
Supercell's Mo.co: Exciting new global launch. Is this the next billion-dollar game?
In this episode, we discuss Supercell's latest game launch, MoCo, exploring Mo.co gameplay mechanics, monetization strategies, and overall market positioning.
We go into the game's features, compare it to other action RPGs, and analyze its potential for future success in the gaming industry.
https://lancaric.me/future-of-ua-creators-mobile-user-acquisition/
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This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let’s not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.
Panelists: Jakub Remiar, Felix Braberg, Matej Lancaric
Youtube: https://youtu.be/AqdL57Mh6Fk
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Chapters
00:00 Introduction and Episode Overview
04:12 MoCo Launch and Initial Impressions
07:24 Gameplay Mechanics and Features
10:04 Inventory and Equipment System
13:13 Monetization and Shop Features
16:08 Game Modes and Progression
18:34 Elite Hunter Program and Seasonal Content
24:50 The Launch of MoCo: A New Era for Supercell
27:59 Monetization Strategies: Balancing Profit and Player Experience
29:58 Design Philosophy: The Challenge of Endgame Content
34:50 Influencer Marketing: Supercell's Creator Program
41:59 The Impact of Marketing Strategies on Game Success
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Matej Lancaric
User Acquisition & Creatives Consultant
https://lancaric.me
Felix Braberg
Ad monetization consultant
https://www.felixbraberg.com
Jakub Remiar
Game design consultant
https://www.linkedin.com/in/jakubremiar
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Takeaways
Supercell's MoCo is a streamlined action RPG.
The game features a polished and finished look.
Gameplay is designed to be snappy and user-friendly.
Monetization focuses heavily on cosmetics and battle passes.
The game employs a gacha system for cosmetics.
We express skepticism about the game's long-term appeal.
Endgame content is a significant factor for player retention.
Supercell's marketing strategy includes leveraging content creators.
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Full Transcript
This guy, like, let's take Orange Juice Gaming. Yeah, so Orange Juice Gaming is always on the...
Yeah, one of the top YouTubers for Supercell, 3.5 million subscribers. You see his channel.
It's pretty much three videos of top Supercell games all the time. Like, he doesn't play anything else, basically.
And immediately when the game hits, what do you have? Like Like five MoCo videos. Till the early daylight Matei, UA, master eyes on the prize Tracking data through the cyberspace skies
Felix, Stax, colors like a wizard in disguise
Jackups, Craft, and Rels lift us to the highs
Two and a half gamers talking smack
Slow hockey stick, got your back
Ads are beautiful, they light the way
Click it fast, don't delay
Ah-ha, ah-ha, ah-ha, ah-ha hello hello hello welcome everybody this is another episode of two and a half gamers i'm back and i mean my name is matie lancharic and i'm felix brau And I'm Jakubremia. We never went anywhere.
I know. Yeah.
We are your hosts. And I'm not on Tahiti or what the fuck was it last time.
Tahiti? I don't know what you said, but it was so funny. Yeah.
We said you're on secondment to Tahiti. Yeah.
There you go. Whatever that means.
Anyway, so I'm back and we are talking about the latest launch, MoCo by Supercell. Because while I was at GDC, there were some flyers around the GDC, which were actually MoCo ads.
But anyway, before we go into the episode, this episode is brought to you by PVX Partners, the simplest and most effective credit line for marketing. British Air Supercell doesn't need this, but you should think about it because if you're scaling your game and need funding, here's the deal.
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So last time Felix did a good job of pvxpartners.com. At least I can say tailored instead of Tyler.
I don't know who this Tyler person is to keep talking about. We need to have him on the podcast.
It's mine. Well, my tail.
Okay, fair enough. Hi, I'm Tyler.
I'm Tyler. Tyler.
I met Tyler. I met Tyler.
Welcome to this episode. Let's actually
try to stream this
wonderful game because
Supercell as usual
with Supercell as usual you can't
play it on your emulator so
Jakob is fucked.
Some of those you can.
The ones that got killed.
Yeah well. Good.
So here you can. The ones that got killed.
Yeah, well.
Good.
So here you go.
This is me
playing the game.
Now I can talk because
I can't do multiple things.
Don't worry, you focus on the game.
Me and Reema will take it from here.
Yeah, especially you.
