And we started to understand just how different this platform truly was; if we really wanted to create the best possible games for this platform we could focus on nothing else. The fifth game weâd been working on was called Battle Buddies, a player vs. player tactical shooting game inspired by games such as UFO: Enemy Unknown. Chinese Internet giant Tencent added to its massive gaming portfolio this week by attaining majority control over Helsinki-based Supercell, the studio behind Clash of Clans and Clash Royale. What all of the above requires is time and patience. The truth is there wasnât. Yes, Supercell is a company based in Finland but as per Forbes Report in June 16, Tencent Games acquires a majority of 81.4% interest in Supercell at a valuation of $10.2 Billion. And by definition, taking those risks means that youâll fail more often than youâll succeed. The two core pillars around which we wanted to build this longevity would be game play and social. It took Clash three months from launch to become the #1 top grossing game in the U.S. And the answer was, 'If you think it's the right thing to do, then do it, but also own it if it ends up being wrong. Our goal is to make the best games â games that are played by as many people as possible, enjoyed for years and remembered forever. Since these early days, weâve killed countless games at various stages of development. 2011: Gunshine.net/Zombies Online (discontinued). Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. We thought to ourselves: âWhat if you put together a games company the way youâd put together a professional sports team?â In that type of model, the sole mission of the founders and management would be to acquire the best talent for every single position, create the best possible environment for them, and then get out of the way. To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy. All of this is to say that he can see the bigger picture. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. For global domination, the data seems to indicate that without the Chinese market, no mobile gaming company will be able to compete as the world’s most valuable mobile gaming company. Clash of Clans launched globally in August 2012. As time passed, we shifted our strategy to âmobile firstâ as smartphones have grown and it became increasingly difficult to distinguish them from tablets. In short, today we believe that the best quality can only be achieved by focusing on one platform at a time. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. So the role of management in an upside structure? If developers are afraid of failing because there will be consequences, then they won't take risks. âSo we wanted to launch it very early, in a very raw and unfinished state.â. Weâd like to think that every failure is a unique opportunity to learn, and every lesson will ultimately make us better at what we do. Supercell and video streaming. Many of us were fans of real-time strategy games and had played them online and on other platforms. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. There is no way I'm going to keep Chinese software on any device. The Hay Day beta went live in Canada in May 2012. When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn't be great on the mobile platform. They don’t help when contacted and close chats as they choose not to answer your problems. The management needs to trust their developers to make great games, but the developers also need to trust the management to have their backs. Supercell sold to Chinese Company? Everyone who worked at Supercell at that time will definitely remember this exact date because it happened to be Midsummerâs Eve, one of the biggest public celebrations in Finland. We also wanted to make the game as social as possible. Today itâs clear that this was the right decision, but in the fall of 2011 it was less obvious. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … A place where the best people could make the biggest possible impact and nothing would stand in their way. Each game comes from a cell, and they all operate extremely independently and have complete control over their own roadmap. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. To do so, they would create a new kind of gaming company. The sad truth was that this was not a game that anyone would play for years. Japan's SoftBank values Supercell at $10.2 billion. We had a big problem with our product strategy, too. By early 2012, we had five small teams working on new games, all for tablets and mobile. We want to find exciting new ways to tell everyone on the planet about our games. Over the years, we realised that even more important than having the best people is having the best teams â just as in sports, where World Cups and Championships are won by teams, not individuals. Many things have changed at Supercell along the way. In three years, the company's revenues have grown a total of 800 percent, from 78.4 million (2012). Supercell was founded on 16th May 2010 and is currently a mobile game development company based in Helsinki, Finland. We believed in the power of simple, fun game play. Chinese internet giant Tencent is set to acquire a controlling stake in mobile game developer Supercell, in a deal pegged at $8.6 billion. "Gaming is a creative business, and it's not about the hours you put in. It all starts from trust. Supercell vs. Zynga Longer-term. Since then, the company … And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. Another game was a farming game codenamed Soil, which would later be named Hay Day. Of course, taking risks isnât only limited to creating games. If you never ship anything to real players, you never learn, and you never achieve ultimate quality. But that can't be the de facto way of working. The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. Take your favorite fandoms with you and never miss a beat. But the fact is weâve been lucky enough that our financial success has given us a unique opportunity to think very long term, be very patient, take big risks and do things that most people havenât done before. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. Both Clash and Hay Day grew steadily from day one. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. In keeping with this thinking, we killed our first mobile game, Pets vs. Orcs, back in February. Being small means you need less management and fewer processes, both of which just make it more fun to work. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. So technically, Finland is the country behind Clash of Clans’ existence but it is now owned by Tencent, a Chinese firm. Our dream was to create game services with longevity like that. There were three reasons why. It was too hard to get into the game if you hadnât played similar types of games before. One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. Founded in 2010, Supercell is a mobile game developer based in Helsinki, Finland, with offices in … So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Tencent Holdings, a Chinese investment holding company, has acquired 84% of Supercell Supercell, a mobile game development company, in a transaction valuing the company at an equity value of approximately $10.2 billion.. Unfortunately, we slowly started to realize that Gunshine just wasnât delivering on our original product vision. We can make new games that will change how people think about mobile gaming and games in general. An important part of our original product vision, back in May 2010 when we got started, was the idea of building cross platform gaming services â games that you could log into and play from any device. Probably the hardest decision at the time was killing a game with the codename Magic. