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Wildlife’s Zooba) have been experimenting with “Brawl Stars” like stat progression inside of a Battle Royale, these games have failed to reach the same scale or hit the same retention numbers as PUBG and Fortnite.
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Because of the way Battle Royale is structured, players starting off with any strategic advantage would be seen as unfair. This category has a lot of limitations in terms of monetization. PUBG Mobile/Game for Peace dominates in China partially because of the recent regulation changes - making it near impossible for Fortnite to launch there. For example, NetEase developed Knives Out with a japanese local developer, Garena Free Fire have optimized their game for lower tier devices and have years of experience growing games in south east asia.
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Each have leveraged their core competitive advantage to own their audience. Each top game carves out a niche and owns it: PUBG Mobile owns China, Knives Out in Japan, Garena Free Fire in second tier markets, Fortnite with young players in the west, and Call of Duty (technically a PvP Shooter) owns the more mature players in the west. What’s interesting is how locked up Battle Royale is geographically and demographically.
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