That could have been a good rewarded ad for sure yeah that could have been a good rewarded ad spot uh we're not set in a video game store there's no bear yeah it's quite close to video game store man yeah okay so let's go from the beginning as usual um so we're reviewing reviewing moco what's happening streamlined action rpg by supercell that we already reviewed in the soft launch if i remember correctly you remember correctly yes and now it went into global launch which is by the way it seems that like there isn't really that much hype as it was during Squadbusters and everything, like the new Supercell game, global launches. You know, like Chris Hemsworth advertising and stuff like that.
So I guess it's more like a stealthy global launch, especially because the game is, or as I understood understood in the first 48 hours was invite only. It's still invite only.
You can just get the invites a little bit more often and as soon as you actually achieve level 5, you can share invites. And then if you use those, you get 10 more.
Which is interesting. It's similar to Deadlog, like we played before, but that game never...
Deadlog is quite dead, man. Deadlog is quite dead.
Anyway, so their global launch, the game, it's definitely very polished and seems finished. It's very far from finished.
Even Ilka mentioned that in his letter. Of course, because it's finished by him.
How I mean is that compared to something like Project Rise, it's much more finished, you know,
because it's coming from Finland.
One thing I need to note
here, and this is quite important, is that
Supercell acquired
Phantom Game Labs in
2023. Oh my god, this again?
But this is
the facts, man. So this is a studio that uh has a game called rift busters which looks quite nearly the same as moco because uh my suspicion is that from that point on they got like some kind of engine support or whatever know-how from that company i don't know i don't know what will happen with that game because my guess is it's going to be delayed indefinitely because why it should make you have monsters yeah i should compete with another kind of a similar game in supercell portfolio but yeah let's see what happens there but anyway uh back to moco so what this is is pretty much like a streamlined version of action RPGs
on the market like think of it like streamlined
Diablo basically
that I would say is the closest like TLDR
definition of the game
it's very colorful
very like
I don't even know how to call it
like fast foodish
because everything
fast foodish yeah okay
everything is very snappy and easy to get
and like comfortable
I'm not going to be able to do that. know how to call it like fast foodish because everything like everything is very snappy and easy to get and like comfortable and stuff like that so yeah it's very yeah it's not hard are you comfortable right now matthew you're comfortable i'm pretty yeah i'm pretty comfortable more jokes and i'm gonna be in heaven it's not hard no it's definitely not hard um, so the inventory, if Mati can for now leave, yeah, he finishes his quiz anyway, so let's just go around what we have here.
So the game starts in the room, which is like the video game store, as Felix likes to say.
So this is basically my menu that's like put into like a 3D space.
That's there.
Oh, nice.
So many.
Oh, okay.
Wolf stick.
Definitely.
We liked the techno fist last time, but we always used them. So maybe we should do another one.
Yeah.
Yeah.
That's what I said. That's what I saw because I was kind of yeah okay anyway this is so annoying thank you just leave me alone okay thank you guys but we are actually recording a podcast just you know i i wanna leave this don't need to click anywhere just click on the like i'm literally trying to click anywhere else and i need to go here and claim this now i can okay now you can so let's start with the inventory.
There's lots of stuff in the inventory, but it's still pretty simplistic. It's the same thing as it was in the beta.
Yeah, it's kind of the same. So you have your main weapon, which is your main weapon.
Usually every piece of gear is very ability focused, meaning that everything has their own kind of flavor functionality change stuff like that those things aren't your usual action rpg stat holders like plus hp plus damage whatever things that does nothing everything here really like it's more kind of similar to something like devil make cry or i don't know like some of these like console hack and slash uh action rpgs where you have like every weapon is pretty much like an entity of itself like we have here uh then we have some auxiliary slots uh three of those which could be swapped for stuff like gadgets which are basically abilities such as self-healing area damage monsters stuns or whatever stuff like that there's yeah there's building damage yeah there's building dodge skill which is like the movement ability which is these days like pretty much necessary with every single action RPG it just needs to be there then we have the mount which is I, I guess, just the visual.
No, it's 50% faster.
Yeah, you can move 50% faster, but you can take damage.
The moment you take damage, you dismount it.
Exactly. And then you have those trinkets or passive skills, whatever.
So these are like the usual kind of passive thing that you could expect,
like vampire aura or like additional lasers to shoot from you or area damage from smelly socks around you and stuff like that. All the usual kind of nonsense.
And then we have ring pockets for Elite Hunters. Yeah, we'll get Elite Hunters pockets later.
Yeah. Okay.
