team is working or not. Kauppalehti in Finnish. Get the total information of windows 10 operating system here on this website…. The key idea is to give the teams full control of their own destiny, like we do with our own internal teams; enabling them to focus entirely on developing the best possible games, without the usual burdens that come with investors. Wall Street Journal. The Chinese studio will make games hoq the global market. Supercell’s first game and only non-mobile game. Soon, they proposed a corporate acquisition which indeed happened on October 7, Five stories you may have missed supercelll week. By Matt Reynolds. Set yourself insane goals. News Jan 21st, Mag Interactive head of ideation shares the when, why, and how of prototyping. See more videos on YouTube. Future plc.
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