This document discusses the secrets of success for the mobile game Clash of Clans, as presented by Michail Katkoff of game studio Supercell. It outlines Supercell's origins in 2010 and the development process for Clash of Clans, including pre-production, production, soft launch, and ongoing updates. Katkoff identifies four factors for the game's success: having a compact team, empowering the team, playing the game yourself, and interacting with players. The presentation concludes with a question and answer section.
8. an Interdependent 6 Days to
30min to Train
Construct
Economy
4 Days to for
Gold
- Gold Upgrade Town Hall
Upgrade Gold Upgrade Barracks
Storage
1 Days to 4 Days to Construct
Construct 5 Days to for Gold
1 Days to for
21. 4. Interact with
your Players
Listen to our players
22. Спасибо
Michail Katkoff
michail.katkoff@supercell.net
twitter: @m_katkoff
blog: deconstructoroffun.blogspot
The Success Factors
1. Compact Team
2. Empower the Team
3. Play your Game
4. Interact with your Players
Notes de l'éditeur
How many of you have played and are playing?
Go thriugh the core loop
Talk about interdependable economyGold Storage Level 6 = 1 day (building time) + gold collection 1 dayTown Hall Level 7 = 6 days (building time) + gold collection 4 daysBarracks Level 9 = 4 days (building time) + gold collection 5 days
Visual progress
Break down development of the game into 4 stages
1. Benchmark gameplayCompany demo: multiplayer running on a serveriPad first strategy: A lot of games on iPad were clearly ports. Good graphics but bad framerate and travian,
Prove funTeam of fiveCompany beta on internal servers
Appeal to both Casual and Experienced players.What the team eventually settled on was a mixture of realism, and a "super-deformed, Japanese style” (Pixar + Capcom)Discovering that perfect mixture of both casual and realism in the visuals was key to pulling in a wide range of players
Soft launch- first metrics, funnel (2kk)Paljonmuutoksia, training ui, tweaks, economy, shields, clan pointsFirst time flow (hand helpers)Troop balance tweaking6kk pelattu, parhaita, tiputtimeidätleaderboardilta > surpise on the competitivnessGrossing Lists:iPad 10 days to top 10:Global launch on Aug 3 > Aug 14 in Top 10 games & little over a month till 1stiPhone:Global launch on Aug 3 > Aug 31 in Top 10 games & 1.5 months till 1st
Keep the game simple for new playersAdd new content for veteran playersKeep the equilibrium of the gameBattle simulationsPlay the game and interact with playersBattle replaysTasainenparannusMetrics to validate
Zero buraucracy, start of super small, prove concept, prove fun, start growing, ei design
Give team the chance to make the decisions. No dedicated designers. Experienced team comes with solutions and solves them in sprintsOman mukavuusalueenulkopuolellaMontaroolia
The amount of time we spend time spending our games is truly greatEnnenbeettaa, kaikkibalanssitehtiinpelaamalla – played till death > balanssikäyttäjillä