十一篇系列:Rush Wars 的失敗和Supercell內部對Rush Wars的真實評價

第一篇

Gameinformer對Shigeru Miyamoto的視頻訪談提到的:遊戲設計需要天賦(去喚醒和引導人原生的本能的意識),而不僅僅只是做出規則(單單梳理邏輯和理性認知是不夠的)

The instinctive aspect of core mechanical game design is really important ,as it is something that is often overlooked

This is because people perceive games as just rules,as in they are thought to besomewhat rational and logical

第二篇

如果Fortnite(Mobile)也像PUBG Mobile一樣,看重Google Play的統治地位,看重向下適配的重要性(PUBG Mobile Lite),像Free Fire重視非核心市場

那Battle Royale在移動端的博弈將會更復雜精彩很多

至少不會是現在這樣:Android is a fake open system

主動削弱自己在移動端的市場空間和競爭力

CEO的執念對一款產品的負面運營影響好深…

Guns of Boom(from pocketgamer.biz)

第三篇

Cloud Imperium Games的Star Citizen真是超級工程:從私人投資者募集研發經費4600萬美元+衆籌渠道從240萬名用戶募集2.5億美元這樣Star Citizen的經費已經接近3億美元了

現在Cloud Imperium Games 和Star Citizen只有超乎想象地成功一條窄路

如果Cloud Imperium Games不能成功,就會成爲遊戲史上最大的騙局

作爲一款從2011年開始研發,募集資金2.88億美元,讓所有的粉絲一起爲夢想窒息的夢幻產品

每多撐一刻,對開發者,對支持者,時間都已經是坐如針氈般難熬了

不敢想象,Cloud Imperium Games將以什麼方式收場

我估計最後的結果是:所有的媒體和粉絲一起上,對Chris Roberts進行全面翻舊賬審判

第四篇

頂級職場經理人的心態真好

2020 will be a big year for me and my wife, 3 kids and two dogs…

六七年前,在Adam Sussman離開遊戲圈時,那時候他主推的是Zynga的一個雄心勃勃項目:

Zynga Partners for Mobile,以及另外一件大事情虛擬遊戲的實物獎勵(那時候的大玩家包括Kiip,PocketChange和SessionM)

當然,這兩個事情最終沒明顯成效(實際回顧而已,沒有任何針對截圖新聞的含義)

第五篇

這是一個在國內10000%複製不了的業務

We are excited to announce an extension of our partnership with PlayVS to bring League of Legends to high school students in the U.S. Learn more

主打High School eSports的PlayVS,我比較感興趣的是National Federation of State High Schools Executive Director Karissa Niehoff的說法:

將學生的私人興趣組織起來

They might already be participating in on their ownNow, we bring that interest and activity together to combine it with all of the elements of sport that are so special: teamwork, camaraderie, collaboration, storylines, excitement and connection to a group

這個由機構出面在High Schools組織學生規模化打電競,這種經營模式放在國內都過不了輿論關:成癮批判(不務正業) VS teamwork, camaraderie, collaboration, storylines, excitement,connection

第六篇

這篇主要感慨的問題是:

A,我們大概率在選擇上因爲不合理判斷犯錯 (偏見的定勢,在理智失位的時候倉促選擇,沒有用未來視角來反看當前的狀態,偏向私利做不到與環境共生…)

B,我們大概率在取捨上因爲貪婪而主動拆解掉自己的優勢競爭力,好像兼顧很多規避了失敗風險,但實際上因爲不聚集有限的資源被浪費了,反而什麼也沒做成

第七篇

囧,對Brawl Stars的量級估算失誤,2019年Supercell的營收是15.6億美元,而不是早先估算的18億美元

以下數字已經修正

朋友問的一家中等規模(人員)的手遊公司大概能賺多少錢

如果以極端型的Supercell爲例的話(300人)

則差不多是:

15.6億美元(2019)+16億美元(2018)+20.3億美元(2017)+23億美元(2016)+23億美元(2015)+17.7億美元(2014)+8.92億美元(2013)+1億美元(2012)=125億美元

按照今天的匯率則是870億人民幣

第八篇

這是很難得的透露了內部對Rush Wars的看法

we beta-launched and killed another game, one that we were very excited about: Rush Wars

