[PITCH DECK] A 13-year old comfort game should not feel like a job

ATTN: MPQ Management & 505 Games Executive Leadership

Walls of text usually get ignored on gaming forums, so I am approaching this differently. This is my response to your latest app update and your “Shaking Up the Meta” dev blog.

I sit on the boards of tech startups, managing marketing, positioning, and user acquisition strategies while building pitch decks for venture capitalists, institutional shareholders, and portfolio management executives. I have also spent the last decade playing Marvel Puzzle Quest—my S.H.I.E.L.D. resupply tracker currently sits on Day 4261. I am a veteran player with a fully champed 5-star roster at level 550, 790 heroes, and 955 slots.

Beyond my personal roster, I have been a member of most of the top alliances in this game’s history. I’ve had the privilege of serving as a fellow commander and a core decision-maker for several of them, managing the high-level communications, coordination, and community structures that keep our players organized and actively engaged month after month. If you check your competitive leaderboards on any given week, you will always see BattleCats and Ampersand right there in the mix.

Below is a clinical, data-backed business critique of the game’s current live-ops strategy. This presentation shifts the perspective away from standard player complaints about “unfun mechanics” and focuses strictly on what matters to the longevity of a 13-year-old product: Audience Misalignment, User Churn, and Product Lifecycle Value. I have formatted this as an executive deck because it is my sincere hope that these slides find their way onto the desks of the actual corporate decision-makers driving the financial future of this game.

The slides speak for themselves, but I have included my expanded strategic commentary directly beneath each frame.

Chenpion’s Context:

I did not start playing this game yesterday. My S.H.I.E.L.D. resupply tracker sits on Day 4261, meaning I have been a daily active user for over a decade. Over those years, I have seen the game change hands across multiple development teams.

When you evaluate a product that has survived since late 2013, you have to look at the macro market reality. Look at the graveyard of high-budget mobile titles launched between 2010 and 2015: Ultimate Spider-Man: Total Mayhem, Avengers Initiative, and Marvel: Avengers Alliance are completely gone.

Only Marvel Contest of Champions, Marvel Future Fight, and Marvel Puzzle Quest are currently active. MPQ didn’t survive because it was a high-velocity, competitive powerhouse like MCOC. It survived precisely because it became a low-velocity, stress-free daily habit.

When you drastically overhaul core rules on a legacy product already dealing with the fallout of the recent Unity engine migration, you do not magically attract a flood of new users. Instead, you trigger massive user churn from your most loyal retention base.

:bar_chart: Audience Summary At-a-Glance

Feature :puzzle_piece: Marvel Puzzle Quest :crossed_swords: Marvel Future Fight :trophy: Marvel Contest of Champions
Core Persona The Relaxed Collector The Strategic Customizer The Competitive Achiever
Primary Age 30 to 50+ (Older) 18 to 35 (Young Adult) 24 to 40 (Prime Working Age)
Core Driver Routine & Puzzles Min-Maxing & Aesthetics Skill, Status & Alliances
Monetization Triggers Roster space & Completionism Power spikes & Visual skins High-stakes Gacha & Competitive edge

Chenpion’s Context:

Your executive assumptions and our player reality are dangerously misaligned. MPQ has a highly distinct player profile compared to MCOC or MFF. Our core player base consists of older Millennials and Gen X players aged 30 to 50+ who balance demanding careers, spouses, and families.

We play in short bursts—while watching television, standing in grocery lines, or waiting to pick up our kids. It is a low-stress routine. My heart rate drops so low during daily PvE play that my Apple Watch literally tracks my gaming time as “time asleep.”

Our monetization landscape is split into two fragile factions:

  • The Whales (First Adopters): High-spending competitive players who historically paid premium rates to access characters early and showcase them online. This crucial minority drives roughly 85% of total revenue, but they are shutting off their wallets because current updates make their investments completely unviable.
  • The Dolphins & Minnows: Highly dedicated completionists who spend consistently on roster slots, inventory space, and covers to finish their collections.

When your design strategy forces high-stress mechanics onto a player base that uses your app exclusively for stress relief, you shatter the exact behavioral habit loop that keeps this product profitable.

Chenpion’s Context:

Let’s address your “Shaking Up the Meta” blog directly. Raising the enemy health bars in the new Challenge Level 10 (CL10) represents a fundamental design backfire. You transformed a swift 20-minute daily routine into an exhausting 2-hour labor shift. I can easily carve out 20 minutes a day to stay engaged with a product for years. I cannot and will not dedicate 2 hours a day to a mobile game—my family and career demands physically will not allow it.

