Do Supercell games succeed because of, or in spite of their ‘light touch monetization’ economies?
Clash of Clans ($80k) aside, Supercell is notably conservative re: spend depth.
Last time we checked,
โ๏ธ Clash Royale’s economy had a total value of $๐ฎ๐ฎ๐ธ.
๐ซ Squad Busters? $๐ฑ๐ธ.
๐ช Brawl stars? $๐ฏ๐ฐ๐ธ.
Despite BS having ๐ต๐ฑ playable / upgradeable characters!
Now, $34k can sound egregious, until you consider Core games’ (Team & Idle RPGs, 4X) $๐ฎ๐ฑ๐ฌ๐ธ-$๐ด๐ฌ๐ฌ๐ธ econs.
In these games (e.g. Rise of Kingdoms, AFK Arena, RAID) maxing a top-tier hero is valued at $2000-$4000.
In Brawl Stars, doing the same is only $200.
While not a Core RPG, IMO there’s no mechanical reason why Brawl Stars couldn’t 3x spend depth.
๐ฆ๐ผ, ๐๐ต๐ ๐ฑ๐ผ๐ป’๐ ๐๐ต๐ฒ๐?
Is it because Supercell’s brand (which yields 3-4 organics for every paid install) depends, in large part, on having ‘lightly monetized’ economies?
FWIW, 3:1 organic ratio is exceptional.
Rise of Kingdoms, AFK Arena, RAID are closer to 1:1 (Sensortower).
So if Supercell monetized more deeply/aggressively, would that put their organic UA machine at risk?
๐๐ ‘๐น๐ถ๐ด๐ต๐ ๐๐ผ๐๐ฐ๐ต ๐บ๐ผ๐ป๐ฒ๐๐ถ๐๐ฎ๐๐ถ๐ผ๐ป’ ๐ฐ๐ฟ๐ถ๐๐ถ๐ฐ๐ฎ๐น ๐๐ผ ๐ฆ๐๐ฝ๐ฒ๐ฟ๐ฐ๐ฒ๐น๐น’๐ ๐ฏ๐ฟ๐ฎ๐ป๐ฑ? ๐ค