How long does MPQ have left?
Comments
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I wrote a whole long dumb thing, but I think the key is they have to start selling stuff that matters.
The problem now is that they've messed up the metagame so badly that nothing they can sell matters. If you've got the best few guys maxed out, you win every fight turn 0. How can you power creep turn 0 wins? And why would players spend money on something new when they can already win everything immediately with what they've got?
At this point they really are just asking for donations, and that's not a great business plan in this space.
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It was nice to finally see some actual numbers on this topic, so thanks for sharing.
Before I saw these, my thoughts were that the possible lack of revenue could be tied to a lack of interest - based on the larger universe of Marvel properties as a whole, specifically the MCU movies and tv shows. What I mean is that there seems to have been less content overall in the last little while, some of which has been somewhat lackluster. I am thinking that this could have been a contributing factor to the waning interest in a Marvel-themed video game.
Now I admit that there may be a bit of confirmation bias in my analysis of the numbers, because it doesn't work across the board (so I am not trying to proclaim that I have the definitive interpretation of the data or anything of the sort). That said, here is what I noticed to support my theory...
The first drop to 6 figures in total revenue happened in January 2024, the same month that the Echo series came out. No offense to anyone who liked it, but I thought it was a real snoozer compared to everything else that preceded it. So I would not be surprised if that lack of enthusiasm for the show could contribute to a lack of interest from players, some maybe reconsidering their zeal for Marvel stuff in general. Again, I could be wrong, I'm just spitballing here.
The number of Apple downloads fell to less than 5000 for almost a year, then showed a one-month increase to 6000 in August 2024 before dropping back down. Considering that Deadpool & Wolverine came out on July 26, 2024, it could very well explain the temporary boost in interest for a Marvel-related video game in the first few weeks of its release. An increase in downloads would not necessarily lead to an increase in revenue, it just means that there are more eyeballs looking in the direction of the game (possibly due to the excitement around the movie characters). Once again, I could be wrong, just something I noticed that could explain that weird jump that month.
The spike in total revenue during October makes sense, because that is Halloween month, and they always seem to roll out some good stuff every year. Plenty of FOMO and irresistible offers to go around, which means that it doesn't matter if anything good is happening elsewhere in the Marvel universe for folks to reach for their wallets more often during this time.
While these few things may or may not have an actual effect on the game and its revenues, no one can truly predict what will happen based on these numbers. Maybe some folks are unhappy and turning away from the game, maybe some are just playing less often, or maybe some just have less money to throw around on silly things like video games. Who can say for sure?
That's just my two cents on this topic, I'm going to shut up now. As a final thought, it seems strange that the revenues from Apple and Android seem fairly even throughout, but the Apple downloads are only 4 or 5 figures while the Android downloads are consistently 6 figures. Anybody have any theories on this?
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Do we really know this so called new game engine is real. Or it just a bigger engine so they can make a faster getaway with our cash
Really though you say profits are down last two months. Has there really been anything to really buy last two months hell if you look at the stuff I paid for in 24 and 25. The game is DOOMED
2023 no more then 20
2024 I think around 200
2025. OThough I was tempted to buy that acsended 80 buck package but passed
Is the game dead? At least for me. Unless they would bring out ,6 stars what I highly doubt . I don't see putting more then 40 bucks into this game this year if that
If they really needed money they need to redo vip. Hell I give marvel snap 10 per month for their season pass off and on my. And I love this game a lot more then that and be happy to do it here
Will the game close up. I say yes probally in the next 10 years
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I agree. The benefits of VIP are stupid. Make it worth getting each month and many will just subscribe indefinitely. Make it a multiplier or something. Suggestion: Earn twice iso, riso and command points.
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I do think players should grasp just how incredible it has been for MPQ to have had this longevity. That has been thanks to a partnership between the Devs and the player base, especially the Veteran player base who have such deep knowledge of the game. We probably need a dose of reality check every now and then with what we can reasonably expect from a match 3 game, hopefully this is just a lull and the game keeps going strong when we get the new game engine. I actually managed to get my wife to play the game just recently, so if this is the end then that will be the reason, sorry MPQ!
