ABSTRACT

The Session-length promise refers to the player’s expectation of how long it will take from tapping or clicking on the game icon to having a meaningful experience in the game. Supercell’s Clash Royale has a marvellous On-Ramp, yet in many ways it is so disconnected from the main game that it could be retrofitted to any game. A game with a good On-Ramp will tend to be more successful than one without because it has won the most important battle in the 21st century: the battle for attention. Games were designed to have strong “box” appeal. The designers can forget that when the player next boots the game, after a week or more away from it, they need help to ease them back into the action. Older players may remember that one of the selling points of Blizzard’s massively multiplayer online role-playing game World of Warcraft was its short sessions.