So three more slots there for like end game content. I'll get to it at the end of the review and then if you leave this menu and go to style there is a very big focus on cosmetics and I mean very big focus because you can't really buy stuff I mean the gear you can mostly buy cosmetics which we'll get to it later but so cosmetic menu, there are four slots for stuff on your head, stuff for your hair, stuff for your face, and stuff for your overall kind of gear.
Sorry, visual. And then six emotes, and that's it, basically.
So that that's for the visual thing if you leave that and we go to this whole menu if you leave that if we go to the left and we get actually to the shop you can see immediately that the whole shop pretty much start with those cosmetics like the offers that you would expect like the first ones like in brawl star shop yeah this is all cosmetic then
you have these merch drop gachas which basically means cosmetic gachas yeah where a few of these have the hard currency which are these moco gold coins or whatever uh they work on the premise it is a box gacha by the way which means a gacha where if you pick a part from it it's no longer being given again.
So you eventually get to the end and like
take it all. No multipose.
Yeah, no multipose. which means a gacha where if you pick a part from it, it's no longer being given again.
So you eventually get to the end and like take it all.
No multiples of... Yeah, no duplicates.
No duplicates.
Yeah, yeah.
If we go back to the other one,
like these are kind of quite similar, by the way,
like at least...
Yeah, it's like...
Make a bit more effort to be put into this.
Come on, it's like a different shades of gray.
Yeah.
If you go... It's a rose quartz and moonly shadow.
It's actually it that's what it is that's what it says basically so if you go to starter style gacha this is the one that's like kind of free where these tokens that you get here the merge tokens are found in maps which you unlock and each map has 10 chests and each chest has 10 tokens.
So that's there.
And again, you roll through this and kind of complete it quite fast.
You can get 10 of these every day for free actually as well.
Yeah, yeah.
So this is like the noob gear.
Then we have gifts.
One more.
So gifts is like free stuff that you get from time to time, these emojis i think i even got some like uh titles on like og crew or whatever and then you have hunting intern whatever yeah go back go back into the shop and then so so daily freebie one more so daily freebie... One more.
So daily freebie is... Okay, we were there.
And MoGo Gold Packs is that hard currency that you would use for those more premium cosmetic gotchas. And that's the show.
And if you have content creator burst, you just put so you don't have gamers. We'll earn the money.
Of course we won but I mean we could. We'll get to create a program later.
Let's x that and let's go into the icon on the left which is the battle pass. Oh here oh no.
No no no that is the chat. This is the battle pass so it seems that it's very cosmetic there is theoretically some power within it because you get XP and you get these chaos chests chaos chests chaos chests and this is the main progression of your gear is unlocking these chaos chests which you get from farming and what you get from them you get upgrades from your current gadgets and modules that slowly unlock and it's basically like a gacha on rails because you don't have any gold to upgrade or choose which one you want to upgrade you just get them directly and the moment you get them they're upgrading so it's completely on rails you don't decide anything basically what you can do you can a little bit
speed it up through these battle pass which is
if you click on get button I think
it's $9.99
you get the exclusive
seasonal skins
whatever stuff like that
all of this
which I don't even like
we'll get to it
so and that's it basically
this is the most amount of
Thank you. all of this, which I don't even like.
We'll get to it. And that's it, basically.
This is the most amount of power that you can buy, pretty much. Quite different from Squad Busters' first iteration.
Of course, like Squad Busters, where you could buy direct-key consumables, like unlock more things, and mega characters. So, yeah, this is...
I don't know. I'll talk about...
Let's finish the feature set first, and I'll talk about the monetization model later. Then if you go to portal, there's the main content of the game, basically.
You can get the invite, so you find this useful, or you ping me okay worlds which are basically these non-stop open world dungeons where if you go in there are shit ton of players that are killing stuff, you usually have quests, the best thing in my opinion is that there's like these like five minute events when they spawn some very very good like xp bonuses or whatever and just every like the whole server kind of goes in and there's like 40 players roaming around the map like killing everything just like free xp and stuff uh so you got missions in these as the game slowly kind of teaches you to tutorial. This is done very well.
And the onboarding is done like super well. Like that's definitely hands down.
Drill to the perfect, like supercell funnels are always kind of very, very good. But it's still very grindy.
Like you could think of it literally like starting World of Warcraft area in 2006 where like go and kill 10 bears now go and kill 10 bears and give me their heights which means that there's a 30 chance a bear drops it so you need to kill 30 of them and then go kill 30 wolves and then give me 30 pelts from the wolves yeah like that's basically it so you go there and there's always like do this and do that and i thought you're gonna say assassin's creed instead but all right yeah it's the same but you know that was early world of warcraft it literally worked like this like just like there's even escort quests by the way here where you need to escort the npc or whatever and and stuff like that it's very very grindy it's gotta have these spirits in cave of spirits so it's's very, very grindy. It's called Hefty Spirits in Cave of Spirits.
