Supercell is bigger than EA in terms of monthly iOS revenue
arcticstartup.com
arcticstartup.com
Is this newspeech for ripping off their customers?
I don't know their games, but I wouldn't be surprised if their clients are mostly teens maxing out their parents credit cards. Yeah sorry, I am a bit in a cynical mood I suppose.
Is anything that makes money automatically good? After all, somebody is willing to pay for it?
As for chocolate, we still have adverts praising health effects of some chocolate for children (in Germany). I think eventually they might get sued, as happened to the cigarette industry.
This is different from marketing something to children, or making something addictive, or doing both at the same time. And, this shows that you can make something with a big profit margin without relegating to abusing your customers.
Of course, games may be different. At some point everyone and their dog will own Minecraft, and not everyone can live off donations like Dwarf Fortress. I don't think that justifies going into dependency-forming mechanisms, though. If that means you can't ethically fund the rest of your life out of a single game (nor does it automatically make you ultra-wealthy), well, welcome to the movie business. Or book business.
Yes?
It's good business, but not good gaming.
This clearly exploits people's need for instant gratification. However, that need for gratification is up to the user, not the game. The game itself is quite fun and easy without ever spending a dime. There is nothing "game breaking" that has to be purchased with real funds. It's one of the truer time = money models out there.
Having said that, Supercell have a good product and are shifting volume, so more power to them.
With talent and flair, it is still possible to do it. Easy success for trivial apps is over but what Apple did to remove the barriers to entry for indies still makes the app store very interesting.
But that doesn't take away from the fact that CEO Ilkka Paananen and guys are running a stellar company with interesting culture: small teams of 5 people form "cells" that work independently on their own prototype game. Lots of prototypes are killed and these "failures" are celebrated with bottles of champaigne.
That being said, the team is amazing and they definitely seem to know what they are doing. Besides, similar company structures already exist in other successful companies, in the gaming industry the best that comes to mind is that of Valve corporation.
Not a cell structure per say, but very similar work and leadership attitude.
> "Now it's a lot more about the product quality and the product itself," Paananen notes. "If we want to create the best products, we need the best people. That was actually how the whole thing started, and where the name Supercell comes from. We're creating these small but ultra-dynamic teams of developers who work relatively independently. And despite the small size of the group, we have big dreams -- hence Supercell."
(NOTE: actually I wasn't going to spend the money anyway. It isn't a game. It is a Skinner Box).
Love COC ;)