History

I didn’t realize Clash of Clans is only from 2012. The first time I played it wasn’t that long after it came out. I also didn’t realize that I’ve seen and played most of the things that inspired it. Some things had to come together for a clash-like: tower defense, the arrangable map-village, and anonymous attacks. Here’s how I see that stuff:

To have a huge number of players, you need the internet. In the ‘70s you could dial-up to GEnie, CompuServe or AOL; in the ’80s anyone in college could get on-line, but that still wasn’t a lot of people. The internet wasn’t public until 1995, and Search (Google) wasn’t until 1998.

The first massive anonymous attacker I know of was free browser game ArchMage, in 2000. Your kingdom was just a few stats – mostly how much land you owned. The interesting thing was there was no world map, so you had no neighbors. You just had a list of people near your power level who you could attack. Most of them will rise or fall off the list by tomorrow. You were allowed to attack someone a few times, until they were knocked off the bottom, but players considered a double-attack as unsportsmanlike (you’d get pounded silly by every other player if you did it.) In practice, you attacked random people, one time each.

When you beat someone, you stole some of their land. That’s a great example of the backwards fake-realism clash-likes have today. Of course in real life, land is the realistic thing you steal — from your neighbors. But it makes 0 sense in a game with no map, attacking random people. ArchMage boldly went with it, and the players accepted it.

FaceBook didn’t add support for large games until 2008, when we got the MobWars, PirateWars and so on. Those games borrowed the anonymous attacking idea, and added endlessness. Normally, games have to have a winner. In ArchMage, the goal was to survive casting a very expensive, days-long “I win” spell with an “everyone is allowed to attack me” side-effect. You can’t have a game without a winner. Or so we thought. Facebook showed that you can. Just play to grow. If you make it to #1, or the top 100 … be proud and see how long you can stay there.

Two more things, tower Defense and an arrangeable village, came from the PC game WarCraft way back in 1995 (not World of – just WarCraft, the solo or 2-player RTS.) The upgradable buildings of clash-likes are copies of the ones in WarCraft. Even the upgradable Town Hall came from there (a building that does mostly nothing except unlock other things.)

Tower Defenses came from WarCraft in a funny way. Most of the single-player missions were about growing quickly, scouting and harassing the enemy to slow them down, building a few defenses only when you needed to. But some missions were just early waves of tough enemies. The only way to win was to build lots of defenses to hold them off. Those were just a fun break from the real missions, but we realized you could make a game with only that.

2009 had a brief craze for browser tower defenses. I didn’t play them, but I remember students going nuts for those sites, with all sorts of rules for tower-types, making paths, flyers… . Plants vs. Zombies is the main survivor of all that.

BackYard Monsters put tower defenses and endless random attacking together in 2010, on FaceBook. You may have heard Backyard Monsters was the inspiration for Clash of Clans and scoffed. I did. But you can look at pictures of bases and read strategies. Clash of Clans is clearly a dumbed-down copy.

In BackYard monsters, defenses were strong enough that you were expected to grind them down over several attacks (with the possibility of someone sniping a 1/2-destroyed base from you.) Attacks had a period at the end only for previously-placed troops to fight. The rules for getting a defensive shield were more complicated. Clash of Clans dumbed it down for the winning formula: quick sessions; simpler in general; freemium; skew younger; an App instead of browser-based. And, I’m not completely sure, but I think they were the first cell=phone game to show television commercials.

Features

Clash-likes are one of those genres that has a lot of room for tweaks, changes or totally new stuff; but you still know one when you see one. Here’s my list of what usually makes one:

  • Solo “opposite tower defense” gameplay. You attack other players, but you’re not playing head-to-head. You only fight their AI-controlled tower defense — not their army. Likewise, when someone attacks you, your offensive army does nothing. They only fight your tower defense.
  • Persistent progress. Once you get something, you can never lose it. Being attacked steals some gold you were saving for the next upgrade, but otherwise your defenses spring fully back after each attack. You can stop playing for a week and not be set back. Your offensive army isn’t even harmed when your village is destroyed.
  • Very dumb, obvious AI. This is considered a feature. Defenses will target the nearest enemy, ignoring a deadly but soft wizard for a slightly closer knight. Likewise your attackers can’t be controlled after placing them — they attack the nearest buildings. If you can trick the AI into walking around your base while being blasted, good for you.
  • Short, time-limited, pauseless battles. You can spend a while planning your army, figuring out a strategy, trying to figure out what went wrong … . But the actual attack is 3 minutes at most. Depending on your army and strategy, you may even lose by running out of time. And after the attack, that’s it; you’re done with that player.
  • A medium amount of tap-based decisions during an attack. Generally targetable spells and troop power-ups. Sometimes limited control over a leader troop. You’re not tapping as fast as you can, but you have to concentrate and will forgot things until you make a plan and get practice.
  • The attacks are real games. There’s a skill in picking an army, where and when to place troops, and when to cast spells. A good player can do much better than a beginner.
  • Troop selection is a real choice. You never get a new troop which replaces an old one. In fact, when a new troop is unlocked, you’re supposed to wonder how in the heck you’re going to use it.
  • You can’t pick on a particular person, and they can’t pick on you. Fights are against randomly chosen opponents. The same goes for guilds. A guild war is a 1-time event, against a randomly chosen guild, where the attacks don’t even steal gold.
  • Likewise, other players can’t directly help you. There’s usually a small friendship mechanic. Altogether, it’s a mostly solo game. You don’t need a big guild to do well. This is in contrast to things like Game of War, where you’re nothing without a big active guild.
  • Gameplay is attacking to gather gold, paying for all the allowed upgrades, then waiting. That may take a while, or may be quick. But starting all allowed upgrades is the goal and the natural stopping time.
  • This is just aesthetics, but it’s a recognizable feature: everything you can do comes from a building in your village map, where it also becomes part of your tower defense. Your troop upgrade buildings, spell creation buildings … don’t fight back, but they’re there, next to your guns, soaking up damage.
  • Also just aesthetics: each building and troop gets a little different look as it’s upgraded. When you see someone’s base, or an attack replay, you can mostly figure out everything’s level from the pictures.
  • Planning your defense is also a real game. There are lots of options, no optimal strategy, and a thoughtful defense can matter (but, since you aren’t playing during an attack, you can just copy a base design from the internet.)
  • You have to get better to progress. At various points, people will be stealing gold as fast as you can steal it from others. You’ll have to either get better at attacking, build a better defense, or a combination of both.  In other words, it’s a game – not a fancy Cow Clicker.
  • Very, very simple resource generation. Tap to collect, and nothing else. They could easily make it more complex – like a tiny farmville. But the game is about fighting. The resource generators are just a reason for all the attacking.
  • Freemium, but you can’t buy anything you couldn’t get just by playing a lot. No one will crush your base because they bought all of the weekly power-ups. In technical terms, it’s Pay-to-Progress, not Pay-to-Win.