Yeah, see? It's just very, very grindy. Everything's super, super grindy.
And the whole quest is... You say grindy one more time.
I'm going to put his profile up on Grindr. Yeah.
Fair enough. So, we have the basic dungeons.
Let's go to the next one we have the rifts which are again kind of similar to diablo where you have a timed uh four minute dungeon where you go with other players you need to defeat the boss finally the balls have some abilities that you need to dodge otherwise you die learn at least a little bit mechanic. It's not like tank and spank like it is with the normal dungeons.
This is, I think,
a little bit more advanced content.
That's how it's called.
Dojo
is a
single-player PvE arena
where you go with a chat girl and you
defeat waves of enemies, unlock by level
14 or 15, don't remember which one. Pretty straightforward content.
It's a time attack. And then you have versus mode, which is PvP, where you either 1v1, 3v3, or multiple teams, a little bit more.
I'm quite surprised that there's so much focus on that point of view. You have this black belt system or whatever.
That's a little bit of a different progression, a little bit of a different loadout there. But yeah, that's basically it for the main modes of the game.
And then if you go to Elite or Ellie, the robot that's sitting in your hideout. It's called Elite Hunter Program.
Reach level 30 to unlock the Elite Hunter Program.
We're lucky that some people were even able to do this because it came out for like five days.
Five days, yeah.
Yeah, yeah.
And we get that.
So if you hand me over the screen,
I can show how it actually looks.
Sure.
So here we go here. Easy.
Did you see the cat that was going around in the living room? Yeah. What did it say, Jakob? What did it say? Meow.
Meow. Anyway, we're going to borrow the...
Yeah, we're gonna borrow this youtubers thing so what happens in elite merch it's basically seasonal content and the end game seasonal content so it reminds me really of Diablo seasons a little bit but also of Helldivers because it pretty much unlocks another type of battle pass. I'll show you in a bit.
So what this does is that it unlocks the possibility for you to get elite merch, meaning elite cosmetics and elite modules. On top of it, you also can get elite levels, which are, again, quite similar to Paragon levels from Diablo.
And elite small rings, temporary but godlike powers, these are going away from season and reset, because that's pretty much every single action RPG on the market is working on a season reset model, because you can't grind forever, and then new players are able to catch up with you.
And elite projects,
I guess those are just these top
quests that are there.
We can show them in a second as you
move in. So this is the battle
path, the elite path,
sorry, that if you
pretty much get these and start
to do the quests, the elite quests,
you get points into this. If I understand, these are the points.
Do you see the wolf there? It looks like me. A little bit, yeah.
It's the cameraman, not the hair. It is hair.
It's hair. It's hair.
So if I understand correctly, you can buy these two only if you have the elite Pass. Yeah, for $24.99.
Yeah, yeah. And then all the rest of these goodies that you have in the pass.
Where we are? Blah, blah, blah. Yeah, the rest of these you can buy from those tokens normally, even if you're a free-to-play player.
You just need to hit level 30 and start getting these from the quests so that's there but again it goes similarly as hell divers where you like complete one page and again you spend 150 tokens in that first page then you can progress and unlock the second page where you get again module you get some of these whatever cosmetics yeah here we have the elite Hunter program. This is pretty much like seasonal quests.
I don't know, reach Elite Hunter level, whatever. Then collect small rings, hunt Mega Church, Smasher, whatever, like the usual thing, like pretty much kill endgame content of the game consistently and daily.
That's basically summarized. That's it, basically.
Yeah, let's see. So, again, very similar to something like a three month version of Diablo Seasons or what the way Xeldas there yeah and there's of course the leaderboard everybody's going after that one and yeah I think we can show a few of these things so let's say this is a like elite ring one of those that will be going out if the season resets uh those will live in those three slots that are reserved for the elite hunter program you see it's kind of pretty strong because like seven percent of damage just from one slot is a lot and i think it's not even attack speed as well yeah and it's not even leveled up it's on two.
So imagine this probably can scale up to something like 10 or 15 easily. And you have like multiples of these.
Then we have precisioning, weapon critical chance. Dissolva is the best stat to go for.
