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Is ๐— ๐—ผ.๐—–๐—ผ’๐˜€ ‘no pay-to-win’ economy sustainable?

Matthew Emery

Is ๐— ๐—ผ.๐—–๐—ผ’๐˜€ ‘no pay-to-win’ economy sustainable?


๐— ๐—ผ.๐—–๐—ผโ€˜s referral-only โ€˜softโ€™ launch deserves much praise ๐Ÿ‘๐Ÿ‘๐Ÿ‘

And out of the gates, ๐— ๐—ผ.๐—–๐—ผ isnโ€™t SuperCellโ€™s ๐˜ธ๐˜ฐ๐˜ณ๐˜ด๐˜ต- monetizing game. ๐Ÿ˜…

Squad Busters had a rockier start.

That said, I doubt Supercellโ€™s commitment to a โ€˜non pay-to-winโ€™ / cosmetics- only economy will survive the transition to paid UA.

Once the (quite clever) viral / organic honeymoon ends, this game will need $5+ T1 RPDs to support UA at meaningful scale.

And that’s okay. The economy can, and almost certainly will change in the future.

Supercell has done deeper surgery before, and successfully (Brawl Stars).

But thus far, cosmetics-only economies have only worked, at scale, for a small handful of games…

Battle royale, with large character models to show off during gameplay, come to mind… And little else.

โ“ Am i wrong?  Can Mo.Co succeed with cosmetics only / ‘no pay to win?’ economy?

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