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To analyze Clash Royale’s sessions, let’s start with the most obvious system: how Clash Royale starts and ends its sessions.įor any game, good session design is marked by two things: To collect cards the fastest, the player has to play by the rules that Supercell desires to drive retention and monetization. Each session is about attempting to get as many chests (and thus cards) as possible.
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This strong desire to collect and upgrade your cards is what drives all systems in the game. So not only do you want to collect these rare cards, you also need to collect a lot of them to fully upgrade the card. the Giant), and since they are RARE or EPIC, they drop a lot less than others. Some cards are inherently better than others (ex. The real key comes in the rarity of the cards. To upgrade a card, you need to collect duplicates as well as coins. The big modification though is the ability to upgrade these cards.Ĭomparing Clash Royale to Hearthstone, the ability to upgrade cards changes matchmaking and progression quite a bit. The loop is focused on collecting and gathering cards. To reach the top of the leaderboard (With your clan or by yourself).To get as many crowns and trophies as possible.Players want a collection of competitive cards.To win, you need a variety of Levelled up cards.Cards can be upgraded with enough duplicates of the same card, and enough coins.These chests give you random rewards: gems, coins, and random cards.Winning a battle will reward you with chests (in various ways).It feels like a real-time hearthstone match mixed up with the clash of clans gameplay. Overall it is a hectic strategic game that lasts only a few minutes. The strategy is in choosing when and where to place your cards: to counter your opponent’s units, and to ultimately press the opponent enough to destroy their central tower. The goal is to destroy their towers before they destroy yours. Player use cards to spawn various units to attack opposing player’s towers.
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Specifically, where I think Clash Royale succeeded in creating session design that pulls players back each day.Ĭlash Royale is a card-based real-time strategy game. Whatever you want to call this game, it will be a success, and it did so while breaking many of the rules.īut enough praise for the game, today I’d like to talk about my favourite subject when it comes to mobile game design: sessions. Many have even gone as far to say this is the first successful MOBA on Mobile.
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They’ve now proven that Synchronous multiplayer can work on mobile. Previously I’ve talked about just how difficult Multiplayer on Mobile is to get right, yet here Supercell threw out the rulebook.
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They have a fun, competitive, forward-thinking game that exemplifies what modern free to play design should feel like. Supercell has made a lot of smart choices with this game. The game is already Top 3 Grossing in Canada