So why not? And then, yeah, the thing is that as uh the creator is showing here new worlds of course unlock after you complete the elite hunter program because again elite hunter program 20 required which means to get another i mean how how can this guy i mean i know how he plays this basically the whole day no you switches you switches people like sleeps the other plays. Oh, yeah, that's true.
That's how it's done. It's insane.
Yeah. So basically the quest that you would have normally there, as Matthias showed you, the projects now turn to elite projects.
And it's pretty much like, yeah, same but different, where it's just harder content and more stuff there. But the principle and the scaling is pretty much the same.
So that's there. Yeah, those were the dojos.
I think they also unlock. Pretty much every single type of content type unlocks additional harder difficulty of content.
Here you have the versus one. And yeah, that's it pretty much.
Like definitely not that big. What I should say, what do you mean? I can say that there was this announcement from Ilka, which he basically published on the Supercell website, which says, so we decided to greenlit MoCo for global launch.
You will need an invite to join.
And then if you know anything about Supercell,
then you know we're about risk-taking,
truly believe in MoCo and can't wait to see where it goes.
This is really a risk.
Wait, and this launch isn't like anything we've done before.
To join
MoCo,
you need an
invite,
then blah,
blah,
blah.
Our commitment
is long term.
Rather than
going for
scale immediately,
we want to
learn what
works,
make improvements
and build
MoCo together.
We are playing
the long game
and want our
community of hunters to be able to give direct feedback and help the future of this project so isn't that what a soft launch supposed to be i just don't know if still if it still applies the supercell is looking only for games that make 1 billion a year yeah maybe yes but not, but not from day one, I guess. I'm not saying day one, but like...
But still, yeah, I think this is a bit... Yeah, like, let's look at the numbers.
I know the shit, because it's just four or five days. Like, we have, like, Saturday's numbers, which says 400k downloads a day.
Which is a lot, Yeah, probably. Incidentally, US is not the biggest one.
But again, this is very shaky because it usually rolls. So we'll get to it.
Revenue is kind of trailing on 50 to 60k a day, which again could be irrelevant because it could recalculate. But still, it means it's not big yet.
And we know that for sure, because if you look at top charts metrics, which are just taken from the tables in the stores, MoCo is trending on 27th place in iOS US store on download charts, but it's nowhere to be seen on the grossing charts. Go on Saturday instead of today?
Or are you on Saturday?
I'm on
today.
Go go yesterday because I think I saw it
a bit higher yesterday.
So 18, yeah. Yesterday was higher
but it's download charts, not grossing charts.
And if you go to the last
grossing charts on like 100
I mean
it's 50k for all the geos Yeah, it's 50k all together and this is what, like 43k US iOS only That's the requirement to get on this table It's not there So I want to say say i think they just started releasing games more often
because it was just i mean took a long time to get somewhere and they were just kind of
iterated on the go because it was happened with uh with kind of brawl stars i guess
but the thing is that kind of what's the like let's talk a little bit about the design philosophy
of this game regarding the monetization so you have have like heavy cosmetics. Yeah.
And then you have what? Well, battle pass? Yeah, you have the battle pass, but, you know, the battle pass, it's like, I don't know. Wait, wait, wait.
You need scale, right? Yeah. But RPGs work on power.
Like it's HP damage scaling all the way. People care about power fantasy game.
Or pay for comfort. Yeah, so what you're saying is that Squadbusters was too heavy on the monetization and MoCo is too not heavy on the monetization.
Yeah, Squadbusters was heavy on monetization, but that game had a problem that it was a PvP game. PvP games cannot be heavy because, again, people don't like when they're getting steamrolled by other players, by wallets.
Station or switch to me monetization. Station or switch.
Yeah, pretty much. But in PvE games, like PvE games, man, like Raid Shadow Legends or whatever, you don't care because you're just using your wallets on the monsters.
You don't, like PvP is an afterthought in these games. So I don't know.
Like for me, it seems that it's, I would expect it that at least some kind of a gacha with power progression would be there, but it seems there's zero of that. So I don't know.
I'm kind of... And the biggest thing that kind of scares me, or not scares me, but this is the biggest problem with ARPGs.
I'm playing ARPGs all the time, pretty much from my childhood. And I've been playing stuff like Diablo and Pad of Exile for the last 20 years.
It's that endgame is very hard to do with these things because it gets so like more of the same all the time the Helldiver syndrome not Helldiver syndrome, like this syndrome has been all over the place much more sooner and the only guys that were able to figure it out were guys from Pet of Exile because they created this like university requiring end game content atlas map or whatever that's like so hard to even understand that uh yeah like i don't think so like streamlined version of this will work because at some point like this diminishing numbers will kick in meaning that of course you can have a different map. You can have more damage.
