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Author Topic: One of these things is not like the others, one of these things is not the same  (Read 234 times)

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Offline Megacrab

Ran across an interesting article today:
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Quote
Mobile gaming studio Supercell made $1.4 billion in revenues in 2018, according to market analyst Sensor Tower. This comes from the strength of Supercell’s long-term hits.

Clash Royale, which debuted in 2016, lead all Supercell games with $597 million in revenue. That accounts for about 42 percent of all player spending on Supercell games for the year. Clash of Clans, which launched way back in 2012, was right behind Clash Royale, brining in $567 million in 2018. Market researcher Newzoo expects the mobile gaming market to be worth $180.1 billion by 2021, and Supercell could claim a nice slice of this if it keeps this momentum going.

The farm-building game Hay Day, which also launched in 2012, made $142 million.  The strategy game Boom Beach, which debuted in 2013, made $42 million.

One of these things is not like the others,
One of these things is not the same...


Forgive me if I don't reply - I deleted BB and left the forums months ago.  Just ran across this in my newsfeed today and thought others would find it interesting.

Peace out.  Enjoy the ride.  8)
Hasty Crab US #16 - Tribal Crab US #40
main (retired) - VP 1250 - 3 GB, 4 TD, 3 TH
alt (ultra retired) - VP 1100 - 3 GB, 3 PSC, 2 TD, 2 TH

Offline fritzelly

Unless I'm mistaken they guesstimate these figures without any real data
Still a game making 42 million a year with what must at the most a few million in expenses would be envied by a lot of game developers

Very interesting.

It does put in context boom beach’s position relative to supercells other titles.
While tens of million dollars profit looks good to us mortals it isn’t much to big business.
If supercell sees a situation where the resources devoted to boom beach can be used more profitably then they will quickly redeploy those resources as evidenced by...well everything.

It would be interesting to take what Mega Crab said and identify why boom beach makes so much less than these other titles.
Why are we not like the others?
1️⃣👥💕🆕💥🏝 - RIP Brian Bolda

Offline fritzelly

Easy to know why BB petered out - there was an end game and then nothing to do. CoC has a lot more content to keep players engaged
Maybe Warships will make BB big again - probably that ship has sailed. Only have to look at some other games and they are really feature rich (and not just repetitive tasks) when it comes to player engagement.

As you will see from the article I just posted there is an interesting employment figure.
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It says that the biggest team for a Supercell game is 20.
Boom beach is the smallest at 11.
Now proportion that profit out...

Whatever mistakes supercell made with boom beach they have obviously learned from in their other games. Whatever they have done well in boom beach will have also been learned from. No company wants a product to do badly, Warships is supercells attempt to get boom beach performing better. Hopefully what they have learned from all these other games will now circle back to boom beach...

Boom Beach is a great game that we enjoy and long may it continue.
1️⃣👥💕🆕💥🏝 - RIP Brian Bolda

Offline Chaucer

The thing is, there are plenty of people that have never played Boom Beach. Global population increases by like 100k each day, so there is no shortage of possible players.

 Even we accept that there is an "endgame" to BB, and then people tend to quit, thats still like 2-3 years of play.If they decided to advertise it at all, I don't see why they couldn't attract some of those new players.

Offline JBlon

Profitability is profitability. But the fear with BB lagging is that like the movie industry, they're fixated on blockbusters. It's not good enough to invest in a bunch of good, marginally profitable $50-100 films/games. They all want to strike the big $1 billion motherlode that becomes a franchise and everything that goes with it. For me it raises the old question of: why don't they just hire a bunch more game developers? Expand the teams. Do more updates and advertising. The company is very profitable. If you saturate tv and media outlets with advertising, anything is bound to get a boost in profile and sales. Why not reinvest some of the profit into the product? Maybe there just isnt enough talent to go around between all the companies.

Offline Chaucer

Its like small ball in baseball. Focus on doing the little things right and they add up over time.
Like fixing all the little bugs, doing the quality of life updates that improve the player experience, put out developer videos more frequently than once a year to connect with your player base.
Supposedly that was the whole reason behind SC "small teams" strategy, to allow them to move quickly and be in charge of their own game. Seems like now they are handicapped by not being able to afford the time to take care of all the work.

Offline Megacrab


Supposedly that was the whole reason behind SC "small teams" strategy, to allow them to move quickly and be in charge of their own game. Seems like now they are handicapped by not being able to afford the time to take care of all the work.


There's a term for that:
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Technical debt (also known as design debt or code debt) is a concept in
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that reflects the implied cost of additional rework caused by choosing an easy solution now instead of using a better approach that would take longer.

Technical debt can be compared to monetary
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. If technical debt is not repaid, it can accumulate 'interest', making it harder to implement changes later on. Unaddressed technical debt increases
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.

The buildup of technical debt is a major cause for projects to miss deadlines. It is difficult to estimate exactly how much work is necessary to pay off the debt. For each change that is initiated, an uncertain amount of uncompleted work is committed to the project. The deadline is missed when the project realizes that there is more uncompleted work (debt) than there is time to complete it in.

"The concept of technical debt is central to understanding the forces that weigh upon systems, for it often explains where, how, and why a system is stressed... Users suffer the consequences of capricious complexity, delayed improvements, and insufficient incremental change; the developers who evolve such systems suffer the slings and arrows of never being able to write quality code because they are always trying to catch up."



Hiring more developers probably won't help either.  Nine women can't make a baby in one month.
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Hasty Crab US #16 - Tribal Crab US #40
main (retired) - VP 1250 - 3 GB, 4 TD, 3 TH
alt (ultra retired) - VP 1100 - 3 GB, 3 PSC, 2 TD, 2 TH

Yes but it seems they are paying off the debt as they have repeatedly said that after Warships all those life enhancing changes people have been clamouring for is back on the table and this is a foundation for boom beaches future to build upon.
I said after the first warship dev vid that it sounded like they were doing major coding rewrites not just tacking on an extra base and everything since seems to be confirming this.
Double edged sword though, supercell does not have a good rep with bugs...

Edit It would be very interested to know the size of the boom beach team before warships as this interview is since it was announced. I think it is unlikely there has been 11 people working on boom beach prior to warships.
« Last Edit: Jan 10, 2019, 09:27 PM by Artist formerly known as Crows Nest »
1️⃣👥💕🆕💥🏝 - RIP Brian Bolda