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This is no BS gaming podcast 2.5 gamers – Supercell’s Mo.co: Exciting new global launch. Is this the next billion-dollar game?

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 am conference discussion vibe, so let’s not take it too seriously.

The Team:

Jakub Remia⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠r- Game design consultant

Felix Braberg⁠ – Ad monetization consultant

⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Matej Lančarič – User Acquisition & Creatives consultant

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Summary

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.

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.
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