You can have more whatever.
But in the end, it's like a scaled Excel sheet.
You need different functionality for this thing
to add flavor into it.
That's what Ped of Exile is also doing with their seasons.
They're radically changing the game every three months
with a new league mechanic for it to work,
which I don't know how this thing is going to work.
I'm even more pessimistic than I was with Squad Busters. So you're saying they need rewarded ads? Obviously.
What else? What else? The other problem is that, of course, I'm not the I'm not the target audience for the game even though I'm really loving ARPGs like as I said this is like who is the target audience in this case I don't know as I said this is like a fast food version of ARPG it's very simplified even the Apple for me is very light I mean but you are you are the university I'm out of this. I admit this.
Come on. This is not for me.
Yeah, this is too much. But for me, it's just too boring.
I mean, Diablo is kind of repetitive as well. But this in level five was like, what the fuck should I do? I mean, it's like, I don't have any motivation to actually keep playing.
And then after level 13, I got all these messages from the guys at GDC. Like, yeah, well, I'm at level 13.
It's like, it's like too much grind. Yeah, that's also the point.
Like, I don't see currently that the game can add a lot of depth based on their design vectors they're just like oh vectors there's no possibility to scale like what does that even mean no no no no no no wait wait wait instead of doing this like what are the three things that could be done where this could actually scale in your mind like what are the three things i don't think they can like what i'm saying, don't do what I said because that way you just make the game more complex for different audiences. I think they're going for an audience that want this fast food version of a game.
But I never saw it. That was my thing because ARPG people are usually hardcore people.
Okay, but look how it looks like. It's very kind of colorful, casual, cartoony version.
It's very similar to Brawl Stars, I guess. Kind of, in a way.
In terms of how the colors look like and the whole theme and art style. A little bit more hardcore to what we see on the screen at the moment, but it should be like 18-ish? Kind of? 18-24? How much money do they have? I don't know, but it works with PvP games because you have all the Fortnights and everything.
Sure, of course. Brawl Stars is basically playing that demographic.
That's okay. Yeah, that's right.
Have you seen any Diabros doing this? No, exactly not. So it's basically a mismatch of the kind of core gameplay with this with the audience and style and how it kind of looks like and uh and if it's they've been because it's simplified too much i don't know like the problem is that i don't think so if they add more mechanics into it or like make it more deeper that it would fit their demographic or their scale they're looking for yeah they would change the demo that they're probably going for so they can do it so the question is if this even fits the thing like I don't know also if they're now yeah like now they have what 1 million players or how much was it? Daily downloads? No, no, altogether.
Altogether, this has like 400k downloads a day. Yeah, but it's okay.
You mean the AU? No, no, no, downloads. It actually says 300,000 per day, total like 1.1.
Total downloads, more than a half million. Yes.
But this is set to the number so by this time it's like somewhere like 3 probably 3? ok fair enough 3, maybe 2.5 whatever if they have the feedback from these people they're never going to be going into the Diablo part of exile kind of direction because these are the first adopters I guess which again is the young audience. Cosmonauts.
Cosmonauts. It's called Golden Cohort man.
Golden Cohort. But is it the Golden Cohort? I mean it is.
It is a Golden Cohort man because those are people that are going through the friction of using fucking QR code. We can grind should we talk about it? No, I'm just going to go to the direct marketing.
Ah, right, yeah, that's where I wanted to go. Yeah, because this is a golden code because these are all the Supercell fanboys, basically.
Yes, yes. Because they're using all their...
Channels. ...paid creators.
which some people from Supercell says that it's basically for engagement. But honestly, think about it.
You have a shit ton of videos on YouTube from these creators, which is basically a lot. Yeah.
Yeah. Which you have basically here, where there's stuff like quarter of a million shorts, quarter of a million videos all around the place with all the like super YouTube army pretty much spamming this thing all over the place.
And they get paid for this, right? Yes. Or is this just people making content because they like it or they get paid for it? That's why I mentioned there is the creator program.
Creator program does give you 5% of buy if somebody inputs the code which is peanuts to be honest. But it's still additional revenue.
It's additional revenue but come on. These people are definitely given some influencer stuff money.
Of course. Access only access, but also definitely on the payroll.
I didn't mean access to the game,
I meant access to Supercell.