“Iron May” (your ascended 3-star to 4-star character) was never a design exploit. She was an elegant, community-discovered tool that allowed players to bypass your artificial health bloat and preserve their daily play velocity.

Here is free business advice: forcing meta variety by nerfing community speed tools is a clinical error. Nerfing her could drive monetization if you simultaneously introduced a new high-tier character that performed the job better. However, that strategy requires players to trust that you won’t arbitrarily nerf their new purchases a few months down the road. This team hasn’t earned that benefit of the doubt yet.

There will always be a dominant team meta. Breaking this specific speed bridge is simply the last straw driving old-time veterans to delete the app. Compare 20 minutes a day over 13 years against 2 hours a day for 6 months before total player burnout. Tell me which metric serves your long-term bottom line.

Chenpion’s Context:

We understand you are a new development team dealing with highly complex legacy code. Ripping out working player mechanics to appeal to hypothetical new players while completely ignoring your existing base is a catastrophic strategy.

You need to quickly fast-track your product knowledge by identifying what keeps the bulk of your active players here. MPQ would have died an organic death a decade ago without the hyper-active community hubs running on the third-party messaging app Line.

As a commander who has served as a core decision-maker across the game’s top alliances, I can tell you that we handle the high-level communications, coordination, and organization that keep your core community actively engaged month after month. Stop guessing what we want. Reach out to the alliance leadership structures. Run targeted focus groups with veteran players. Rewarding top players with Command Points, Hero Points, or character covers costs you absolutely nothing in digital inventory, but it will immediately fast-track your team’s understanding of player psychology.

Chenpion’s Context:

To stabilize retention before the core base completely walks away, management needs to establish two hard design guardrails:

  1. Protect Player Investment: Sweeping, unannounced nerfs to legacy character rosters completely obliterate player trust. It takes an immense amount of time, planning, and capital to level up 3-star and 4-star characters to full utility. Players will completely stop spending real money on progression if the value of their purchases can be degraded arbitrarily overnight.
  2. Fix the Actual Foundation: Stop trying to solve data balancing problems that do not exist. Redirect your finite developer hours away from forced meta overhauls and rebalance batches. Put those technical resources directly into fixing the performance bugs, loading lags, and screen transitions left broken from the Unity engine migration.

The players who have stayed with you the longest are your most valuable financial assets. Start treating them that way.

:loudspeaker: A Note to Fellow Players & Alliance Leaders:

A quick note on why I chose to launch a new, standalone thread instead of burying this as a comment under the official blogs: I did this intentionally to protect the narrative. If I dropped these visuals as a reply, they would instantly get swallowed up by the noise, bickering, and granular arguments. A macro business critique requires its own dedicated space so management can look at the big picture without distraction.

If this deck does what I’m hoping it can and will do, the developers will look at the comments here to gauge the true health of their product. To be entirely transparent, this presentation is a last-ditch effort for me. After a decade of daily play, I am at the point of evaluating whether to completely pull my time, engagement, and financial investment from this game. I know many fellow veteran commanders are quietly at the exact same crossroads.

Please do not let this thread devolve into a granular debate over specific character builds, tile math, or whether Iron May needed a slight tweak. Instead, I ask my fellow players, commanders, and veteran grinders to keep your feedback focused strictly on the macro strategy outlined in these slides:

  • Do these recent updates respect your daily time investment and family/work routines?
  • Do you feel your long-term financial and time investments into your rosters are being protected?
  • Do you want management to prioritize engine optimization (Unity fixes) over forced meta shakeups?

Let’s show management a unified, professional front. Drop your thoughts on the game’s broader product direction below.

32 Likes

I should preface that I’m a commander within the same organization… but I butted heads with Chen so much that we can barely talk directly. This happens. I love the work he did here, he’s said nothing I didn’t wish to and I HOPE that our devs will pay mind to this. It’s a wonderful breakdown explaining everything they’re doing wrong right now (imo, but for real, they should know they’re grasping and failing).

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I basically read the slides from the point where you said that the slides do the explanation and the text is just a deeper dive.

You and I want different things from the game. If the devs turned round tomorrow and said “we’ve heard player feedback and acknowledging that veteran players want everything to stay the same forever we will undo the nerfs and leave everything as is so you can optimise your clear times” I’d be gone within days.

The communication on these nerfs has been terrible. Having a player base unsure whether it’s a mistake or what was intended for a good 12+ hours is shocking. I’m not defending that.

