Our goal is to make the best games – games that are played by as many people as possible, enjoyed for years and remembered forever. A few of them had garnered some initial interest, but player engagement soon started to wane. Japan's SoftBank values Supercell at $10.2 billion. So whenever we realize that we haven’t failed in a while, it’s a sign that we haven’t taken enough risks. But that can't be the de facto way of working. Our goal is to make the best games – games that … 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 just knew they wanted to make great games that people would play for years. 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. We’d like to think that every failure is a unique opportunity to learn, and every lesson will ultimately make us better at what we do. Unfortunately, we slowly started to realize that Gunshine just wasn’t delivering on our original product vision. The Hay Day beta went live in Canada in May 2012. The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. We had almost no player support at that time, simply because we never even imagined we’d have that kind of success. 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. All creative decisions are up to the teams. 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. 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. In 2016, Supercell reported annual revenues of around €2.11 billion. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. Tencent, a Chinese multinational company, was a part of the Luxembourg consortium which acquired an 81.4% stake in Supercell in 2016. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. And we killed a game codenamed “Tower” later in the spring. 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. Back then, the founders had no idea what the company would become. We’ve found that the best quality work comes from small teams in which every member is passionate about what they do. We also started to plan a mobile/tablet version of the game. We can make our existing games much better. At some point there was no room for our CEO Ilkka anymore, so he had to move out. The concession was later upgraded to cover the whole country, but Supercell operates still a tiny wireless … Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. 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 is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. Chinese tech giant Tencent has effectively taken control of Supercell, after increasing its stake in the consortium which owns a majority stake in the company. Supercell and video streaming. Tencent's Supercell Buy Is Huge Overseas Tech Push For A Chinese Company Tencent Holdings Limited confirmed that the company will acquire an 84.3% stake in Supercell for USD8.6 billion, including a 73% stake from Softbank and 11.3% stake from Supercell's employee shareholders and former employee … Many of us even longed for the golden days of PC gaming when games were all about great game play. And that is truly the biggest possible risk for a creative company like ours. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. Mobile games have to be fun even if you only have a few minutes to play. 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. 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.. But the core beliefs upon which we founded the company are stronger than ever. Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. “As a company we don’t have so much experience with this type of game,” Franzas explains. The game launched globally on June 21st. 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. And by definition, taking those risks means that you’ll fail more often than you’ll succeed. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. What all of the above requires is time and patience. A place where the best people could make the biggest possible impact and nothing would stand in their way. 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. And when it comes to social, we just thought games would be more fun when played with friends and other people. It really never ceases to amaze us how incredibly difficult it is to design new games. We also wanted to make the game as social as possible. Sometimes it can happen, but it can't be a rule. I lkka Paananen, Supercell’s founder, said the deal would allow the company to push into China. The sad truth was that this was not a game that anyone would play for years. 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 … Supercell has made the following games so far: Hay Day Wiki is a FANDOM Games Community. But one way to fail as a company would be you paralyze yourself. '", 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. People often ask us if there was a specific moment when we realized we had two hits on our hands. We want to find exciting new ways to tell everyone on the planet about our games. We started by perfecting the game for iPad. Usually they get killed after a milestone we call a “company playable”, which means that the team releases the game for everyone in the company to play. They would be games that almost everyone could get into. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. We managed to launch the private beta version of Gunshine in February 2011, and the open beta launched a few months later. As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. There is no way I'm going to keep Chinese software on any device. Of course, taking risks isn’t only limited to creating games. So technically, Finland is the country behind Clash of Clans’ existence but it is now owned by Tencent, a Chinese firm. To this end, we’ve opened offices in Tokyo, Seoul and Shanghai, and we’ve been pleasantly surprised at how warmly our games have been received there. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. Another game was a farming game codenamed Soil, which would later be named Hay Day. Supercell created Hay Day in 2012 and have kept updating the game since then. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. At its peak in the summer of 2011, Gunshine had around half a million monthly players. By early 2012, we had five small teams working on new games, all for tablets and mobile. The two core pillars around which we wanted to build this longevity would be game play and social. One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. The Verge reports that the deal is … It all starts from trust. It looked amazing, and it was a game that had never been seen before on Facebook. If Supercell is in the hands of Tencent, the Chinese giant will become one of the dominant publishers for global games with some of … Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. Many things have changed at Supercell along the way. But the fact is we’ve 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 haven’t done before. Thus making Tencent a majority stakeholder in the company, which is itself a Chinese company. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. Often times when teams become bigger, processes, bureaucracy and even politics emerge, and the work just isn’t fun anymore. In addition to Clash, Hay Day and Boom Beach, the only two games that have managed to proceed to beta and launch globally are Clash Royale and Brawl Stars. If developers are afraid of failing because there will be consequences, then they won't take risks. It’s been an exciting beginning for our company. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. Ilkka Paananen is its current CEO. The engagement was crazy from day one, and it just kept growing. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It was too hard to get into the game if you hadn’t played similar types of games before. Supercell is a collection of these cells. Each game comes from a cell, and they all operate extremely independently and have complete control over their own roadmap. There is so much more we can do. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. Take your favorite fandoms with you and never miss a beat. 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. Gunshine wasn’t. Our initial funding came from the founders investing their savings into the company. What makes this story a classic is that it was the Magic team that ultimately developed Clash of Clans, which, funnily enough, was also codenamed Magic before getting its official name. Founded in 2010, Supercell is a mobile game developer based in Helsinki, Finland, with offices in … We had a big problem with our product strategy, too. But later on, our thinking changed completely. Supercell. 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.”, "I kept looking for approval. Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. Otherwise, Supercell games will be confined to a niche audience in China (and the business outlook limited), as it cannot retain the mass audience due to losing the content war to its Chinese market peers. Probably the hardest decision at the time was killing a game with the codename Magic. 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. The fifth game we’d been working on was called Battle Buddies, a player vs. player tactical shooting game inspired by games such as UFO: Enemy Unknown. 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