![]() Brode is a very public personality (for game dev standards) who has leveraged his personal brand into this new game by appearing in ads. Many of its members are veterans of Blizzard’s Hearthstone.Īmong them, it stands out Ben Brode, Second Dinner’s CEO and previous Game Director of Hearthstone. It quickly became one of the most downloaded games in multiple countries including the US, which is no small feat for a collectible card game (CCG).Īlthough the company behind it ( Second Dinner) is new, the Marvel Snap team ranks among the most experienced creators of digital CCGs. It’s been a few weeks already since Marvel Snap was released globally, after a brief soft launch of 3 months. Plans to improve this have been announced in their roadmap but anyone involved in free-to-play games understands the imperative need for players to play together. Social: The most alarming element is the missing social systems. Live Services: At the moment, the game features no liveops, outside of the monthly seasons that introduce new cards and a Battle Pass. This big injection of new cards together with new means of monetizing them seems an attempt to increase RPD. Simultaneously, they’ve announced the release of two new sets of rare cards. Recently, the Snap team has announced the introduction of the Collector Tokens, a new currency primarily obtained in the Collection Level that will allow players to directly purchase cards in a rotative shop. Employing an expensive IP and employing a publisher set immense pressure on monetization to reach profitability. ![]() To maintain its current performance and grow, Snap needs a higher revenue per download, which likely requires reinforcing monetization. But the decreasing downloads will eventually damage the daily revenue and the revenue per download is still low versus its competitors, raising doubts about how profitable the title will be.īusiness Potential: Monetization is weak, because of the low spending depth (small collection and deck size, no gacha) and very limited pressure and ways to spend. A month after, the revenue still holds up strong despite a downward trend in downloads, likely because of excellent retention. Launch: Snap had an aggressive launch, achieving +8.5M downloads and +$8M in revenue in the first month. Additionally, about 46% of the total revenue of CCG-Battle games came from key Asian markets of China, Japan, and South Korea, which tend inaccessible by Western games. In the last 365d, the CCG-Battle sub-genre only made $376M and 59M downloads Worldwise. Genre: CCG-Battle is a niche genre in both downloads and revenue. This is a very interesting innovation that competitors should take note of. Progression: Cosmetics are essential to progression because upgrading Card Cosmetics is the main method to acquire new cards. Snap presents a very accessible CCG with short intense matches of ~4 minutes which involve a high degree of poker-like mind games and deception. Key strength: Its biggest strength is the gameplay perfectly adapted for mobile. ![]() The company was originally funded by NetEase, but Snap is published by Nuverse (a subsidiary of ByteDance, of TikTok fame). ![]() What: MARVEL SNAP is a mobile CCG by Second Dinner, a new studio founded by veterans from Hearthstone.
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