![]() And we think it’ll keep players engaged with the game longer. “It’s fun for people to watch and cheer on their friends, and we saw players doing that after we launched the game, so esports is just about supporting that. ![]() “We launched the game and we saw players creating tournaments, playing tournaments and watching them,” he says in a players’ lounge deep in the bowels of the Copper Box. The best-of-three-rounds, single-elimination tournament ends with one player taking home $150000, the largest single slice of what began as a $1 million prize pool for the entire season.Īs Tim Ebner, the Virginia-born, San Francisco-based esports manager at Supercell, explains, the Crown Championship grew out of a need to support what players were already doing with the game. Players who made the cut went on to events that took place around the world, and by the end the 16 best players made it to London, representing 10 countries across three continents. The tournament in London in early December caps off an inaugural season that started with an open in-game event that drew over 27 million players in August. And that’s why Supercell, the Finnish game company that created Clash Royale, thinks it could be the next big game in esports.Ģ017 is the first year for the Crown Championship World Finals, the official Clash Royale world championship created by Supercell. It’s Magic mixed with League of Legends, but with the ease of touching a screen and streamlined rules that make it easier to understand for non-players than most videogames. They lay their digital cards down on the tablet screen as they accumulate more elixir, the currency that regulates how they expend their cards, pointing ogres and golems down one of the single-screen map’s two lanes and watching them lumber into enemy territory. Part collectible card game and part tower defense, it pits two players against each other, using pre-constructed decks to call forth warriors, monsters and spells to destroy their opponent’s three towers. Clash Royale is one of the most popular mobile games in the world today, with over 100 million downloads across all platforms and over $1 billion in revenue since its release in early 2016.
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