Developer Supercell has cancelled Rush Wars, yet another of its projects scrapped despite being far along in its development. Previous games that have been cancelled by the developer include Smash Land and Spooky Pop.

Supercell spoke about the decision in a blog post, and in the end, it seems like a good move when considering their overall design philosophy. They state that it is important to be open and transparent about the process, which began with a design to create a “different type of build and battle game that casual players could enjoy.”

Via: androidcommunity.com

Throughout the beta, players provided constant feedback the constant message was that at its core, the gameplay felt repetitive. Supercell made several changes over a few updates, however in the end those changes could not help the game in the long term, and perhaps more importantly, did not “change up the gameplay style enough to make it as fun as we would like.”

While it is unfortunate to hear of a game so far into development cancelled, the overall message is a refreshing change of pace in the industry compared to developers who knowingly release games that may not live up to their full potential or are simply trash from the get-go. Fallout 76 is a perfect example of a game released long before it was ready, which in turn left a terrible taste in the mouths of the brand’s most dedicated fans, and now as we approach the one year anniversary, Bethesda is gouging customers through a subscription plan to access features that should have been included in the base game.

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The cancellation of Rush Wars may also speak to the trend of simplifying games with the aim of increasing accessibility towards a broad base of consumers. It is of course desirable to reach as many players as possible, but Supercell appears to have decided that it is not worth damaging their own brand by releasing something that is less than stellar. Clash of Clans and Clash Royale have enjoyed years of success because of the work put into the design of the game, and neither attempt to reach a casual audience.

Clash Royale is a good example of Supercell’s commitment to engaging games that goes completely in the opposite direction of being made for casual players. There is an evolving meta and strategy involved, which is why it has a thriving esports scene as well. While a more casual game may lure in consumers in the short term, players of highly competitive and difficult games become involved not because a game looks simple, but because they observe other players performing complex actions that they too want to achieve.

By refusing to release a game that would not keep players interested in the long term, Supercell maintains its reputation as only wanting to produce the best, and other developers should take note.

Source: Supercell.com

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