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In conclusion, then, Supercell puts its rapid success down to culture, passion, transparency, working with the best people, and remaining focused at all times. Supercell currently records, on average, 12 sessions per user every day across its two titles, while Clash of Clans sees several million unique battles between users every day.
This is all very well, but with two out of two successes this year, Supercell's next step will be to see whether this formula will carry over to future releases, or whether it was all more happy accident than strategic positioning. Say Paananen, the company is already looking to its second wave of titles, and what he believes will be the next generation of social games -- namely, "those games are going to be truly social."
"People will be playing together, not just spamming each other," he adds. "We actually draw a lot of references from MMOs, especially from countries like China and Korea, but also from old browser classics that were built in Germany -- Travian comes to mind."
"I think this industry took some missteps during the crazy days of Facebook. So all of sudden social started to mean, 'Okay, how many invites per day on average does one user send?' And of course, that was dead wrong. If you were to ask any of these traditional MMO guys, especially from Korea, they say that social does not equal spamming your friends. It's enabling people to create social ties in your game, and make sure these new friendships emerge, and that actually becomes the glue that ties these gamers together."
Other elements that Supercell isn't planning to pile into its games any time soon -- hours and hours of cinema-quality animations; linear gameplay; "click-fests"; menu-based games. This is a company with a clear vision of what works for it and what doesn't, and given the success it has had in prior months, you can expect it won't be hugely shifting gear anytime soon.
"If we're really honest with ourselves, this is a hit-driven business, and it's a form of art, not science," says Paananen. "Whoever says 'I always knew beforehand that this game was going to be a hit' is lying. The key for us is to, not to play it safe, but to trust our instincts and trust all the things that made us successful in the first place. We definitely don't want to play it safe -- we are about innovation and risk-taking."
He adds, "The best thing for us about our recent success is that it enables us to build the company that we always dreamed of. It gives us certain leverage and flexibility -- also the ability to think long-term. We don't feel pressure to think about the next quarter. We can think about the users, think about the quality of the user experience."
Of course, with an ever-changing industry that is constantly in flux, having a single firm target for the next few years simply isn't a good strategy. That's why Supercell stays ever vigilant of other platforms in the mobile space, although it's clear that the company's next batch of games will be focusing on iOS too.
"We are keeping a close eye on all relevant platforms," says Paananen of Android and Windows Phone. "I think the primary driver for us is the quality of the end-user experience. Once we feel that the quality is as high as it is on iOS devices, that's the number one thing. The number two thing is that it has to make business sense. So there has to be enough devices out there, and the users who have these devices have to be the kind of users that play these games, and get engaged."
"We view change as our friend, not as our enemy," he adds. "The way we're set up, having our independent, small, very agile, quickly-moving teams, we can react to the fast-changing environment. So we welcome any change in the market, because we think we are one of the quickest companies to move in the right direction anyway."

And what of the ethics of free-to-play, a hotly-debated topic thanks to the numerous studios that deploy underhand tactics in order to wring as much cash out of "whales" as they can?
"I think free-to-play can overcome these issues, and I think the reason is that these games are so viral, the cream will definitely rise to the top," answers Paananen. "The fact is that people talk about this stuff with each other, and if someone has a great game and they're doing things the right way, people will discover it. A great thing about these kinds of games is that people tend to be really loyal as they find a game that they like, and they'll play it for years."
He notes that Supercell is building games to be their own platforms, rather than just games -- that is, the company's growth is thanks to its loyal users, rather than new user growth. "The focus is to keep the existing users," he adds, "and because these games are so sticky, and the engagement is so high, and the end result is that these games grow."
And when you step back and look at Supercell's business plan as a whole, this desire to keep its current users entertained, rather than pull them in, take their money and then find more prey, is perhaps the strongest element of the secret sauce -- the chilli powder dashed in for good measure. When a game is recording 12 sessions per user every day, there must be a reason why those users are coming back.
Says Paananen, "What I think is our secret sauce -- it's simple, we just build great games."
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http://www.wired.com/gamelife/2012/11/meet-the-whales/all/
Hard to imagine that a game needs a $99.99 'chest of gems' unless it's largely just the same game as all the other social games with a different coat of paint. Try to argue this with anyone invested in this business model though, and they'll likely get into a circular argument that goes something along the lines of "it must be a really good game, because a lot of people are playing it and spending a lot of money, and nobody is putting a gun to their heads, so they must be really enjoying it and spending all that money voluntarily". Which is all true on a literal level of course, but in situations like these you always have to stop yourself and ask if the same arguments aren't just as true for slot machines.
I'm not sure in what way you define Clash Of Clans being the same as all other social games, but most complaints I've heard about them is that they are all never-fail, strategyless, pay-to-win cow clickers. In those areas Clash Of Clans is indeed different.
I like Clash of Clans for not trying to shove In-App Purchases in your face all the time. That's a definite plus. Actually I believe DragonVale worked for the same reason.
However, as I level up (currently level 27), I realize money is more and more important to continue progressing steadily.
Since I get attacked regularly, even though my defense "wins" most of the time, I still lose resources and now I feel like the only way to make significant progress is to speed up the construction of everything with Gems, which I don't want to do because it's against my principles to pay to win.
But with construction times that take sometimes 3 days or more, and resources that take forever to refill due to the constant attacks, I can feel the more and more pressing urge to cave in and open my purse.
And note that the game, unlike some others in that genre, litterally allows players to buy AND speed up EVERYTHING in the game, which means that with the necessary cash, you might go from level 1 to 99 in a single day (I don't even want to imagine the insane amount of money that would take, though).
