Marvel Snap was highly praised at GDC titled “The Year of the Free Game,” and Visible Entertainment founder Dave Rohri said it has returned to growth in the CCG genre.
The presentation, which has been mainstream for years, points to important lessons and developments in the video game industry over the past 12 months. Marvel Snap is considered a good example of the CCG space where there is plenty of room for innovation and growth.
According to their own personal analysis, Marvel Snap makes $300,000 a day, even with limited microtransactions compared to other games on the mobile market.
As for why the game has been so successful, Rohri points to several factors. These include 12-card decks that make it easier to build and conceptualize decks, battlefield-changing card lane innovations, a six-turn game cap, and a progression system that naturally leads to better deck variety.
They’re also sure to point out, “It’s a mistake to attribute its success solely to the innovation of the team,” before pointing to the experiences of several former Hearthstone employees who moved to Second Dinner Studios to create the game, and how Marvel immediately IP that arouses fans’ interest.
As for what developers can learn from Marvel Snap’s success, Rohri noted that there’s plenty of room for innovation in the video game market. They also stress that developers don’t necessarily need to monetize massively: “If your game is strong and your fans are engaged, you can take it easier than you think”.
Marvel Snap has previously won The Game Awards and DICE Awards. If Rohri is correct about his financial analysis, it appears that Brode and his partners’ solo venture into the card game space is going well.
For more Marvel Snap articles, check out this article: Time for Marvel Snap to Cater to Its Real Audience and Get Hungry on Major Content.