但Rush Wars失敗了

這個對失敗產品(Rush Wars)的看法,和對成功產品(Boom Beach和Clash Royale)的看法完全相反

對成功產品(Boom Beach和Clash Royale)前期內部不看好,對失敗產品(Rush Wars)前期內部看好,有點囧

內容如下

截圖來自Supercell投資機構IVP的訪談,完整反映了Boom Beach 和Clash Royale這兩款產品在內部絕對的反對聲音

如果少數服從多數,或者決策自上而下,那Boom Beach和Clash Royale幾十億美元的變現就沒有了…

上次的朋友圈這兩張截圖其實說明了同一個事情:

如果Supercell的產品線CEO IIkka Paananen說了算,那Boom Beach和Clash Royale這兩款10億美元級別的遊戲在內部就會被幹掉

而得益於Supercell團隊掌控產品命運的文化,Boom Beach和Clash Royale纔有機會走出來

(通過內部審覈的遊戲,真的不一定有市場競爭力,只能說符合內部少數人的偏好而已)

For example, when they were developing their third game, Boom Beach, he still remembered the heated discussion during a meeting of him and the leaders of the game teams. With a show of hands, everyone in the room wanted to kill BB except for the BB game lead. IOW,even the CEO wanted to kill the game and despite feeling the pressure from his or her colleagues, the BB game lead still believed in the game and didn’t back down from the intense oppositiornThe meeting led to a seminal moment in Supercel’s history: if they kill BB ,they also kill the culture of independent small teams.And the responsibility for the final say to launch or kill a game shifts from game team to the rest of the company.Since Supercell is here for long term and culture is so important, BB was released and became a big hit.

這段話說的是如果Boom Beach團隊沒有自己的堅持,他們的產品在內部否定中就死了

至於Clash Royale是這樣的:Clash Royale,Paananen said he had doubts Clash Royale,I Wasn’t a big believer in the original prototype that eventually became Clash Royale

你能說 IIkka Paananen不懂遊戲嗎,你能說Supercell這幫研發大佬不懂遊戲嗎

但是懂遊戲的他們差點讓Boom Beach 和Clash Royale跑不出來…

典型還有Riccardo Zacconi看不懂Markus Persson的Minecraft

第九篇

Supercell這個做產品理念,不管怎麼重申,都是行業中,最優秀的

to create a new kind of games company that would be the best place for the best people and teams to create the best games – games for as many people as possible, that would be played for years and remembered forever.

包括怎麼對待成員,怎麼對待產品,怎麼對待用戶

第十篇

Supercell對 Data Scientists的理解,以及早先說的Clash Royale 是Design Intuition驅動還是Data Driven驅動的問題

At Supercell, the Data Scientists are vital members of the game teams, where they can actively contribute to game design and direction by providing insights on player behavior and features in the game. Working on any one of our games is a ton of fun! You will be developing a deeper understanding of the game’s virtual economies, players’ behavioural patterns and game balance.

針對Supercell不同的人出來談他們怎麼做Clash Royale

其實我就想知道

Stefan Engblom版的Clash Royale’s card balancing guru less on metrics more on design intuition(靠設計靈感驅動)

Jarno Seppanen版的How Supercell uses machine learning to automate monetisation in Clash Royale(靠數據迭代驅動)

到底Clash Royale是Design Intuition驅動還是Data Driven驅動

作爲Supercell每一款產品每一次迭代都要跟的愛好者,你們不要騙我…

Hey,This would be a cool thing to do,what do you think about it

Then I go and grab a coffee and when I’m back he’s already implemented it into the game

Machine Learning+Data Driven

design intuition VS data driven差很多啊

第十一篇

2019最感興趣的評估類型仍然是:strategy遊戲的博弈模型和交互模型,如何突圍舊設計格局,找到更好的用戶沉浸性和變現效率

2019第二感興趣的評估類型是:strategy遊戲什麼樣的題材能深度挖掘用戶的適用性和易用性

2019第三感興趣的評估類型是:strategy遊戲的用戶情感張力模型+strategy遊戲的社會化傳播效力

2019第四感興趣的評估類型是:casino+loot box兩種變現機制如何以更恰當合規的方式滲透進遊戲本身

2019第五感興趣的評估類型是:IP+套路+重成本遊戲的天花板和高位競技的可持續概率

2019第六感興趣的評估類型是:現有成功競技遊戲的迭代和演化空間,以及新產品從什麼角度再介入探索

沒有了

本文整理自近期朋友圈,歡迎探討交流,鄭金條,zhengjintiao

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