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So I haven't played Clash of Clans but know Clash Royale exceptionally well (with a some dedicated training could probably shoot for global 10k league finish)

So speaking from experience: there's probably a finite sum you can spend on Clash Royale. I found the beginning highly addictive and I did spend hundreds when I probably shouldn't have, but the acceleration/frustration and advantage you can buy is very quickly eroded by skill. Once you have a maxed deck, it's pretty hard to buy victories and any new card might buy you some wins but will quickly get nerfed, and players better than you will still beat you (and matchmaking will converge you onto that 49% win rate).

I doubt I'm a typical player but at this stage I've probably extracted more value (by time) from clash than they've extracted from me - even if I spent 2k (a very very generous estimate), amortised over 5-6 years of play, that's not a lot of money (30 a month which is a AAA game every other month, less than a coffee a day) and has definitely given me more than that in enjoyment. And at this point my expenditure has completely plateaued.

Can I see people staying in that honeymoon phase moving from game to game? Yes maybe - I suppose by law of large numbers it's more likely than not Clash Royale peaked at like 100M players so 1k having issues is believable.

I'm all for regulation in this space (it's pretty crazy that it's not that regulated) but without data, my own personal experience feels like this is not nearly as dangerous as gambling or alcohol/drugs. The game milks you of money but doesn't create those boom-bust cycles that the traditional vices do



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