Yeah, of course.
For instance, this guy,
let's take Orange Juice Gaming.
Orange Juice Gaming is
one of the top
YouTubers for Supercell, 3.5 million
subscribers. You see his channel.
It's pretty much three videos of top Supercell games
all the time.
He doesn't play anything else, basically.
And immediately when the game hits,
what do you have?
Like five MoCo videos.
Every time we talk about the game in a beta,
it's us, him, and all the other Supercell, basically, guys. And we are, basically, guys.
But he gets the build before us because he gets the best build. Oh my god, of course.
Way before us, obviously. Yeah, and this same thing applies, of course, to TikTok.
With also all the TikTok people. And you know, it's really telling when you go through these and, for instance where was this? It's all supercell.
Yeah, it's all supercell. So let's say we have like this creator where he just posts Brawl Stars videos.
Like why should he even post MoCo? Because it's like different genre for these people. Bam, there's a MoCo video in his feed immediately.
And this goes on and on and on and on. And those have like half a a million views each so how much do you actually
have to pay some of these like is it only like rev share from the people that sign up with their code or is it like they actually pay up front for video creation i think they're on the payroll for like a monthly retainer basically you think so i think so like they have a deal like you need to X amount of videos for
XYZ.
Supercell is still
quite light on the
on the revenue share and monetization. So I think this is just like, look, guys, we love you.
Here's some money. And also, guys, if you know how Supercell, I mean, they have a creative program.
I was actually talking about it. They paid all the money to the creators.
Let me just put it up. But creative program is that thing that you said.
Like, import the code into store, they get 5% of kickback. That's it.
You need to roll into that to be certified. Whatever, Supercell creator or something.
That seems to me like paid UA. Yeah, it's like influencer marketing like it's yeah let's call it what it is like it's it's very simple and it's done perfectly well i'm just gonna baffle that it's not being talked or like called how it is i was i was actually talking about this so and i wrote the future of ua which is creators in mobile UA.
And in 2018, so Supercell opened this OG content creators and asked what they want. And they said create a program and portal.
So they have tiered reward system, creator codes. And Supercell has recruited over thousands of creators.
claim some creators grew the the viewership by 600 so the you have the robust creator program offers the benefits creator discord channel to share tips knowledge network first access to previews and create content before launch earn money for in-store in-app purchases that's's what we said, exclusive first looks, tools, access to SuperSolo support, FunKit media kits. So we have all of these and, you know, there's some elixir currency and different things.
So, yeah, I mean, not bad. And creators earn exclusive merchant skins, whatever..
But still. It's campaigns and other promotions which makes Supercells rich.
That's the thing. This is why they can use fake ads.
Because they're already doing this. Which is going directly against the spirit of fake ads.
Yeah, look. So there's the product owner of Supercells program.
Creator says, they believe it's better to focus on the relationship you're building and not just use the creators for views. I mean, I guess that's where the engagement comes from when we were kind of discussing this with the Supercell guys.
What is going on with your camera? It's like it's been zooming in and out like you're the hot girl in a movie. I know.
It's trying to bother you probably. It's working.
What I mentioned here is that the videos and everything think of it as it's not one press of a button. It's a constant flow all all the time of course like the orange gaming guy is whatever doing this for years yeah of course of course and they constantly talk about like how they're fluent fly over them to Helsinki basically to Supercell, show them around and give them kind of royalty
treatment because again, this is their
UA soldiers basically.
Yeah, this is the UA.
That's basically, so because then
everybody's like, oh, there's
no UA. This is the UA basically.
And I know it's
It's organic, but not
really. Exactly.
It's like a new thing. In ua we call this misattribution because this is exactly what it is it's i mean you pay these guys and they bring you instals that's paid instals whatever however you want to look at it it's It's different way.
Yes. It's not Facebook, TikTok, Google, whatever.
No, of course, no. But it's still paid UA.
Yeah, like, would you get these downloads if you didn't, like some of these organic downloads, if you didn't hire these creatives, creators? You will get way less than what you see at the moment. That's the thing.
Way less. And, you know, I can say these Flyers and everybody at Supercell
changing their titles to match the MoCo, that was really funny.
That's so clever.
Keep in mind, it's coordinated.
Everything's coordinated at the point that, like,
at the second everybody does the same thing.
Yes, for sure. Like, this was very was very well prepared heads of really good thing.
But it's around GDC where it's true that there are people from the industry they want to see all the convention. Nobody Exactly, nobody cares.