Using the same characters every day for years and having 1 turn wins doesn’t really interest me. Fighting the same teams 25 times every 2.5 days in PvP doesn’t interest me. I like the roster collection, I like the rare occasions where I have to put some thought into which characters work together well to beat other characters. I’ve stuck around recently precisely because there has been hope on the horizon that we can get more of the latter.

For long term survival, the game should be trying to attract new players as well as keep old. If I had first started in a time when the number 1 recommended character was Aunt May and the achievable goal is that most games take 1 match I wouldn’t have stuck around at all. I can only assume that the share of the market that can be won over that way is small and most of them have already been here. If nothing else, shifting the poster character to not be Spider-Man’s geriatric Aunt May must do something to make the game more appealing to new blood.

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The issue is that in a game with 500+ characters, some of those are going to be inevitably better than others. Major posters on this forum have a favorite discussion killer which says “Why can’t we make ALL characters viable?”. It’s simply impossible, unless you make EVERY character equally bad. That is what this “update” has done. As a player, there’s nothing wrong with overpowered characters! It gives your average player something to chase and then depend on; killing them indicates that our devs really really REALLY don’t know what they’re doing. Giving us characters to chase because they’re a little better or more available or whatever is tantamount to keeping an interested gaming populace, something our team doesn’t care to do. I’ve said goodbye to more and more spending veteran players for each “update” that happens here. Can you say that’s good for the game?

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With respect, although there are arguably multiple issues the foundational one is very basic:

There are 2 groups of players, let’s call them speed runners and strategy players. These players want different things and there is no way to please them both.

The speed runners are happy with the meta as it is and the only changes they want are bug fixes. Keeping turn 1 wins is of tantamount importance to speed runners.

The strategy players, although I suspect some of them don’t even realise it themselves, would like games to last probably a minimum of 3 turns. Removing anything that can do a turn 1 win at parity is an essential to keep these players.

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I will make one small correction to myself.

Speed runners, of course, will measure their number 1 want in time per clear rather than turns per battle. Therefore, if there is a way to simultaneously make battles take more turns but clears take less time there theoretically might be a way to make both camps happy.

Fewer battles per clear would probably be a popular change but there’s only so many times you can grant that wish.

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When heroic takes 30~ minutes per side, no one is speed running.

Killing Iron May and similar tools makes this even worse. Current changes serve no one but the most masochistic; only the most advanced rosters have a chance of scoring all event points anymore and within that subset more and more of us are ready to look at the most recent detrimental changes (they keep coming) and say “f* it, not worth my time” and leave.

If the goal is to alienate the top end of the game, they’ve done a GREAT job. If not, they need to reassess.

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I don’t know that I consider myself on either camp but when I step back and look at this from a dev perspective I think why even put any effort into designing 3 unique powers for characters if they are never used because everything is instantly over at match start. So from a design perspective this all makes sense, you don’t want to be working in a place where you are restricted in what you do because only two characters matter and the character you have worked on will never be used.

It seems to me as well that the biggest philosophical difference going on here is that the Devs want us to play more for the same rewards and a certain subset of players want to play less for same rewards and I don’t see them ever meeting in the middle.

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From a dev standpoint they’ve been trying their best to make “original” powers which are worthless no matter what they do, that’s the fault of the all mighty power budget which every dev team calls on but none actually seem to understand.

ITS OK TO BREAK THE BUDGET!

There’s only a handful of us here with a million years in the game and the widest rosters possible that actually want all characters to be even. For one, impossible. For two, stupid. As I stated above, games like this THRIVE on chase characters. If all the characters suck, no one wants to play!

Where do we go here? Are we getting a 5 or 6* replacement for May? Are young rosters getting an easy win/loss character like HE to buy? No? We’re just doing the same but worse now?

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Nothing wrong with chase characters but do you truly want a game where every new release has to be better than 3a4 May as a starting point. How do you get better than turn 0 win? Does it matter if new character X boosts everything by 500%? All that changes is you slot them in for May and carry on. New characters should add something without the need to be turbo charged monsters. You could well be right that the design budget needs shaking up but to keep things interesting I think we need a variety of game play options not just “Aunt May…nnnnnnnnnhhhhhhh…oh god, I’m done!”

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I’m not sure you know what you’re talking about now, honestly. If you’ve been playing the current 10, let alone heroic 10, you’d know that May was only making things faster but not winning the game for us alone. I know there are a few folks who just want to plug away and outlast all of us as the game dies around them, but most of us are still trying to have fun. Part of having fun is being able to achieve goals in a reasonable manner.

