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years. While RoC holds the players’ hands quite a lot, we try to take a very lightweight approach to tutorials in HoH – partly because the game state differs so much between players, but also because it’s much easier for us developers to relinquish control. We definitely rely on our community to share


expert strategies for our games with each other, and there are lots of great community tools and videos out there for all of our games. However, I’d argue that the RPG and battle-focused nature of HoH makes it a prime example of how to enable useful user-generated content driven by our community.


player. Therefore, they offer quite a lot of reward and spending depth.


To what extent do events and seasons influence the design of the games? What services does InnoGames intend to provide through them? Events and seasons provide a great way to inject new content into the game in an exciting yet predictable way. Our new heroes, for example, are introduced in our season pass, which is available to all players every month. Other events, such as our event cities, alternate


weekly. This means that players can expect the game to offer something new and interesting on a regular basis. This is another major trend in the mobile gaming


industry, and InnoGames has always enjoyed great success with seasonal events. We started doing them very early on in FoE, for example, and have built up a lot of expertise over the years, which gives us a head start compared to many competitors.


How heavily do you tutorialize the game? Do you rely on third- party YouTube videos like “15 Things I Wish I Knew Before I Started Heroes of History”? Our approach to tutorials has certainly evolved over the


December/January 2026 MCV/DEVELOP | 37


While Forge of Empires is set in a fictional version of human history, Heroes of History also features mythological figures from other historical IPs. Fortnite is one of many examples of this multiverse approach. Was your decision based on requests from the community or from IP owners seeking new ways to raise awareness of their brands? HoH certainly capitalises on the popularity of the characters. Everyone knows about King Leonidas! Or Joan of Arc! Or Medusa! Or Abe Lincoln! It’s great fun to throw them all into the same story and see how they interact. We also try to represent the countries that our players are from by featuring local heroes from their history and mythology because, ultimately, it’s about relatability. We want our characters to act as an appealing introduction to our game, and we’ve found that this is easily achieved with well-known historical figures, especially if we add a charming or humorous twist. It would also be interesting for us to potentially


collaborate with IPs adjacent to our game theme. I’d personally really enjoy that, in the future!


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