So basically, I found the game fun for one and a half week, but now I am almost ready to give up.
I suggest playing CoC before declaring it "Zynga-ish".
Yes, it does have $100 purchases, but that's just an example of not limiting their income by someone else's expected top end purchase.
In my opinion, CoC differers from the typical -ville game in that it provides a clearly enjoyable mechanic of attacking and defending villages. Is this a new concept? Nope; I've seen a couple games do it before, but just like Blizzard and Rovio they took something unpolished and reworked it to create an enjoyable experience.
What in the Hell makes you think I didn't at least try a free game? I would suggest not attempting to read peoples minds before responding.
To me its a free-to-download pay-to-win/advance cow clicker along the lines of most of Zynga's games. Perhaps they would be different if they had an in-app purchase that lets you buy the game for $1/5/10 and make other purchase for decorative purposes only!
It's not a typical -Ville game, but it's essentially a polished and streamlined clone of Kixeye's Backyard Monsters (and all their own clones of that game), which is along the same lines as the whole Kabam Kingdom's of Camelot MMO Strategy games.
Those games aren't exactly Zynga-ish, they're their own brand of 'evil'. I work in social games, so I'm not one to really use 'Zynga-ish' as an insult... but the argument people are making here in defense of Clash of Clans is a bit nonsensical.
These games don't make more money than Zynga games because they're awesome. They make more money than Zynga games because their monetization and design (around that monetization) is more 'awesome'. It's up to you to conclude whether they're really making the F2P environment a better place or an even MORE exploitative space.
At least in a Zynga game, I can't be killed by a guy who spends loads of money...
Bring the anger down a notch, please. From your one sentence response it sounded like you hadn't played it.
You may not see the difference between pay-to-advance-faster and pay-to-win, but I assure you that many people do. Yes; they have all the skinner-box trappings that bring people in. They also have an actual game mechanic that people enjoy playing and are never required to pay money to use. Will they ever reach the top of the game and gain fame, fortune and free gems? Nope; but they're perfectly happy with that trade off.
"At least in a Zynga game, I can't be killed by a guy who spends loads of money..."
In CoC you can be attacked by anyone who has the same (approx) number of 'trophies' as yourself. You can easily be attacked by someone who has gamed the system a bit to attack lower level players.
That gaming of the system is easy to do whether you pay or not. Advance far without paying and you can crush many smaller players; it's not dependent on how much you spent.
Wether that's a GOOD mechanic or not is another question entirely.
And your jealousy or hatred of these monetizations isn't going to make them go away. Supercell has built a clever and brilliantly planned game does scratch all the right itches, but how is that different than Call of Duty, or Halo, or Starcraft? Building games is about scratching the right itches. If you can't appreciated their games' mechanics and calling foul based on silly comparisons, you shouldn't be making games.
I understand where they're coming from, even if I don't agree with the sentiment. Responses like that come from a place of pain, and it's obvious that Free-to-play is great source of pain for designers right now. Most of us joined the game industry to create the sort of games we love and which inspired us, but Free-to-play, with its ability to command significant revenues, and thus the attention from the sort of people who fund the Making of Games, of forces you to get on board with it or become irrelevant. In a sense, Free-to-play is a more intense form of the "widgetification" of the game industry that's been happening for a while now, and it's hard to not see how that would bother designers. We started making games because we're passionate about them, not investment banking.
For what it's worth, to those designers I offer that designing for Free2Play can be even more fun if you don't allow your thinking to be constrained simply by the existing models that are out there. I can guarantee that the "optimal" Free-to-play design, the one that perfectly merges player happiness and agency with profit generation, hasn't yet been found. The ideal espoused to players is that Free-to-play allows you to pay what you want when you want it, and while I hate being confronted with purchasing decisions in my leisure time, I was disappointed in enough $60 AAA releases this year that that ideal is starting to sound pretty good to me.
Regarding your comment that "Free-to-play allows you to pay what you want when you want it", I understand that this is the industry's latest catchphrase, but when you think on it for even a short moment, you realise that it's fundamentally absurd. Our entire understanding of economics and commerce is based on a foundational principle that a person offered the same product at two different prices will always prefer the cheaper of the two.
The very idea then, that anybody "wants" to pay anything, at any time, is patently ridiculous. That's why when you read the comments and reviews about a freemium game, it is always considered a positive if the user never felt compelled to pay anything. Contrast initial reviews for CSR Racing with Punch Quest for example.
Beyond that, the idea that any freemium game allows me to pay "what I want" is also somewhat misleading. The humble indie bundle, by contrast, allows me to pay whatever I want (greater than 1c), while still giving me the same product. If a freemium game wants to sell me a chest of gems though, I can't choose what I want to pay for it, I can only choose to go without if I don't like their price.
[1] Their games are super-slick (beautiful art assets, well-crafted UI, excellent technical performance) - which is pretty rare still in iOS/Android-land
[2] They design their games to truly work on mobile devices; that's with regard to how people play games on mobile, not so much about the technology itself e.g. form factor, touch screen capabilities etc.
There are still far too many devs/publishers approaching mobile and tablet games with a PC/console mindset, eg with virtual thumb controllers/D pads that just don't work on a tablet device and just because an iPad3 has pretty good 3D capabilities doesn't mean it is the best platform for a FPS, car racer or 3rd person RPG. Games like Horn (published but not developed by Zynga) look great in screenshots but is horrible to use.
Putting down games like CofC because you have an aversion to F2P is to ignore the other factors - around game craft - that also make them successful at what they do.