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Some time between then and now
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@DAZ0273 said:
I do think players should grasp just how incredible it has been for MPQ to have had this longevity. That has been thanks to a partnership between the Devs and the player base, especially the Veteran player base who have such deep knowledge of the game. We probably need a dose of reality check every now and then with what we can reasonably expect from a match 3 game, hopefully this is just a lull and the game keeps going strong when we get the new game engine. I actually managed to get my wife to play the game just recently, so if this is the end then that will be the reason, sorry MPQ!That is essentially what I’ve been trying to say, just not as eloquently. Everyone armchair quarterbacking needs to look at what has worked for the last 10 years before stating “I can do it better”. The developers prior had a system that allowed this game to outlast other games that probably use more traditional gotcha pay to win models before shutting down after the payday. I just don’t want to see MPQ turn into a pay to win cash grab when it has avoided that for a long majority of its life. The game has always been play to win and/or pay to accelerate your progress. A pauper can become a prince if they are willing to grind for years, or take the express train to royalty if willing to pay.
(Sidewinder makes us all gods, but they are looking at at least remedying that.)
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Most mobile gatcha style games have a literal wall for non-payers. Once you reach a certain rank it is nearly impossible to progress.
There is also a gulf in power level for payers vs non-payers.
That doesn’t exist here in the same sense.There are a few games I played where a week or 2 of grinding gets completely destroyed by a whale just rolling around. Also, getting rolled actually made you lose your progress.
MPQ has solid mechanics and allows f2p and buyers to coexist.
Only a few other mobile games are like that.
The only other game that positioned itself in a similar manner was The Simpsons Tapped Out which recently shutdown.
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@dianetics said:
Most mobile gatcha style games have a literal wall for non-payers. Once you reach a certain rank it is nearly impossible to progress.
There is also a gulf in power level for payers vs non-payers.
That doesn’t exist here in the same sense.There are a few games I played where a week or 2 of grinding gets completely destroyed by a whale just rolling around. Also, getting rolled actually made you lose your progress.
MPQ has solid mechanics and allows f2p and buyers to coexist.
Only a few other mobile games are like that.
The only other game that positioned itself in a similar manner was The Simpsons Tapped Out which recently shutdown.
Yeah I know some people hate the FTPs but they’re needed to populate the game. If the model was such that whales could stomp the FTPs trivially with no other avenue to catch up, the latter would move on from the game as soon as they hit the paywall you mention causing the game to shutdown. Because the whales would also move on with no one to lord over. The whales fund the sinking ship until it goes belly up, then move on to funding some other flash in the pan mobile game.
MPQ has lived by the maxim you can shear a sheep many times, but skin it only once. And 11 years later, we’re still here. Don’t mess with the program.
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@Daredevil217 said:
@DAZ0273 said:
I do think players should grasp just how incredible it has been for MPQ to have had this longevity. That has been thanks to a partnership between the Devs and the player base, especially the Veteran player base who have such deep knowledge of the game. We probably need a dose of reality check every now and then with what we can reasonably expect from a match 3 game, hopefully this is just a lull and the game keeps going strong when we get the new game engine. I actually managed to get my wife to play the game just recently, so if this is the end then that will be the reason, sorry MPQ!That is essentially what I’ve been trying to say, just not as eloquently. Everyone armchair quarterbacking needs to look at what has worked for the last 10 years before stating “I can do it better”. The developers prior had a system that allowed this game to outlast other games that probably use more traditional gotcha pay to win models before shutting down after the payday. I just don’t want to see MPQ turn into a pay to win cash grab when it has avoided that for a long majority of its life. The game has always been play to win and/or pay to accelerate your progress. A pauper can become a prince if they are willing to grind for years, or take the express train to royalty if willing to pay.
(Sidewinder makes us all gods, but they are looking at at least remedying that.)
But the game has changed over the last 10 years. They've pushed the power level so far that the things they did won't work anymore. When Okoye was the entire metagame they gave us Scarlet Witch/Colossus, and people had to chase them. Then they gave us Chasm and m'Thor.
