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Clash Royale

Product teardown

By Ankit Naidu
About the game

Game mechanics Monetization Social


• Gameplay • Premium currency • Clans
• Cards • Spend Sinks • TV Royale
• Progression
• Treasure chests
Game overview

Why We Decided - It goes without saying that prior success in free-to-play


games does not guarantee future success. With different degrees of success,
developers like King and Rovio have struggled to follow up their hugely
successful games. Supercell's penchant for creating chart-topping games is
evident in games like Hay Day and Boom Beach, but Clash Royale is a risky
move for the developer.

Gameplay - Players in Clash Royale engage in head-to-head, real-time


combat with the objective of destroying their opponent's base. The basic
gameplay mechanics appear to be identical to those of Clash of Clans.
However, the inclusion of traditional CCG mechanics elevates Clash Royale to
a wholly original and captivating experience.
Takeaway strengths
• Key Takeaways: Strong Brand Recognition; Wider
Clash Universe because it is a continuation of the Clash
of Clans universe; Clash Royale will enjoy unrivalled
brand recognition. Before the first marketing dollars
are paid, this will promote new user growth and make
it possible for the Clash Royale player base to quickly
reach the necessary critical mass to enable a heads-up
multiplayer title.
• Moderate learning curve for familiar mechanics:
The primary gameplay of sending troops to battle and
demolishing bases hasn't changed much despite Clash
Royale's abundance of new game elements. Instant
familiarity with the game makes for a friendly setting
where new players can feel at ease while learning its
functioning and subtleties.
Gameplay Brief
A fresh take on a time-tested mechanic.
• Players compete in a head-to-head match in
real time.
• Control of one half of the arena is given to each
participant at the start of the round.
• On their side of the arena, each player has
three structures: two Arena Towers and one
King’s tower.
• In order to protect their own King's Tower, the
player must destroy the other player’s.
• Players engage in combat by casting spells and
deploying troops from a deck of cards.
• In the area they control, players can set up
wherever they choose.
• Expanding one's area and positioning forces
near to the enemy's King's Tower are two
benefits of taking down an opponent's Arena
Tower.
Gameplay Brief…
Brief description of the game's gameplay: winning
conditions
• You win right away if you take down the other
player's King Tower.
• Elixir regeneration speed is doubled if neither player
can take down their opponent's King's tower within
the first two minutes.
• In sudden death, the next player to knock down a
tower wins the match if, after three minutes, neither
player's King Tower is down and neither player has
demolished an equal number of Arena Towers.
• The game will end in a draw and neither player will
gain or lose any of their trophies if no towers are
destroyed during sudden death.
UI breakdown
1. Card holder- has the player's hand in it. In full color, playable
cards will be displayed.
2. A greater amount of elixir must be used for black and white
cards. A counter for elixir. For both players, the rate of elixir
regeneration is constant. Being the player
3. Casts cards and drinks elixir, causing the elixir bar to disappear.
4. Upcoming card - When the player draws a card, it will be added
to the card tray next.
5. Tower of the Player's King - When the King Tower loses all its
health, the player will lose the game right away.
6. The King Tower of the enemy.
7. On their respective sides of the map, each player has a pair of
Arena Towers.(Left and right)
8. Crown count. Destroying opponent's towers provides coins and
points.
9. Enemy’s name and trophy value.
10.Count down timer for match to complete.
11.Friendly banter emotes.
Progression

Progression (king level) – Progression


is basically done based on gameplays,
upgrading cards, spending in game
currencies on other cosmetic items
which in turn reward XP points that
increase the level of king tower

Trophies – The competitive element


here is the trophies as players
compete over a fixed period as the
trophies reset every 20 days.
Monetization
• Gems are the only kind of premium currency in
the game, same as in Clash of Clans.
• 1. The only form of currency that can be bought
with actual cash is gems.
• 2. Players are unable to directly purchase gold
using real money. They can instead turn diamonds
into gold.
• 3. Players can use gems to purchase chests.
• 4. Chests that were purchased with gems can be
opened right away.
• 5. Depending on the player's current arena level,
chest prices change dynamically.
Pain points
• Fading userbase due to monotonous
gameplay.
• No new game modes or exciting
features.
• Trophy losses due to loss of network
connectivity.
• No proper channeling of secondary
currency. (user accumulates these but
doesn’t make any use out of it)
Creating an offline game system

Network
• User starts a game lost • Introduction of
• Match making offline gameplay
happens and user • Mid gameplay feature that lasts
is paired against an network is lost for only 1 active
opponent • (user is kicked out game post network
of gameplay and disconnection
his trophy count is
decreased ) Offline
Game start
game-play
An infinite elixir triple player
mode
• Players must engage in a 3v3 fight in which
there is no Elixir shortage because the
production of the resource has been increased
up to seven times its usual level. From the cards
they've already unlocked, players must
assemble a sixteen-card deck.
• The term "7x Elixir" suggests that players don't
have to wait for elixir to be produced before
using high-elixir cards. For the fight to be won
and the challenge to be finished, players must
take out the opposing towers. Both players' king
and card levels are increased to level 11 in order
to balance out the playing field.
Improvements
• Introduction of different time-
based game modes that players
may engage.
• Giving user the option to select
any mode they prefer to play on
a rotational basis.
• Implementation of new cards
with animated mini videos.
• Option to join multiple clans to
have levelling up of players
sooner
• Seasonal offers for players to
level up
Revenue
generation
• We can make this game
variant accessible through a
secondary currency that
would be obtained only
through treasure chests or
by purchasing.
• Once people are hooked
onto this game (we can
have this on a rotation
basis), we can see more of
the users urging to make a
purchase to play this game
variant.
Thank you
~Ankit Naidu

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