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While this design increases control – and in theory depth – it mostly adds a cumbersome layer of micromanagement, which takes the focus away from seeing and responding to opponents moves. Having to manually determine where troops go and what they attack requires a cognitive effort which grows with every new unit spawned.
#Command and conquer 3 pc controls full#
The key problem with giving players the full control of the units, is that the game introduces new levels of controls which instead of adding depth actually reduce the user’s experience. And most battles end up being only about one of the missile platforms on the map. But once the unit has been spawned, the player must manage that unit until the end. On the contrary, in C&CR there is a default spawn location. That provides the players with a holistic vision of the match and the battlefield. Once the unit is spawned, it’s on auto-pilot and the player cannot directly affect that unit. In Clash Royale players must carefully decide the spawn location. This is particularly the case at the beginning of a match, when each side is preparing and building up its troops. This provides the opportunity to prepare for strong troop build ups and create surprise attacks. As a player’s units move throughout the map, they unveil the fog of war. Player can always see if a launch pad is controlled or not – but if that area is hidden, then the player doesn’t know what troops are controlling the capture point, or how many troops are waiting in the background. Players can only see the map within a specific perimeter of their troops. Unit movement on the map supports arguably one of the most compelling features of the game – fog-of-war. The default mode of troops must be to stay in place to ensure players can control the missile platforms. The player must manage units’ movement and attacks throughout the match because units will stand still until they are directed to march, or they are destroyed.
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Players spawn the units, then determine where they go, and what they attack. In C&CR, there are 3 functionalities for the troops: spawning, moving and attacking. Most importantly, the game offers true innovations for players who enjoy strategic head-to-head game play on mobile. The game also capitalizes on the strong emotions that accompany winning or losing against another person in real-time. Matchmaking is fast and a few minutes is all you need to pick up the game and have a fun match. The game keeps a lot of the strong points that makes the category such a great fit for mobile. It was also clear that this positioning was not resonating with Clash Royale fans when looking through the comments.Ĭommand & Conquer Rivals is clearly heavily inspired by Clash Royale. It was clear that EA positioned C&CR against Clash Royale going as far as hiring the same influencers. There just wasn’t any meaningful market space to be taken from the category dominated by Supercell’s Clash Royale.Ībove you can watch one of the top YouTubers for Supercell’s games, Chief Pat, featuring Command & Conquer prior to the game’s global launch. Yet just after a month it was clear that the game is not going to scale up as EA was likely hoping it would. It was also launched successfully with a combination of pre-launch hype, featuring from the platforms, support from top influencers and a robust user acquisition campaign. The game is built around a nostalgic strategy game franchise and it offers a novel gameplay combined with familiar metagame. No matter how you look at it, Command and Conquer Rivals is a good mobile game and the team behind it should be proud of the game they shipped. To make sure you don’t miss on all of the 🔥content coming out in the future, please do subscribe to the Deconstructor of Fun infrequent but powerful newsletter. īoth of the authors are true fans of Command & Conquer franchise and both of the authors understand all to well how hard it is to ship a hit mobile game. This analysis is written by Alexandre Macmillan and Michail Katkoff.
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