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全球NO.1手游公司,这2年过得太“憋屈”了
3 6 Ke· 2025-07-11 00:07
Core Insights - Supercell, a leading mobile game developer, has returned to the market with two new titles, "Squad Busters" and "mo.co," after a six-year hiatus, but both games have underperformed commercially [1][3][4] - The release strategies for both games were experimental, bypassing traditional soft launch processes, which may have contributed to their lack of success [3][6] - Despite the disappointing performance, the new titles reflect Supercell's willingness to innovate and take risks in game design and distribution strategies [3][6] Group 1: Commercial Performance - "Squad Busters" generated approximately $70 million in its first year, significantly lower than "Brawl Stars," which earned $340 million in its first year [4] - In May 2025, "Squad Busters" only earned $1.2 million, marking a low point for Supercell compared to its previous titles [4][6] - "mo.co," still in a soft launch phase, earned $2.5 million in its first three months, which is also below Supercell's historical performance [6] Group 2: Game Release Strategies - "Squad Busters" was launched globally without a soft launch, while "mo.co" utilized an invitation-only system for its soft launch, which deviated from typical practices [8][11] - The invitation system for "mo.co" created a sense of exclusivity and urgency among players, leading to approximately 2.5 million downloads in its first month [13][11] - Both games experienced a rapid decline in downloads post-launch, indicating that even Supercell's brand power may not be enough to sustain interest without effective gameplay [16] Group 3: Gameplay and Target Audience - "Squad Busters" aimed to create a highly casual experience but had to pivot towards a more mid-core gameplay style due to initial player feedback [17][18] - The game underwent significant changes in its 2.0 version, introducing a hero system and a revamped progression system to enhance player control and strategic depth [19][23] - "mo.co" was designed for mid-core players from the outset, featuring a cooperative action RPG format with various game modes, but it lacks some casual elements that could broaden its appeal [32][33] Group 4: Monetization Strategies - "Squad Busters" initially focused on a pay-to-win model, which was later adjusted to include more cosmetic items as the game evolved [44][51] - "mo.co" relies heavily on cosmetic monetization, similar to PC and console games, but this approach may limit long-term revenue potential if not balanced with functional upgrades [44][48] - The contrasting monetization strategies of the two games highlight Supercell's experimentation with different revenue models in the mid-core gaming space [54][56] Group 5: Operational Activities - Supercell has historically excelled in operational activities, but "Squad Busters" has not yet reached the level of engagement seen in titles like "Brawl Stars" [56][60] - The game has hosted numerous events, focusing on collection and cooperation, but lacks the depth and variety of activities that keep players engaged long-term [60][62] - "mo.co" has a more streamlined approach to events, focusing on fewer but more impactful activities, which may help maintain player interest without overwhelming them [73][85] Group 6: Future Outlook - Both "Squad Busters" and "mo.co" represent Supercell's bold experiments in game design, with the former transitioning towards a more structured mid-core experience and the latter aiming to refine its core gameplay [87][88] - The potential for "mo.co" to evolve its monetization strategy and operational activities remains, as Supercell is known for its ability to adapt and innovate [89][90] - The limited social features in both games indicate an area for improvement, as enhancing community engagement could significantly impact player retention and satisfaction [86][91]