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Introduction
Seattle-based
casual games developer and publisher PopCap was founded in 2000 by
industry veterans John Vechey, Brian Fiete, and Jason Kapalka. PopCap
has developed a good number of well known and oft-imitated casual game
success stories, including Bookworm, Zuma, and of course PopCap's first game, the immensely successful Bejeweled.
James
Gwertzman is the Director of Business Development at PopCap. Earlier
this year the casual games developer he co-founded, Sprout Games, was
absorbed into PopCap, moving James up from development to the business
side of games. Gamasutra sat down with Gwertzman to discuss the
fundamentals of PopCap's business, and what's in store for the future.
The Old Days
"I
joined PopCap about six months ago," said Gwertzman, "when they
purchased Sprout. We saw the casual games market getting more
competitive, and decided that we needed to either do some deeper
partnership work, or get acquired. So...we got acquired by PopCap."
Luckily,
PopCap just happened to be Gwertzman's top choice. "They were far and
away the company we had the most respect for," he said. "We had this
motto back at Sprout, 'What would PopCap do?' We always saw them as the
gold standard in the casual space. So we came on board, and never
looked back. My two other co-founders went into the studio and
continued making games for PopCap, and I went into the business side of
things."
Growth And Maintenance
"PopCap
in the past year has actually grown quite a bit," said Gwertzman.
"We've increased the size of our studio a lot. It's no secret that
casual games now are much harder to build than ever. There's a ton more
competition. The secret's out, and a lot of developers are turning away
from the mainstream market – which, frankly, is brutal. So I think the
number of talented people trying to make it in casual games are
increasing, and the content is increasing too."
"There
are sort of three paths we're taking to maintain our position in the
market," he continued. "One, of course, is to raise the quality bar –
but there are risks there. No one wants to go the path of traditional
$30 million games. And second, we are continuing to try to maintain our
high level of reputation. Making clones of existing games isn't as
profitable as it used to be. We're trying hard to continue innovating.
"At
some level, this business becomes a distribution game. So the third
basic thing we're doing is continuing to invest a lot more into
managing our relationships with our current distribution partners. It
used to be the entire distribution process was one guy making phone
calls, and we now have five full-time people who do nothing but manage
the sales and distribution. And that's increasing, too."
PopCap's Development Process
"Our
path of development is extremely prototype-heavy," said Gwertzman.
"We'll make half a dozen prototypes, and pick just one of those to be a
hit casual game. And once we develop that one, it's a very iterative
process. It's a sandbox model. We try different things out, and find
out what's fun. Only when we find out that the core mechanic is fun do
we worry about the art, content, and all the other little details."
"We really obsess over the core game mechanics. In a game like Bejeweled, hardcore developers look at that and might think it's kind of...it's very easy to kind of dismiss it, but we literally spent weeks
on just the right way for the gems to fall when you make a match. In a
game like that, it's little details like that. How does it feel?
Getting those little details right is what we prioritize. So when we're
designing a new game, we'll spend months and months prototyping core
mechanics."
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PopCap's popular puzzler, Zuma
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Year Of The Copycats
Game
copycats, so far, have been a dominant force in the casual games
market, and that trend has continued. "It's kind of the year of the Zuma clones," said Gwertzman, referring to the rotating-avatar puzzle game released last year. "Zuma
came out in 2004, and it was the #1 best selling arcade game on Real
Arcade for that year. We were all very excited about it, but it's 2005
and there have been a ton of very obvious Zuma clones. There was one called Luxor,
and like five or six others. And they've done well, which kind of shows
the strength of the mechanic, but I feel that fad is coming to an end
now. We ourselves have been working on Zuma 2 for quite a while, and maybe we'll do something in 2006, maybe not."
"We
compete in a try-before-you-buy market, and we believe competing
successfully there is a fundamentally different kind of design," said
Gwertzman. "It changes everything. You can't be successful just by
slapping characters or IP or fancy graphics on the box, because people
have a chance to try it out. If the game's not fun, it's not going to
make a sale. So everything comes down to whether or not the game
is fun. And that's what makes casual games so exciting to work on, it's
all about fun. It's very oldschool. It's not about fancy graphics or
movie licenses, it's just about fun."
PopCap Goes Mobile
"Another huge area for us has been mobile," said Gwertzman. "It's been a big surprise for us. Bejeweled
has turned out to be one of the most successful mobile games of all
time, to the point where if you look at their stated results for last
quarter, Bejeweled alone was 15% of Jamdat's revenue for the quarter. Tetris
was 35% of the revenue, so just those two games together accounted for
50%. And it's been a consistent hit, it's been in the top ten games
almost since it was launched on mobile phones."
"One
thing we fundamentally believe at PopCap is that mobile games are
casual games. A lot of people are trying to throw hardcore games or
movie licenses or whatever at mobile, and we fundamentally believe
that's not what's going to be successful. The top ones are always
casual. They're bite-sized chunks of time. You don't want a game very
involved and very complex."
"I'm
not one of those people who believe multiplayer mobile games are going
to be very successful. If you're waiting for the bus and the bus comes,
you're going to quit your game, and that just doesn't work with
multiplayer games. I believe what's going to be successful is our kind
of game."
On The Xbox 360
"We're
so very excited about the Xbox 360 arcade," said Gwertzman. "We're the
only company to have multiple games at launch. We're very excited by
that platform, we think Microsoft really did it right this time."
PopCap were also partners with the original Xbox Arcade, but as
Gwertzman says, "there were just too many hoops for the user to go
through, but on 360 they've done a really fabulous job of making it
intuitive."
"Just
because they're not designed for hardcore gamers, doesn't mean that
hardcore gamers aren't willing to play a casual game," said Gwertzman,
on the success of Xbox Live Arcade for Xbox 360. "If you have a couple
minutes to kill, it's pretty tempting to pull up Zuma or
something. As a gamer also, I'm very excited to see what people are
going to do with it as a platform, as an escape from the $10 million
tradition console development."
Engine To Go
"We've
made the exact same engine and framework that we use to develop our
games available for free," said Gwertzman, "so any game developer can
use the same engine we use and create their own games royalty free."
There is, of course, a catch, but it's a small one. "The only
obligation is to put our name in the credits."
"Having
said that, we're happy to consider game submissions," he continued.
"It's not too often, at least not yet, but we do publish other peoples'
games. And by offering that framework for free, we're hoping to see
some really cool stuff coming in."
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