![]() These are especially stunning figures considering that 2016 was a rather stagnant year for Clash of Clans. Data presented by SuperData Research shows that last year the game brought in more than $1.2 billion and that was a year with more than ferocious competition from hits like Pokémon GO and Supercell’s own Clash Royale, which came in third place among the top revenue earners with $1.1 million. These are breathtaking stats that confirm what we already knew: that Clash of Clans has always been among the most enjoyed games on the different devices on which it is available.īut not only does it stand out as one of the most played games – it’s also one of the biggest revenue generators. Supercell has released a funny video that drops some head-spinning numbers: in the past five years players have spent 1.9 trillion hours building defenses for their towns, have won 44 billion three-star victories, and have seen 100 billion of their town halls destroyed. ![]() You might go a bit crazy if you sit down to tally up the Clash of Clans stats. The project born with the name “Magic” has worked proper magic in the five years it’s been with us. In its first year it was one of the most-played games on iOS and on October 7, 2013, it would come out on Android in a strategy that would let Supercell tweak the game model even further: a title to satisfy both new gamers and ones who had been playing for a long time already. And after five years we can definitively say that was not a bad move. The success of Hay Day prompted them to release Clash of Clans in an attempt to get closer to the world of strategy more typical of PCs than smartphones and tablets. After a failed attempt with , they decided to take another strategy and – seeing the success of Zinga with Farmville – released Hay Day, their first hit that laid the bases for future Supercell projects: an easy-to-learn gameplay, pretty cartoon graphics, and a heavy emphasis on the pay-or-wait model without this system being frustrating. Founded by 15 people, Supercell was set in motion by former programmers from other mobile gaming studios who wanted to create games accessible to a large number of players, with popularity always in mind. This is the year that the studio Supercell was born in cold Finland. While Clash of Clans officially came to life on August 2, 2012, we’ve got to go back to 2010 to find its real roots.
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