There was always something that everyone had to get, and certain folks would pay to get it faster.What can they do now? How can they create a new "chase" character (Sidewinder notwithstanding), when so many players can win all their fights turn 0? How do you power creep "win immediately?"
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@slidecage said:
Do we really know this so called new game engine is real. Or it just a bigger engine so they can make a faster getaway with our cashI thought about this a lot, trying to make sense of it, and I can see only one real purpose for it long term : Making the game almost fully automated once they stop releasing new characters. A low cost maintenance mode.
Not saying it'll happen as soon as the new engine is here, but it must be the plan down the line
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MPQ worked for 10+ years because it was a treadmill. You were never done, you were always chasing somebody who was ahead of you, who had the biggest baddest thing. Once you got that thing, oops! now there's a different thing that some other guy has, and you need to catch up to him!
Players should hate this, and for the most part we do. It's why you could never just be done. Its why you couldn't take a break, because when you came back you'd be behind. But it's also what kept the game alive all these years. Because this game doesn't have an ending, and they just run the same stuff over and over forever.
Players have been trying to solve this since day 1, and that is exactly what we should have been doing. But players actually solving the chase is a huge problem, and it's a recent one. It's like the dog catching the car he was chasing, then having no idea what to do with it.
I've argued for years that stagnation and boredom is what will kill MPQ. When there's no "next thing" that you need, or when you have enough resources to immediately get that next thing and max it out anyway, what's the point? You've won. You beat the game.
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@Tac said:
@slidecage said:
Do we really know this so called new game engine is real. Or it just a bigger engine so they can make a faster getaway with our cashI thought about this a lot, trying to make sense of it, and I can see only one real purpose for it long term : Making the game almost fully automated once they stop releasing new characters. A low cost maintenance mode.
Not saying it'll happen as soon as the new engine is here, but it must be the plan down the line
Your idea wont be a thing
Marvel is a curated experience for Disney.
I don't know the dev's goals. But, I think they want to be in the middle by accident.0 -
@entrailbucket said:
MPQ worked for 10+ years because it was a treadmill. You were never done, you were always chasing somebody who was ahead of you, who had the biggest baddest thing. Once you got that thing, oops! now there's a different thing that some other guy has, and you need to catch up to him!Players should hate this, and for the most part we do. It's why you could never just be done. Its why you couldn't take a break, because when you came back you'd be behind. But it's also what kept the game alive all these years. Because this game doesn't have an ending, and they just run the same stuff over and over forever.
Players have been trying to solve this since day 1, and that is exactly what we should have been doing. But players actually solving the chase is a huge problem, and it's a recent one. It's like the dog catching the car he was chasing, then having no idea what to do with it.
I've argued for years that stagnation and boredom is what will kill MPQ. When there's no "next thing" that you need, or when you have enough resources to immediately get that next thing and max it out anyway, what's the point? You've won. You beat the game.
I think the thing people were “chasing” were 550 boosts on new characters. People were willing to spend for that “edge”. I was willing to wait personally as buying Starks just to be competitive for a month never interested me. But the uber competitive will do what it takes for that slight boost or just to have a new toy to play with. Devs killed that, buy clubs closed up shop, and now revenue is down.
They tried your suggestion and monetized cover swaps on LL (a thing that used to be free) but they set the cost too high and we are where we are now I guess. I’m not saying you’re wrong. It’s likely not any ONE thing and can be both. They’ve taken some huge swings for better or worse so it’s hard to isolate what exactly the biggest catalyst was. I maintain ascension was the beginning of it all. From the quadruple dipping rewards (talk about swinging the economy in the players favor!), the idea came out broken and half-baked and everything since has felt like an overcorrection.
