MARVEL AVENGERS ALLIANCE

     

Password ResetTo reset your pass, please enter your email below and submit. Your new password will then be emailed to you.

Bạn đang xem: Marvel avengers alliance

You can change this pass at any time on the "edit profile" link when logged in.

Email

Got your password?


*

Mobile MavensOct 28th, 2022

Stadia may be gone, but will the entire cloud gaming sector go with it?


asRegularsOct 11th, 2022

PG.biz Podcast - From breakout to billions


asHot FiveSep 12th, 2022

Hot Five: September 12th. The five stories you need to know before you start your working week


FeatureAug 15th, 2022

Upstream: the mobile games streaming and esports digest – August 15 2022


Hall of FameJun 14th, 2022

Hall of Fame: Jani Karlsson and pioneering the earliest days of the mobile games industry


Comment & OpinionJun 7th, 2022

Subscription services are growing fast, but unlikely to become the dominant form of monetisation


Data & ResearchMay 6th, 2022

What is driving the insatiable demand for mergers and acquisitions?


asThe CharticleFeb 27th, 2020

Pokemon Day: How are The Pokemon Company"s recent mobile releases performing?


Promiscuous GamerApr 8th, 2016

The Promiscuous Gamer enters a Marvel Avengers Alliance (2) and meets his Dream Girlfriend


Week that wasJun 20th, 2015

Fallout Shelter"s success, E3"s future, and #PCGSanFran speakers in the spotlight


Week that wasApr 9th, 2011

PG.biz week that was: Gamevil likes Amazon Appstore, Honeycomb will be open, AGON stops, Zipline starts, HTC profits, Xoom hasn"t, 4th & Battery rejected, and Apple gets game PR


asHot FiveAug 15th, 2022

Hot Five: August 15th. The mobile games industry"s unmissable news, features and more


asHot FiveSep 12th, 2022

Hot Five: September 12th. The five stories you need to know before you start your working week


asHot FiveAug 22nd, 2022

Hot Five: August 22nd. The mobile games industry"s unmissable news, features and more


asHot FiveSep 5th, 2022

Hot Five: September 5th. The biggest stories from the last seven days, in a bite-sized digest


" style="width:100px;">BLOCKCHAIN MOBILE GAMESNov 2nd, 2022

The latest and most interesting mobile games on the blockchain.


" style="width:100px;">UNICORN CLUBNov 1st, 2022

The mobile games that have made more than $1 billion in lifetime sales


JORDAN OVERVIEWOct 25th, 2022

Jordan will be home to over two million mobile gamers within five years


NEW FRONTIERSOct 24th, 2022

89% of the Saudi Arabian population are gamers: what does that mean for the future of the Saudi and wider MENA games industry?


" style="width:100px;">UNICORN CLUBNov 1st, 2022

The mobile games that have made more than $1 billion in lifetime sales


FOUR DAY WORK WEEKOct 4th, 2022

James Levick: "The success of the initiative is dependent on being able to do 100% of the work in 80% of the time"


JORDAN OVERVIEWOct 25th, 2022

Jordan will be home to over two million mobile gamers within five years


NEW FRONTIERSOct 24th, 2022

89% of the Saudi Arabian population are gamers: what does that mean for the future of the Saudi and wider MENA games industry?


" style="width:100px;">BLOCKCHAIN MOBILE GAMESNov 2nd, 2022

The latest and most interesting mobile games on the blockchain.


INTERVIEWNov 4th, 2022

Hall of Fame: Miniclip CEO Saad Choudri discusses the history and future of one of the biggest names in mobile gaming


ROLLOUTNov 4th, 2022

Google Play on PC indicates move into an all in one screen model for mobile games


AN EVER-CHANGING INDUSTRYNov 2nd, 2022

Victoria Trofimova: "The years of rapid growth in the mobile gaming industry are over"


INTERVIEWNov 2nd, 2022

Danny Armstrong of PlaySide on the key aspects of working with established IPs


GUEST POSTNov 1st, 2022

LifeStreet CEO Levi Matkins on converting players to payers in a post-IDFA world


INTERVIEWOct 28th, 2022

Saudi Arabia aims to be a world hub for esports and to grow its own booming gaming industry


GUEST POSTNov 1st, 2022

LifeStreet CEO Levi Matkins on converting players to payers in a post-IDFA world


AN EVER-CHANGING INDUSTRYNov 2nd, 2022

Victoria Trofimova: "The years of rapid growth in the mobile gaming industry are over"


