Field note · December 12, 2024
Why Royal Kingdom Isn't Paying Off (Yet)
Why Royal Kingdom (RK) isn't paying off (yet)
- The primary differentiator (combat levels) don't resonate strongly w mass-market, as evidenced by mode's omission in top ad creatives.
- Lacks economy differentiators that meaningfully lift spend depth or efficiency.
- While core M3 gameplay is fantastic (love the column obstacle), retention performance very likely lags Royal Match.
- Unless CPI for RK (despite similar creatives) is somehow >= ~25+% better than RM, ROAS for incremental UA spend should still side with RM.
- Re: cross promotion from RM -> RK, it's not clear whether this increases (vs. decreases) player LTV in the ecosystem.
Yes, Gardenscapes and Homescapes coexisted for a long time. But, we lack the counterfactual case where all resources were instead poured into one game. Would that have been better?
At the end of the day,
- Increasing surface area / market share is a good thing.
- As long as RK isn't depriving RM of resources, then experimentation is good and safe.
- RK could serve as a safe(r) platform for experimentation, to feed RM.
- Product-market fit is never 100% predictable, BUT I would've thought combat levels differentiator could be invalidated via ad-testing prior to launch.
What do you think?
- Should Dream have been able to discover earlier that RK's differentiator wasn't a mass-market fit?
- Will Royal Kingdom be a net-positive for Dream?
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