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@Daredevil217 said:
@entrailbucket said:
MPQ worked for 10+ years because it was a treadmill. You were never done, you were always chasing somebody who was ahead of you, who had the biggest baddest thing. Once you got that thing, oops! now there's a different thing that some other guy has, and you need to catch up to him!Players should hate this, and for the most part we do. It's why you could never just be done. Its why you couldn't take a break, because when you came back you'd be behind. But it's also what kept the game alive all these years. Because this game doesn't have an ending, and they just run the same stuff over and over forever.
Players have been trying to solve this since day 1, and that is exactly what we should have been doing. But players actually solving the chase is a huge problem, and it's a recent one. It's like the dog catching the car he was chasing, then having no idea what to do with it.
I've argued for years that stagnation and boredom is what will kill MPQ. When there's no "next thing" that you need, or when you have enough resources to immediately get that next thing and max it out anyway, what's the point? You've won. You beat the game.
I think the thing people were “chasing” were 550 boosts on new characters. People were willing to spend for that “edge”. I was willing to wait personally as buying Starks just to be competitive for a month never interested me. But the uber competitive will do what it takes for that slight boost or just to have a new toy to play with. Devs killed that, buy clubs closed up shop, and now revenue is down.
They tried your suggestion and monetized cover swaps on LL (a thing that used to be free) but they set the cost too high and we are where we are now I guess. I’m not saying you’re wrong. It’s likely not any ONE thing and can be both. They’ve taken some huge swings for better or worse so it’s hard to isolate what exactly the biggest catalyst was. I maintain ascension was the beginning of it all. From the quadruple dipping rewards (talk about swinging the economy in the players favor!), the idea came out broken and half-baked and everything since has felt like an overcorrection.
The thing you're talking about was a relatively new phenomenon, and the players doing it weren't getting any real competitive edge. If you want to talk about the 10+ year history of the game and what's worked for all that time, then I don't see how that's your argument.
What has worked is forcing players to chase Sentry, X Force, 4Thor, Hulkbuster, Surfer, Thanos, Thor, Gambit, Okoye, Apocalypse, Colossus, Chasm, etc, if they want to win. You always needed that guy if you wanted to compete. Weekly boosts should've been the answer to this -- the final "next thing" -- you should've needed to have everyone to be competitive.
But they can't do this now. The best characters have always been so good that everyone else is extra, a trophy for collectors. I have a million characters maxed out, and your roster is more competitive than mine because you have all the guys that actually matter, and that's fine. But now the best guys are so obscenely strong that I don't believe it's possible to obsolete them.
The buyclub players aren't spending, and it doesn't matter one bit because they all already have the only 3 or 4 guys you need, and it's not going to be possible to create anything better or faster ever. They're set forever, and they will continue to win everything until they get bored.
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@entrailbucket said:
@Daredevil217 said:
@entrailbucket said:
MPQ worked for 10+ years because it was a treadmill. You were never done, you were always chasing somebody who was ahead of you, who had the biggest baddest thing. Once you got that thing, oops! now there's a different thing that some other guy has, and you need to catch up to him!Players should hate this, and for the most part we do. It's why you could never just be done. Its why you couldn't take a break, because when you came back you'd be behind. But it's also what kept the game alive all these years. Because this game doesn't have an ending, and they just run the same stuff over and over forever.
Players have been trying to solve this since day 1, and that is exactly what we should have been doing. But players actually solving the chase is a huge problem, and it's a recent one. It's like the dog catching the car he was chasing, then having no idea what to do with it.
I've argued for years that stagnation and boredom is what will kill MPQ. When there's no "next thing" that you need, or when you have enough resources to immediately get that next thing and max it out anyway, what's the point? You've won. You beat the game.
I think the thing people were “chasing” were 550 boosts on new characters. People were willing to spend for that “edge”. I was willing to wait personally as buying Starks just to be competitive for a month never interested me. But the uber competitive will do what it takes for that slight boost or just to have a new toy to play with. Devs killed that, buy clubs closed up shop, and now revenue is down.