INTERVIEWNov 2nd, 2022

Danny Armstrong of PlaySide on the key aspects of working with established IPs


FOUR DAY WORK WEEKOct 4th, 2022

James Levick: "The success of the initiative is dependent on being able to do 100% of the work in 80% of the time"


INTERVIEWOct 31st, 2022

Barclays and Ukie on how their Mobile Games Growth Program will provide a boost to the industry


NEW STUDIONov 4th, 2022

New studio Playgig launches with $10.85m in seed funding and possible MOBA IP


INTERVIEWNov 4th, 2022

Hall of Fame: Miniclip CEO Saad Choudri discusses the history and future of one of the biggest names in mobile gaming


MOBILE MINICLIPNov 4th, 2022

Miniclip CEO Saad Choudri believes that mobile will remain the dominant gaming platform for another decade


ROLLOUTNov 4th, 2022

Google Play on PC indicates move into an all in one screen model for mobile games


TRACK RUNDOWNNov 4th, 2022

Prepare for 2023 with essential expert advice on UA at Pocket Gamer Connects Jordan!


LAST CHANCE TO SAVENov 3rd, 2022

Prices for PG Connects Jordan are rising at midnight tonight! Now is your last chance to save up to £140 on your ticket


LACKING LICENCESNov 3rd, 2022

October saw the return of no new game licences in China for the first time in six months


CANADIAN MARKETNov 3rd, 2022

52.3% of Canadian gamers play games on mobile devices - more than any other platform


asMOBILE DOMINANCEOct 31st, 2022

The world’s top 10 game companies made $126 billion in 2021 from software, with mobile leading the charge


FINANCIAL REPORTOct 28th, 2022

Rovio saw an 8.4% year-on-year increase in revenue in Q3, with the Angry Birds franchise at the top of the pecking order


INTERVIEW ANALYSISOct 28th, 2022

Unity CEO John Riccitiello: “I think multiplayer in mobile is a big story.”


asTIKTOKOct 31st, 2022

TikTok shows game companies that “TikTok makes them play it” in new virtual event


MONETISATION MYTHS BUSTEDApr 14th, 2022

Three in-game monetisation myths that need to be left in 2021


DARK TIMESApr 13th, 2022

How to prevent ‘purposefully neglectful’ UI/UX dark patterns in F2P mobile games


DEAL CLOSEDNov 1st, 2022

Room 8 Group closes acquisition of Brazil-based creative studio PUGA Studios


NEW PARTNERSHIPOct 31st, 2022

Hypercasual developer Tapnation partners with Ternoa on blockchain prizes


SERIES A SUCCESSOct 26th, 2022

Odyssey Interactive raises $19 million ahead of Omega Strikers mobile launch


INVESTMENTOct 26th, 2022

Turkish mobile studio Manc receives $50m investment from GEM Digital to accelerate global growth


BYTEBREW BOOMOct 20th, 2022

ByteBrew raises $4 million in a Seed Round to provide game developers with more tools and aid growth


RAISING A SEED ROUNDOct 12th, 2022

Muus Collective raises $5 million in Seed Round to increase diversity in gaming and fashion


CANADIAN MARKETNov 3rd, 2022

52.3% of Canadian gamers play games on mobile devices - more than any other platform


GOOGLE REPORTNov 3rd, 2022

New Google report suggests a delicate balance when it comes to in-game advertising


RESULTS REVEALEDNov 3rd, 2022

EA’s Q2 financial results reveal $1.44 billion gross profit, with full games only contributing a fraction


asMOBILE DOMINANCEOct 31st, 2022

The world’s top 10 game companies made $126 billion in 2021 from software, with mobile leading the charge


asJAPANESE MARKETOct 31st, 2022

Hypercasual games dominate Japan’s charts by installs, but struggle to engage players


asREPORTOct 27th, 2022

Genshin Impact scaling beyond mobile highlighted as defining industry milestone in Niko Partners" Gametech report


A STRONG QUARTER FOR MID-CORE TITLESAug 4th, 2022

The highest-grossing mobile games of the quarter revealed


Count of active applications in the App Store

Total Active App (currently available for download): 4,821,980

Total Inactive Apps (no longer available for download): 213,765

Total Apps Seen in US App Store: 5,035,745

Number of Active Publishers in the US App Store: 1,401,567

Details

Application Category Distribution

Most Popular Categories

Games (1,015,423 active)Business (485,074 active)Education (417,986 active)Lifestyle (413,045 active)Utilities (308,877 active)Details

Feature

Deeper Heroes: The making of Marvel: Avengers Alliance 2

The team at Disney talk design decisions and gameplay balancing


Four years after the launch of Facebook squad battlerMarvel: Avengers Alliance,Disney finally got around to releasing the sequel.

