
Thus, there’s ultimately little motivation to unlock new cards.
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Because every mode is ranked, there’s no safe environment to learn how to play with the new card decks. Having a winning deck in Royale is quite simply a combination of a rightly balanced set of highly upgraded cards, the muscle memory of how to use them, and an opponent with the right weaknesses in his deck. The core loop currently supports only upgrading cards and there are no modes or features to push the collection portion - making the game feel stale. But drawing a new card at later stages of the game isn’t really rewarding simply because the player is discouraged from experimenting with new cards. In Clash Royale new Arenas unlock the possibility to get new cards. In fact, the game punishes the player for trying new cards, as often the player doesn't have the needed level or mastery to use them in the by default competitive battles. Problem is, there are no systems in the game that would encourage a player to play with different cards. You still probably remember when you thought that copying your clan mate’s deck would help, only to drop 400 Trophies in an awful losing streak.Ĭlash Royale has a very solid core loop. But now, when you’re clawing your way up to 3000 Trophies, you simply can’t afford trying new cards. Hog Rider, Prince, Balloon, Three Musketeers, Mortar… All these amazing new cards changed your deck when you first got them. As more cards and Arena levels are added, the progress will speed up but given the current speed of content creation, this will take a couple of years. The painfully slow progression is simply due to the very limited content in terms of different cards.
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After the player gets all the needed cards, they’re hit with an upgrade cost that takes them easily half as long to accumulate.ĭue to the fact that the speed of your progress can decrease and because there are two price points for each upgrade, it’s no wonder if you feel like you’re actually not making any progress in Clash Royale. In Clash Royale, the player opens up the gacha chests for weeks to earn enough of a specific duplicate card. When this happens, players monetize because they feel that they’re halfway there, and can make a clear purchase decision based on how much time they will save by spending. First, a player earns enough resources to unlock an ability to progress, after which the player is presented with the extremely high price to actually upgrade. This double progress mechanic is very clever and something Wargaming has perfected in World of Tanks (read: World of Tanks Liberates Players from Mid-Core). Secondly, the progress is halted through insanely high Coin costs. A losing streak ending in a player regressing back to a lower Arena is thus extremely painful. Unless you’re willing to spend, prepare to play for months without any meaningful progress.Ĭhest rewards are based on the Arena the player earns them on. Getting the hundreds of cards is hard enough, and getting the thousands of Coins to upgrade them is even tougher. In other words, you just need an awful lot of duplicate cards and tens of thousands of Coins to progress.

With each new Arena, you also unlocked 6 new cards, which you hunted from the gacha based Magic Chests.Īfter devoting few months of daily battles you’ve realized that the game has gotten extremely competitive and the only way to make real progress is not through optimizing, growing and mastering your deck, but through upgrading your relatively limited existing set of 50 or so cards. You racked up Trophies first to 400 and then to 800 - graduating from the Goblin Stadium to Bone Pit and then to the Barbarian Bowl Arena. When you started playing Clash Royale, the feeling of progress was very tangible.

This post breaks down five reasons why you are thinking about quitting the game you loved so much just a short while back. Where it previously felt strategic and fun, it now feels random and frustrating. After four months of very devoted gameplay, I’m burned out by Clash Royale and it seems that so are the people around me. My first post about Clash Royale concentrated on all the elements that make the game so phenomenal. It’s a game that is extremely easy to pick up and also extremely easy to quit. The game can be simply described as a four-minute emotional rollercoaster packed onto your phone. Clash Royale is in my mind the best mobile game made to date.

Clash Royale launched in the first months of 2016 and yes, as I predicted in my previous post ( Deconstructing Supercell's Next Billion Dollar Game), it took its place at the top of the grossing list and made the rest of us game-makers look like rookies.
