The best example is the viewership figure for the CRL World Finals 2022 which stood at 228,000 peak viewers, a more than 100 percent jump since the 2020 edition. Now, two years into this revamped format, the effects are already being seen. The company announced that individual-based competitions would be returning and also provided an open-for-all path for aspiring pro players. Clash Royale esports’ revival is comingĭespite this heartening downfall, Supercell has realized its mistakes and is working to fix them with the 2021 season. Had Supercell not taken the franchised team-based route, this could have been a whole different story. In fact, the CRL 2020 World Finals had a peak viewership of just 112,578 viewers. Supercell also realized this and went on to decrease the number of regions in subsequent years of the CRL. While the franchised league might have been good for the publisher and individual organizations to make money, the question remained whether the esport had evolved enough with a mature fanbase like League of Legends to sustain the concept. The franchised league locked away that opportunity to only a few top-tier players.īesides this, mobile esports was still at a very young age at the time. Firstly, one big thing which made Clash Royale esports attractive to fans was the hope of one day competing on the big stage like their favorite stars. The effects of this were immediately felt. Each team had to field at least five players who competed across different sets to become the winner. The format for esports was completely changed as well. They launched the Clash Royale League (CRL) with five regions: China, Asia, Europe, North America, and Latin America. Instead of leveraging the momentum that Clash Royale esports had managed to amass throughout 2017, Supercell decided to take a completely different route in 2018. Much of Clash Royale esports’ problems can be traced to one big decision by Supercell – the choice to make the individual-based game into a team affair. This tournament achieved a record-breaking 236,000 peak viewership – indicating the growth of Clash Royale esports in just a year. Supercell kept the initial spark alive with regular community tournaments and concluded the year with a bang at the Crown Championship World Finals 2017. It achieved a peak viewership of more than 80,000, per Esports Charts. The convention provided the perfect launch for Clash Royale esports – and it was really successful as well. The first tournament happened at the Esports World Convention in early 2017. Initially, this is exactly what happened. It mixed the fast-paced action of a MOBA with the competitiveness of a card game like Hearthstone.Īs the game managed to overcome these shortcomings, there was a lot of hope for the growth of mobile esports alongside Clash Royale. Supercell, on the other hand, managed to create an independent genre for the game. Other mobile games were criticized for being a toned-down copy of traditional gaming genres. As mobile games got more popular and competitive, the scope for an esports scene also grew.Ĭlash Royale, however, stood out from other competitive games like Vainglory at the time. Mobile esports back in 2016 was a hopeful concept. The once perfect launch for Clash Royale esports While the game had all the elements to be a successful esport title, it has failed to become one yet. The easy-to-view top screen also makes it a great spectator sport. It likely has over a million daily active users as well.īesides this, Clash Royale is a highly-competitive game which keeps fans hooked to it. These numbers aren’t very surprising to see considering the game has more than 100 million downloads across Android and iOS. The Chicken, on the other hand, was the most used emote. The log was the most used card followed by Valkyrie and the Skeleton Army.Players earned a combined total of 58.9 trillion gold throughout the year. Throughout these battles, 11.7 billion cards were upgraded while 23.5 billion chests were opened.The total battles which were played throughout the 365 days of the last year stand at 33.9 billion which comes out to an average of about 92 million per day.Nearly 34 billion Clash Royale battles were played in 2022 The official Twitter account wished fans a new year with the highlights of the year – and also listed out the statistics for the year. Supercell has managed to keep the game alive through regular updates and engaging content being constantly added to the game. Even six years later, the game continues to be a regular feature on the top charts for the Google Play Store and Apple App Store. The Finnish company is behind some of the most loved and played video games like Clash of Clans and Clash Royale.Ĭlash Royale was released back in 2016. When we talk about mobile games, one developer comes to mind – Supercell.
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