| I'm the author and I highly doubt that. They are far from the first company to really focus on conversion optimization. I paid a statistician to reverse engineer the economy of Dragonvale, Tap Pet Hotel and Tap Zoo. All of the games follow a VERY similar pattern on every stat. Here is an example on XP and Level ratios: http://www.treylink.com/uploads/xp_leve_ratio.png We've done ton of research on this and most of these games copy each others economy very closely. I could go on about that forever, but go play Galaxy Life and then Clash of Clans. You'll see it's the EXACT same tutorial story and setup. I mean, screen for screen. I'm not hating, it's just the nature of the business. The fact is this: Innovation is a risky business model. The companies can see what worked, tweak the theme and add to the game content, and have a MUCH higher chance of success. |
Of course, that doesn't help if the actual game isn't good/addictive enough, which might be the case with Galaxy Life (or app market dynamics/luck/anything). However, Supercell probably 'recreated' it just because they saw a great monetization potential in that type of game.