Clash of Clans
My son managed to convince mom to install CoC on his iPhone. After watching a little bit, I put it on my HTC. It's pretty cool, although I wonder how Supercell is making any money given lack of IAP pressure and the TV advertising.
IAP - in app purchases, or the way "free-to-play" games make money. In the case of CoC, $$ buys you gems which can be used to:
- Instantly complete anything which would otherwise take time to complete. (More time requires more gems.) But if you're willing to wait then there's no requirement to spend $$.
- Buy gold or elixir which can then be spent to build & upgrade stuff. But again, if you're willing to wait then your gold mines & elixir collectors can give you the same.
- Certain cosmetic items.
- Builder huts, which impacts the number of things you can build or upgrade simultaneously. Again, this is primarily a time saver as after the tutorial you have two.
So unlike a lot of other FTP games, it is feasible to play CoC without spending any real $$. (Although #2 might be more useful as other players can steal your resources.)
The basic gameplay is you collect gold and elixir to build up your defenses & your attacking army. You then use that army to attempt to raid other player's villages and steal their resources - unless their defenses defeat your army. Other players try to do the same to you. Successful raids & defenses give you trophies; unsuccessful raids & defense lose trophies. However, an unsuccessful defense also gives you a shield which prevents other players from attacking you for a period of time, unless you attack, which can then be used to replenish resources you lost.
This brings up the one problem with CoC (IMHO). Who you get to attack (and who attacks you) is based on the number of trophies each player has. So a common strategy for high level players is to purposely lose raids to reduce the number of trophies they have, then to smash some poor low level player with the full power of their army to steal resources. The game does try to limit this by restricting the percentage of resources the higher level player can steal, but . . .
One of the challenges is defense design. You have limited resources (weapons & walls) and layout challenges (as each building takes up space, but weapons have finite range and there are insufficient walls to surround all available buildings). Then there are various attacking tactics.
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