They tried your suggestion and monetized cover swaps on LL (a thing that used to be free) but they set the cost too high and we are where we are now I guess. I’m not saying you’re wrong. It’s likely not any ONE thing and can be both. They’ve taken some huge swings for better or worse so it’s hard to isolate what exactly the biggest catalyst was. I maintain ascension was the beginning of it all. From the quadruple dipping rewards (talk about swinging the economy in the players favor!), the idea came out broken and half-baked and everything since has felt like an overcorrection.
The thing you're talking about was a relatively new phenomenon, and the players doing it weren't getting any real competitive edge. If you want to talk about the 10+ year history of the game and what's worked for all that time, then I don't see how that's your argument.
What has worked is forcing players to chase Sentry, X Force, 4Thor, Hulkbuster, Surfer, Thanos, Thor, Gambit, Okoye, Apocalypse, Colossus, Chasm, etc, if they want to win. You always needed that guy if you wanted to compete. Weekly boosts should've been the answer to this -- the final "next thing" -- you should've needed to have everyone to be competitive.
But they can't do this now. The best characters have always been so good that everyone else is extra, a trophy for collectors. I have a million characters maxed out, and your roster is more competitive than mine because you have all the guys that actually matter, and that's fine. But now the best guys are so obscenely strong that I don't believe it's possible to obsolete them.
The buyclub players aren't spending, and it doesn't matter one bit because they all already have the only 3 or 4 guys you need, and it's not going to be possible to create anything better or faster ever. They're set forever, and they will continue to win everything until they get bored.
I guess it comes down to your business model and your customer base (which probably has also changed over time). You say buy clubs closed and it doesn’t matter, but it does seem to be having an impact on their bottom line. If you’re referencing the competitive landscape, of course it doesn’t matter. Those on top will stay on top for a VERY long time before they have to spend again. I posted my CP/HP hoard in another thread as a minimally spending player. Imagine if I was spending like those other players did! Their resources dwarf mine considerably. I guess it will come down to who can sustain the drought longer (the devs or the players). Their last release was a “new meta” so they’re still finding ways to do what you’re asking of them (give players something to chase!). I just don’t think it’s working.
If you are buying my product because you need it to win or you’re buying because you just want something new to play with all I care about is that you buy and keep buying. You can make money in a number of ways. Give people a product they love so much they are willing to support it. Or conversely (which I think is your model), make people so uncomfortable that they need to spend to relieve that discomfort. I get it. Bottom line is they had a revenue stream and now they don’t. Rather than turn the tap back on, they are trying to make up for that revenue stream with this new way of doing business and it will be interesting to see if it works long-term.
We can go back and forth forever on this because we are just coming at it from different points of view and are motivated by different things. But I do understand your point of view even if it’s not something I personally can get behind (and based on the numbers posted, other players aren’t either).
Edit: as an aside, they need to really just make a player committee consisting of you and I. If they can get us to agree, it needs to be implemented in the game as soon as possible. One of the things I think we both agree on is that Sidewinder is beyond broken and that “nerf” did nothing. The few things that likely pass the EB-DD test need to be implemented toot sweet! And even take priority over the engine lol.
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I may be in the minority, but I don't mind when the pay to win players get ahead. I'd be fine with them incentivising that way because I can live with getting beat by someone who spent $100 for the privilege of beating me.
I don't appreciate the game being impenetrable. That's what it has become. You play this way or lose. You can't even play variety in Sim now. For all the versatility a game with this many characters in it should have, there's nothing you can really do against a turn zero team except turn zero them first.
I'm ranting and repeating stuff. Apologies. I'll get over it eventually.
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@Daredevil217 yeah, just to clarify, the buyclub players not spending is having no impact on those players' ability to compete. It does look like it's impacting the game's revenues (although maybe not as badly as those folks seem to think? They didn't go to 0!)
I think they can do both of our things to some extent, but right now they're doing neither, and that's certainly an issue.
I do wish we could see further back on the revenue estimate graph. I still think the month they released Gambit is probably their all time high, but I'd love to see what it looked like back then.
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I am in full agreement that passing the EB-DD test is what the devs should strive for!
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@Zarqa said:
I am in full agreement that passing the EB-DD test is what the devs should strive for!We did agree on Chasm...
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