Why Is Snap Struggling to Scale? It’s the Vertical Progression, Stupid.

Snap is doing…ok! It peaked at 10K Steam PSU and 14M mobile downloads. But for all the innovation and press hullabaloo, shouldn’t
Snap is doing…ok! It peaked at 10K Steam PSU and 14M mobile downloads. But for all the innovation and press hullabaloo, shouldn’t
I have a lot to say about Marvel Snap; it’s a breath of fresh air in a mobile market that’s smelt stale for too long. Snap dedicates itself to taking advantage of
Previously confined to PC turn-based play, mobile
Battle Royale and Roguelike are remaking game progression before our eyes. Popularized in earnest during the rise (and eventual pruning) of the MOBA genre, in-round progression mandates players accrue vertical power in the context of a single round.
MOBA sessions start with players farming in-round currency to spend on items that persist until the round or particular game
One revelation of the Apple v. Epic case is that 67% of revenue is from the Item Shop.
26% of all money made in Fortnite is from the Battle Pass, 67% is from the Item Shop, and 7% is from Real Money Bundles.
— iFireMonkey (@iFireMonkey) May 3,
The previous model of battle pass (BP) focused on average
In 1931, American economist Harold Hotelling published the seminal
In Six common mistakes when moving to live-service games and free-to-play, Ben Cousins argues that cosmetic-only monetization is a mistake:
Monetization’s modern paradigm is defined by a direct store and battle pass (BP). After years (and ongoing)
Players want to unlock content and the most efficient way