Designed for mobile, but entering a highly competitive market,Marvel: Avengers Alliance 2 offers deep tactical gameplay - especially in terms of the debuff/buffing system.

To find out more about the game"s development,lessons learned in soft launch, and why there"s no auto-play function, we caught up with senior producer, Justin Woods, and creative lead, Scott Rudi.

vinaexpress.com.vn: It’s taken Disney a long time to make a sequel to Marvel: Avengers Alliance. Can you provide some background about how that process occurred?

Justin Woods: We see both games as a platform for storytelling. There was no rush to create a new one until the market started to shift to mobile.

With more and more mobile gamers we wanted to build a game that was appropriate to the platform and leveraged a design that met the expectations of the changing market.

It became clear that the market for this type of game was there on mobile, and we jumped in with a new game to take advantage of that.

Good sequels retain the best bits of the original, combined with new elements, so can you explain your thinking in terms of how this balance worked for Marvel: Avengers Alliance 2?


One big aspect was to stay strong on story elements.Scott Rudi

Woods: We wanted to make sure the game felt familiar to the brand, but different enough for players to want to play both was an important goal for our team.

Scott Rudi: For Marvel: Avengers Alliance 2 (MAA2) we took a good look at what worked and what didn’t with Avengers Alliance on Facebook. There were a lot of lessons learned!

We also researched the current competitive market to see what was doing well and what designs we wanted to consider for integration on MAA2.

One big aspect was to stay strong on story elements – being part of Disney and Marvel, we are true believers that we’re here to tell a story and think that makes the game a more enjoyable experience for our players.

Marvel: Avengers Alliance 2"s core is its squad arena gameplay

PvP was an area we knew that needed some improvement. A big change is that in MAA2 you can no longer lose your tournament ranking while you’re offline like in MAA.

You can only lose rank for matches that you initiate in MAA2, which gives players a lot more mastery of their PvP fates.

How long did development take, and did you use any notable tools or technologies?

Woods: It took roughly 2 years, though a portion of that time was dedicated to early prototyping and designing the game on paper before it was ever built.


You really have a lot more control over creating your perfect Avengers team.Justin Woods

We used the Unity game engine, which is popular these days. It certainly gave us a great starting point for our first mobile game.

There are a lot of Marvel games available on app stores, so what was your thinking in terms of differentiating Avengers Alliance 2?

Woods: I like how customizable our heroes and teams are.

With our swappable hero abilities, customizable teams, and ISO-8 gems with various gameplay effects, you really have a lot more control over creating your perfect Avengers team. That feels really unique about our game.

Rudi: We’re the only turn-based RPG similar in gameplay to Avengers Alliance on Facebook. The RPG elements allow us to go deeper into Hero customization and progression, which I think works for us and sets us apart.

Even in the early stages of the game, there are plenty of characters to choose from

Other Marvel games are strong in their own genres, and we’re proud to stand shoulder-to-shoulder with our partners.

The game was in beta/soft launch for a considerable time. What did you learn during this process and how did this feedback in terms of changes to the game?

Woods: You know you can always build a game and expect players to play it in a very specific way, but when you throw a ton of real users in even the best-laid plans change.

That’s what the soft launch is really for - figuring out what player behaviours are like and what is and is not working.

Having that opportunity to adapt before we go to a wider audience is important with these ever-more-complicated mobile games.


Each hero has eight collectable abilities, but can only bring two abilities into combat at any one time.Scott Rudi

Rudi: We learned a lot from our soft launch! Aside from the technical learnings (server scaling, issues only visible when thousands of real users are playing, etc.) we got a lot of good feedback and metrics on gameplay.

Many of these were tuning-related, like various heroes being weaker or stronger than they should be, or that the combat in Chapter X, Mission Y was too difficult.

We continue to evaluate guest feedback, data reports on actual behaviors, and our own play experiences to continue to dial these in.

All-in-all, we want to do more of what our players like, and fix or update that which they don’t.

