Making the most of Monopoly Go's false start
27.09.2023 - 13:23
/ gamesindustry.biz
Monopoly Go has been an instant success for Scopely. The game launched in April, and topped the US mobile charts in August. And this is during a time when the mobile market has been so hostile that mobile publisher Playtika has given up on new releases for the moment because it believes they just aren't economically viable.
In speaking with Scopely's GM of Monopoly Go and VP of product Massimo Maietti, the game's success in the face of a challenging market is the first thing we ask about. Maietti acknowledges the market dynamics have been unfavorable for many, but says Monopoly Go was well-suited to the landscape it launched into.
"I think very few brands in the world have audiences that come into the game experience expecting, wanting, and having a predisposition to play with their friends and families," Maietti says. "We thought if we could harness that built-in interest with a game that would be truly social so you would feel OK inviting your friends and family because the game is for everybody, the game has a chance to really scale.
"That was one of the reasons we were very much interested in Monopoly as a brand from the beginning. We felt it still had yet to find its most mature interpretation on these platforms."
That most mature interpretation has proven elusive, even to the team behind Monopoly Go.
In fact, the Monopoly Go tearing up the charts these days is not the original. Maietti and the team actually started work on a very different Monopoly Go.
"It was a synchronous PvP game that required a lot of skill, a lot of commitment, but also as part of that genre was really hard to play with your friends because you might not be online at the same time and things like that," Maietti explains.
The results from testing that version of Monopoly Go suggested that it might be able to sustain a reasonable business, but it wasn't shaping up to be a big hit. One of the reasons for that, the team concluded, was that the gameplay didn't quite fit the brand.
"You became rich by taking these actions in a real-time, frenetic game situation," Maietti explains, "so it felt a lot like labor. You got rich by laboring through your game and you end up with more money than your opponents, win the match and move forward.
"But then we realized that the fantasy of Monopoly was actually that you get richer by having money. You just have lots of capital and these hotels, and then capital multiplies because people pop up in your hotels and you get richer through that."
And in very Monopoly-appropriate fashion, the team dismissed the idea of a reasonable business because it wanted more.
"We had this insight that we made the wrong game on a fundamental level," Maietti says. "The game we built might have been