No, nobody cares. I couldn't even play the game because I had shit tons of meetings.
I downloaded the game. It's like, whoa, okay.
The marketing shtick with the posters on GDC was just like, because we can. Exactly.
But the thing is like now people will start saying, oh my God, this is great. We are going to do the gonna fail so much everybody who tries to do the same as supercell is gonna fail exactly they did it because they could and it made my day it was great should I do it? Absolutely no should you do it? Absolutely no I mean fine you're not supercell and the camera says exactly the same thing no fucking way but are you doing that on purpose because it's like winding me up so much like i need you to stand up and take that camera and throw it out the window yeah don't worry this is amazing i love it no anyway just back to MoCo so all these also the invites and everything I think it's just another hurdle and even if this wasn't there this is just something which is called you know a viral effect because then you need to invite all these other people but you would get into the game anyway because it's Supercell and it's a new launch.
That's it. And everybody wants to play the new Supercell game.
Everybody. So I guess that with combination of all these YouTubers and creators then you have 300,000 instals per day.
How long this can work without the actual paid ua on on the ua channels maybe another week this is the thing that like box me that like on one hand we're talking about like all the heavy hitters from china with like whiteout survival and last war like using everything they can to lower the CPI they're throwing the kitchen sink at UA
they literally throw the kitchen sink and then you have this against it like different mentality man like it's it's a different mentality it's just um same market same money same players but the crazy thing is like it works right like brawl stars like wait a second. Wait a second.
Let me go a little bit back. It works for Brawl Stars? They fucking started pumping so much money into that game when they turned that shit over into the rocket ship.
Like, you can't say, like, it works. It works to a certain scale and certain extent.
If you want to really scale the game, then you start doing UA, which they started with Brawl Stars. That's it.
You can have all the creators in the world. It's not endless.
They also have some, like a number of their followers. It's just, that's it.
Simple as that.
Yeah.
Which I don't say in a negative way.
It's just like, this is how it works.
Welcome to the gaming industry.
Thank you very much.
Yeah.
So basically, to sum it up, we're definitely going to keep this on the radar as usual.
I'm curious myself.
As I said, I'm kind of pessimistic. Like the game, don't get game don't get me wrong your game is pessimistic what you're talking about yeah i mean like yeah no just wait a second we'll do next review i'll show you which i'm optimistic yeah yeah i know no worries but uh but just saying that um the end game will be probably the key, and I think they
probably need to kind of add some
flavor mechanic or
something that, again, similar to
streamlined version of what Path of Exile
does, probably, or something like that, because
it's going to be very
repetitive, and they need to do that.
It already is.
RPGs are repetitive. That's why they're played in Korea.
Because people grind there. Yeah, of course.
So, yeah, probably something in that manner. Because for me, it also seems to be this kind of play on...
For instance, you see that in the room, there's the cool room. You can go and have target dummies and you can test your abilities and show off to other players.
It all seems to me... even games that are with very high focus on cosmetics means that it works only in social status so it means to be communities and show off effect and again this whole thing like sounds to me like they're going for this kind of more like Fortnite-ish slash Roblox-y everything.
I can see there are mods, and people build their own stuff within the MoCo universe, and that's how they earn money. I mean, maybe.
Just saying, but the thing is that it's still an ARPG. Sure.
We'll see. It's going to be interesting anyway.
Always a pleasure to see a new Supercell Global Launch. Of course.
Yeah, because it was really creative. Honestly, this stuff went on the LinkedIn.
Let me just explain that quickly, what happened. Everyone in the industry kind of saw that basically a bunch of people at Supercell, they changed their job title to Chief Chaos Agent at Temuco.
A bunch of people pretty much. Exactly.
And the thing is, what they're doing there is basically if you update your job title that gets the biggest boost on linkedin because it's what you get the most reactions to so basically you're getting free impressions and if you get 30 to 60 employees that are very followed because supercell is a very followed company everyone in the industry will know about it and i haven't seen this before and I thought it was quite clever. It's very clever.
Super clever. Do you want the gaming industry to play your game or players to play your game? I mean, that's simple.
But this is, again, in the same category as because we can. Yeah, exactly.
But yeah, exactly. I mean, it was pretty hype.
It was pretty hype. Of course.
Yeah. Just, yeah, kudos, guys.
Of course. That's the brand identity thing, but not against the game, but against the company.
Yeah, yeah. Not performance marketing.
We'll see you on the other side of the revenue. Thank you very much.
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