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Antti Kananen
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
Journal 15 Antti Kananen January 2
The Match-3 Puzzle RPG genre has been a stalwart of mobile gaming, blending engaging puzzle mechanics with RPG depth.
This article focuses on discussing this segment’s current state and predicting future trends and directions.
Note: This article includes data from AppMagic, Match-3 Puzzle RPG segment.
Titles like Empires & Puzzles by Small Giant Games and Zynga, as well as Puzzle & Dragons, have set high benchmarks according to AppMagic.
Empires & Puzzles, for instance, still rakes in approx. $10M per month via IAPs — bolstered further, most likely, by its webshop presence.
These games exemplify longevity and profitability in this segment.
Empires & Puzzles, Revenue (Source: AppMagic).
While the classics thrive, the market has not really seen new launches. The last significant entry I recall was Call of Antia, which launched with promise, leveraging a polished outlook and clever takes. Despite strong start, it didn’t reach the revenue and download heights of top games.
Match-3 Puzzle RPG segment, Top 100 Revenue (Source: AppMagic).
Match-3 Puzzle RPG segment, Top 100 Downloads (Source: AppMagic).
Here are a few ideas that could redefine the genre:
Imagine a Match-3 Puzzle RPG that lets players explore intricate dungeons with interconnected rooms.
This would bring a visually immersive and exploratory element to the gameplay, creating layers of depth that elevate the experience beyond match-3 mechanics.
Furthermore, this would allow further vectors being added from loot to items and equipment, which would bring more depth to the core and meta. This would add depth especially if the hero system would be done in quality (at least slightly) vs. quantity.
Combining Action-RPG or MMORPG elements with Match-3 Puzzle RPG gameplay could open up dynamic combat mechanics, hero systems, and world-building, appealing to all puzzle game fans and midcore as well as hardcore players. Like, imagine MMORPG where you explore with a hero an actual 3D world partially, or in a mixed setting, whilst battles take format in team or hero based fights in playing the Puzzle.
Adding roguelite mechanics with ascension and prestige systems could deliver replayability and strategic choices, making every run unique while keeping progression rewarding.
Would fit well with the idea of actual dungeon raiding. Could leverage also systems introduced by e.g., Archero — with each hero on your team having own specials and power-up compounding elements to choose from.
What makes Roguelite great is that it’s a systemic approach to your game, which makes by your approach every session feeling unique, over which things can compound from self-theorycrafting to community-driven theorycrafting, and so on.
What games such as Gardenscapes and Lily’s Garden have introduced for Match-3, new types of Match-3 Puzzle RPG games could be definitely done with these progression mechanics and vectors.
In terms of how this take, furthermore, can add depth, is a point where economic player equity gets build by players on this layer, especially if you would design your systems right, which would add long-term engagement to the genre. Even adding actual prestige value economy-wise here, on top of equity, that would be a total killer — when executed right.
Integrating social features like those found in 4X strategy games or Coin Master-style lite-PvP could foster player interaction, competition, and cooperation, enhancing retention and monetization opportunities. These work already in Puzzles, so why not?
With a wider appeal and hybrid monetization models, hybrid casual versions of Match-3 Puzzle RPGs could bring in new audiences.
Themes designed for broad appeal, coupled with accessible mechanics, would ensure these titles are easy to pick up but hard to put down.
4X games have went deeply already through the hybrid casual rabbit hole — and I don’t see why these games couldn’t try it lightly or deeply. I wouldn’t be surprised to see these takes forming.
These games have in my opinion great amount of cross-platform potential, especially with Web platform, when cards are played right.
Intrinsic strategies tickling players’ nerves around autonomy, competencies and relatedness is one way how a game in this genre could be designed. In terms of the game being on RPG mechanics on top of Match-3, it could be achievable better than using pure intrinsic strategies for Match-3 (though, Match Masters type of game is a special one you could use as a base reference for doing intrinsic-first game).
Interested of this approach and how you could e.g., monetize it? Learn more here
The Match-3 Puzzle RPG genre continues to generate significant revenue, but the lack of new major players suggests an opportunity. These opportunities have been tried to be catched up, with some players gaining leg-space even for a while before losing momentum — which definitely tells that players are ready to try out new takes.
By blending proven mechanics with fresh ideas — whether through immersive exploration, social gameplay, or hybrid casual designs — developers can create the next big hit. This is an easy mode solution, which can work and be seen as innovative (for more bold takes I recommend reading my thoughts on Social 2.0, about which you can find more from above links) take still.
The potential is there for a game that captures the spirit of top games while pushing the boundaries of what Match-3 Puzzle RPGs can be. A new contender, equipped with innovative mechanics and a bold vision, could be what the segment needs.
All ideas presented above would not just add to engagement and monetization — they would also allow diversification of UA and Ads / Creatives strategies.
Overall it’s just about time when we’ll see something new on this front.
About the author
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
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