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QQ Speed was followed up by an MMORPG (The Legend of Dragon) in 2011 and an FPS (Assault Fire) in 2012. The studio then switched to developing content for mobile and created a pair of exclusive titles for China’s WeChat social platform in 2013. billion in 2018, making it the highest-earning mobilegame of 2018.
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The brief and high-intensity game loop makes it well attuned to mobilegaming tempo, and it’s one of the reasons why the game is so damn engaging. This has shown to be viable in mass-adoption genres like MOBA, Battle Royale, or FPS, but isn’t that clear in a niche genre like CCG where CPIs are higher.
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An essential data platform for all mobilegaming studios. This is because we don’t want to reduce the actionability of the data with games that succeed massively in what can be described as closed domestic markets. FPS/3PS grew by 30% and became half a billion-dollar sub-genre in 2021. Well played, Lilith….
Just try to picture who is going to play the game. A mainstream audience, e.g.: an RPG, FPS or strategy game. A niche audience, e.g.: an adventure game, turn-based strategy, etc. Indie gamers, e.g.: People looking for cool, smaller games to play, no matter the type. so, you just make it and publish it.
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