Mobile and social games have been constantly going in and
out of popularity. From Zynga games to
Draw Something or Temple Run, these casual games have become explosive, only to
tank in popularity just as quickly.
Right now the hot game is Candy Crush by King.com, with 100 million
people playing King.com’s games every day.
How can a company like King.com capitalize on its popularity
to continue that momentum to maintain long-term retention? Is there something special about Candy Crush
that some of its predecessor popular games does not have?
There are elements about Candy Crush that make it
special. There is a social element where
players can request extra lives from friends.
It’s an easy game that can be played with one hand, if you are carrying
items with the other hand, waiting on a life, or squashed in public
transportation with nothing better to do. Having the various levels also keeps
the impression of progression – that you are not just playing the same game
over and over, but that it changes with each new level you face. There is also a combination of hard then
easier levels so that even when it takes a while to complete one level, the
next one will be shorter to continue that perception of progression. You can also buy your way out of a level if
it is taking too much time to complete and you want to move to the next level –
beneficial for both players and King.com.
But like the games before it, the Candy Crush popularity is
certain to wane eventually. The next
question will be whether King.com can create a follow up game that will carry
the wave it is currently riding.
Releasing many games to see which will stick is a tactic that will
probably annoy its users. However,
focusing solely on one game as the “next big thing” is also very risky. Perhaps there is a middle group to release a
couple of well done, simple, fun games soon to leverage the popularity of Candy
Crush while the company has the reach in order to keep the company going and
riding the popularity wave from game to game.
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