Xem thêm: Vitamin C Skin Boost 30Ml - The Body Shop Vitamin C Glow Boosting Moisturiser

The game doesn"t have an auto-play function. Was this a core decision or just something that you didn’t think worked for the game?

Woods: It’s a feature we are exploring, but it’s not a simple implementation with some of the systems that drive our game.

We want to make sure it works well before we give it to players who will expect it to play somewhat similarly to how they do.

Rudi: Marvel: Avengers Alliance 2’s core combat is a bit deeper than many of our competitors, which provides some challenges on how we implement auto-play.

Like any other features common in our genre, we need to ensure that we’re meeting guest expectations as well as implementing in a way that works best for the game.

More generally, how easy did you find gaining a good balance between core gameplay and the longterm meta-game?

Rudi: Like many RPGs this is anything but easy!

What is very important is to make sure that the long-term meta impacts core gameplay. As players progress their heroes, these heroes need to feel more powerful and versatile in combat.

Core gameplay also should support – even encourage – players who come up with their own devious plans and strategies.

The game offers a lot of character customisation

For example: Each hero in the game has eight collectable abilities, but a hero can only bring two abilities into combat at any one time (this expands to three abilities once the player has progressed a bit).

Each ability has different combat statuses, power, and resource use strategies, which lets the player really customize each hero for a specific style of play.

There are times when I want my Luke Cage to be a tank and soak up tons of damage; other times, I want Luke Cage to have a high damage output.

Each ability also has its own progression path, becoming more powerful and versatile as it gains star ratings.

The gameplay is surprisingly deep and tactical in terms of the character buff/debuffs. How worried are you that this will limit its mass market audience?

Rudi: This is perhaps our greatest challenge right now but one we think seriously differentiates our game and helps provide that deeper experience.


You’re never really done with a live product. I’m happy, but I’m not done.Scott Rudi

How are you approaching live ops? Do you have a separate team or its the original development team still working on it?

Woods: We had one big dev team until shortly after we launched worldwide.

Now the team will split into several smaller groups, one of which will be focused on live ops while the rest will be working on new features and content for the game.

At what stage of development did you consider you had a game that you were happy with?

Woods: We love the game we launched with, but there are so many features, characters, and stories we want to tell that just didn’t make it in for launch. Those will be rolling out over the coming months.

I want to say that a game like this is never done, and if we were ever truly happy with it that might impact our passion and drive to make it better every day.

That has not happened - we’re just getting started!

Rudi: For me, it was as we approached our beta date. I was playing on a shard that I knew was going to be erased and restarted in order to open it up to real users. Knowing that, I still couldn’t stop playing. That’s a pretty good sign.

On the other hand, as an old designer I’m seeing all the creative things I want to clean up in the game every time I play it (and I play a lot).

I guess, in a way, you’re never really done with a live product. I’m happy, but I’m not done.

The game’s launch appears to have been fairly low key in terms of marketing/UA etc. Can you say anything about your plans for the future in this regard?

Woods: A lot of these types of things are important to our company’s strategy so I can’t go into a lot of detail here, but one thing to note is this type of work is generally really targeted.

How happy are you in terms of the audience reaction to the launch?

Woods: I think with any launch of this magnitude you’re going to have a few technical things that slip through the soft launch because there just wasn’t enough feedback from the smaller community.

While MAA2 is no exception to this, the vast majority of our feedback has been overwhelmingly positive.

Players note the art and animation being cream of the crop, an authentic turn-based RPG experience, and a great character roster as major draws and successes for the game.

The game"s art and animation is high quality

Rudi: We see some great feedback from players. Most really like the game and have fun, but many are stuck on issues and bugs at this time. As frequent players, we see the same issues and are working to address them ASAP.

We’re also seeing some great suggestions and ideas from the players! Our community manager is super awesome and gets us this info on a regular basis - a critical bridge between our community and the dev team.

What can you tell us about your plans in terms of updates?

Woods: There are obviously many characters in the Marvel mythos who have yet to make it into MAA2, and we will keep making new ones for the life of the game.

Xem thêm: Hãng Điện Thoại Htc Có Tốt Không ? Top 2 Lý Do Bạn Phải Biết

Beyond that we are really excited to be working on some new game modes for players to enjoy along with improvements to the overall experience of playing MAA2!


Meet with innovative companies and leaders to explore key opportunities in the MENA region this November at Pocket Gamer Connects Jordan and the PGC Leaders Summit Riyadh. For more information on our upcoming MENA events and media activities, see here.