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile. That trust needs to be mutual. '", Development on Brawl Stars began around four years ago, and according to Jon Franzas, a designer and programmer who initially served as the project lead, it changed a lot over that time. Claims they are a Finnish company but are owned by Tencent who are Chinese and are well known for rigging games and employ a support service that is substandard and aims only to frustrate casual gamers. At some point we realized that for the first time in the history of gaming itâs now possible to create a truly global games company. Its codename was...Magic; a codename that later gave the name Clash of Clans, as you know. And more than anything, we can create a different kind of a company â the company weâve always dreamed of. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. At its peak in the summer of 2011, Gunshine had around half a million monthly players. Mobile games have to be fun even if you only have a few minutes to play. If you continue reading, youâll see why. We had a passionate five-member team working on that game day and night for nearly six months straight, and we were all really excited about it. But one way to fail as a company would be you paralyze yourself. Everything else, including financial goals, would be secondary. We have some very ambitious ideas about how games can be marketed to the global populations of more than a billion gamers on mobile today. The engagement was crazy from day one, and it just kept growing. Our initial funding came from the founders investing their savings into the company. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. And that is truly the biggest possible risk for a creative company like ours. We're in a creative business and I just can't believe that people would come up with creative ideas if they're really, really tired or at risk of being burned out.â, "I kept looking for approval. But later on, our thinking changed completely. We can make our existing games much better. Thatâs why we wanted to create an organizational model made up of very small teams, or âcellsâ as we call them. Unfortunately, the game never garnered enough player interest to move out of beta, so we had to kill it too. The company can offer users a seamless integration to make in-app purchases, which can be a huge boost in revenue for Supercell and open more opportunities in China’s market. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. Whatâs cool though is that these people come from over 30 different countries, which helps us build a truly multicultural and global environment. Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. After that, we decided to stay away from launching major games on Midsummerâs Eve or other national holidays :). It really never ceases to amaze us how incredibly difficult it is to design new games. Supercell - 84.3 percent: Tencent's $8.6 billion dollar investment in this Finnish mobile developer is one of the biggest purchases in videogame history. We knew that one of those games would have to be at least moderately successful for the company to have a future. If Supercell is in the hands of Tencent, the Chinese giant will become one of the dominant publishers for global games with some of … I lkka Paananen, Supercell’s founder, said the deal would allow the company to push into China. Also, we realized people play differently on desktop than they do on mobile. And, finally, a company that not only does good for its players, employees and shareholders, but also for the greater community around it. People often ask us if there was a specific moment when we realized we had two hits on our hands. And we killed a game codenamed âTowerâ later in the spring. It was too hard to try to replicate the mouse/keyboard experience on touch screens. They would be games that almost everyone could get into. Weâd learned a lot since Gunshine failed, and one of the most important lessons was this: Itâs usually better to kill games earlier rather than later. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. But the core beliefs upon which we founded the company are stronger than ever. âAs a company we donât have so much experience with this type of game,â Franzas explains. The time had come to make some hard decisions. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. If the Chinese buy sc I'm out. Back then, the founders had no idea what the company would become. It also became clear that our problem wasnât just with Gunshine. It would be an environment with zero bureaucracy. There is no greenlight process from management, no milestone meetings where teams need to justify their projectâs existence to finance. Today, Supercell confirmed the news that it is being acquired by Tencent. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. Slowly we started to realize that perhaps, finally, we were onto something. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. We managed to launch the private beta version of Gunshine in February 2011, and the open beta launched a few months later. And when it comes to social, we just thought games would be more fun when played with friends and other people. Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. Its games were already among the top 50 grossing games in China at this point, but since the acquisition, its success in China has grown, no doubt improved by Tencent’s … But to be totally honest, it isnât any easier today than it was when we were just getting started. Supercell created Hay Day in 2012 and have kept updating the game since then. Gunshine wasnât. In 2016, Supercell reported annual revenues of around €2.11 billion. Supercell has made the following games so far: Hay Day Wiki is a FANDOM Games Community. There were two things we really wanted to focus on. On top of that, we borrowed as much money as we could from Tekes, the Finnish governmentâs technology funding arm. Teams can kill their games and move on if deemed necessary. But Hay Day was different. We would modify it later for smartphones. Since our launch in 2010, we've brought five games to the global market – Hay Day, Clash of Clans, Boom Beach, Clash Royale and Brawl Stars. Supercell the maker of the Clash of Clans, Boom Beach, Clash Royale and HayDay bought by the Chinese tech giant Tencent for US $8.57 billions. It looked amazing, and it was a game that had never been seen before on Facebook. We decided to kill all ongoing productions for web and Facebook and bet the entire company on a strategy that we started to call âtablet firstâ. To this end, weâve opened offices in Tokyo, Seoul and Shanghai, and weâve been pleasantly surprised at how warmly our games have been received there. Supercell (also spelled SUPERCELL) is a Finnish video game company founded in 2010 by Niko Derome, Visa Forsten, Mikko Kodisoja, Lassi Leppinen, Ilkka Paananen and Petri Styrman. The first was user interface; we wanted to the most of swipe and other controls specific to touch. So I said, 'Well if I talk to 50% of the people on the team and they all say it's fine,' and I kept looking. Build great teams, and support them in their efforts in order to facilitate their success. For us, itâs clear that releasing hit games means having to take big risks. The game launched globally on June 21st. Just ... Tencent are in early talks with softbank for supercell. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. One day, when playing around with some iPads we had ordered to the office, we noticed how all of us had fallen in love with this device. We had almost no player support at that time, simply because we never even imagined weâd have that kind of success. At some point there was no room for our CEO Ilkka anymore, so he had to move out. Our organizational model is optimized for speed and passion, not for control. But in the end we killed it and started to work on something new for tablets. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. All creative decisions are up to the teams. We started to call it âthe ultimate games platformâ. 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