The reason I’m complaining is that nerfing her and the other characters in this wave enforces a trend where ANY useful character dies. War was fun for a week. Toad’s nerf was more merciful, thankfully, but now his best partner is in the dirt. At what point does “balancing” create a fair environment (again, entirely impossible in this game now) and make anyone at all happy?

What is the purpose for these changes other than to make the game more miserable to play?

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There’s actually a straightforward way to start pleasing both camps: introduce two distinct game modes—one “no holds barred” mode that allows supports, boosts and no team building restrictions then a baseline mode that implements bans (taking a queue from Magic: The Gathering’s Standard and Modern/Legacy formats). This is something I’ve advocated for previously.

  • Standard Mode PVP (No Supports or Boosts): Forcing players to rely purely on base kits would instantly blow the meta wide open. Right now, high-tier meta teams are oppressive precisely because supports enable turn-one wins. Standard would revive genuine, creative team-building.
  • Targeted Bans & Sub-Tiers: To keep Standard healthy, the devs could ban specific toxic pairings (like MThor + Polaris or Juggernaut + Sam) or introduce smarter level-based matchmaking. For example, scaling down AI teams in PvP to match your roster, ensuring a 450 team isn’t blindly pitted against a maxed-out 550 comp.

I primarily play SHIELD and im sick of constantly coming up against 550 meta teams when I only have 3, 550 characters (Mephisto, White Tiger and Yelena)

Id also revisit the “featured character” PVP modes. Punisher’s now for example … If youre not going to give the featured character at max champed 550 level to make them useful then what’s the point? All I see is level 600+ Spider-Man with either an Iron May or 1*5 Hawkeye or the inevitable wave of JuggSams. It’s boring, repetitive, demotivating and an awful grind to get wins.

​There are plenty of viable solutions to satisfy both speed-runners and tactical players—it’s just a matter of the developers actually choosing to implement them.

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I played Heroic, sure. I didn’t use May.

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I completely agree with you but again, these characters only become oppressive and meta because of supports. Removing them would immediately make the game more balanced. I wouldnt care if I saw May and Spider if I knew that on turn one I wouldn’t get web swunged into oblivion or have the enemy team get instant crit tiles and AP so that i die immediately

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I will add to this.

In my opinion and it is one I have expressed many times on here, the fault for all of this with ascended characters lies deeply and squarely at the Devs feet due to the fact they broke their promise that ascended characters would be carefully monitored and adjusted as they went along. What they really meant was “We don’t have enough time or resources to find out what happens to all 400 characters when ascended, we’ll let you players do it”. Of course by the time players got characters ascended, the Devs had completely moved on and no longer had any interest and it has taken a new set of Devs to come in and go “Oh we don’t like this at all in terms of design principles”.

Now I am not saying everything hasn’t been badly done etc etc but everything goes back to that broken promise of real quality control.

And this thread throws up the very conundrum of fixing things - May was considered essential in PvE as a turbo thrust engine but oppressive in PvP coz her number bumps meant taking massive damage unless you can one turn kill her. It is the Devs own fault but they have players unhappy on both sides except me as I rarely used her.

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As a long-time commander, and keeper of the daily SHIELD Resupply tracker, I commend you on your presentation.

As someone who’s worked in business analytics for over 20 years, I hate that your brought those tools into our game space! This was my safe zone! :laughing:

But for real – great job. My current hope is that with this massive slow down, that after the data settles a bit, that they change the number of clears we need… or lower enemy health… or whatever else can be done to lower our time required for the daily grind. I dont mind nerfs for “Game balance”… until the nerfs require me to spend more time.

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I’ll sound like a broken record, but the 1 major problem in PvP is the support in AI team. Remove that but keep it for players, then problem solved.

And I believe no one complains about PvE + supports, save for some really nasty nodes (4Jug/5Strange/5Carnage/5MrSinister at 825, kraven+carnage, royal pain, x mansion CN comes to mind) and 1m health pools that drags the match on.

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I have advocated for something like this a few times and been run out of the room. I do think there are two distinct games here with two different goals. PvE can be more speed “no holds barred” and PvP can be more strategy.

If the devs did this they could ban characters and supports for one and also focus on building characters for the specific climate of that format. Doing this would give the people who only want to play 20 minutes ( I am one of those) and those who like to play for long periods places to experience either version. Sidebar-I am not saying characters would never need to be rebalanced.

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Well done and awesome work/write up. Thank you for the time you put in doing this.

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That’s spoken like a wins-only player. Remove even more defense from the game in a game aimed to win 90% of your punch-ups..

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