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. Unfortunately, the game never garnered enough player interest to move out of beta, so we had to kill it too. The Verge reports that the deal is … Many things have changed at Supercell along the way. Whatâs cool though is that these people come from over 30 different countries, which helps us build a truly multicultural and global environment. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. If Supercell can achieve a breakthrough here – it will be the kind of boost it needs to reclaim growth. 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. We had almost no player support at that time, simply because we never even imagined weâd have that kind of success. And that is truly the biggest possible risk for a creative company like ours. '", 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. So whenever we realize that we havenât failed in a while, itâs a sign that we havenât taken enough risks. The first was user interface; we wanted to the most of swipe and other controls specific to touch. Our first office was in Niittykumpu in Espoo, Finland. 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. Supercell has made the following games so far: Hay Day Wiki is a FANDOM Games Community. If the Chinese buy sc I'm out. 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. Weâve found that the best quality work comes from small teams in which every member is passionate about what they do. Our first game was called Gunshine.net. And we want to build a company that will last for decades. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. We would modify it later for smartphones. Founded on May 16, 2010, the company's debut game was the browser game Gunshine.net, and after its release in 2011, Supercell started developing games for mobile devices. And when it comes to social, we just thought games would be more fun when played with friends and other people. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. Teams can kill their games and move on if deemed necessary. To do so, they would create a new kind of gaming company. We also wanted to make the game as social as possible. Supercell sold to Chinese Company? 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. 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. 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. We still believe in the power of extremely small and independent teams of passionate people. Also, we realized people play differently on desktop than they do on mobile. Sometimes it can happen, but it can't be a rule. 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. The Hay Day beta went live in Canada in May 2012. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. Take your favorite fandoms with you and never miss a beat. But later on, our thinking changed completely. 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. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … Build great teams, and support them in their efforts in order to facilitate their success. 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. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. 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. Chinese internet giant Tencent is set to acquire a controlling stake in mobile game developer Supercell, in a deal pegged at $8.6 billion. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. Since then, the company … All of this is to say that he can see the bigger picture. They don’t help when contacted and close chats as they choose not to answer your problems. The game launched globally on June 21st. In June 2016 Tencent announced a deal to acquire 84.3% of Supercell with USD 8.6 billion. We can make our existing games much better. A few of them had garnered some initial interest, but player engagement soon started to wane. 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. But one way to fail as a company would be you paralyze yourself. The time had come to make some hard decisions. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. Many of us were fans of real-time strategy games and had played them online and on other platforms. Our organizational model is optimized for speed and passion, not for control. And by definition, taking those risks means that youâll fail more often than youâll succeed. We can make new games that will change how people think about mobile gaming and games in general. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. Back then, the founders had no idea what the company would become. We believed in the power of simple, fun game play. So technically, Finland is the country behind Clash of Clans’ existence but it is now owned by Tencent, a Chinese firm. 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. Being small means you need less management and fewer processes, both of which just make it more fun to work. Slowly we started to realize that perhaps, finally, we were onto something. As time passed, we shifted our strategy to âmobile firstâ as smartphones have grown and it became increasingly difficult to distinguish them from tablets. Supercell was founded on 16th May 2010 and is currently a mobile game development company based in Helsinki, Finland. I lkka Paananen, Supercell’s founder, said the deal would allow the company to push into China. Usually they get killed after a milestone we call a âcompany playableâ, which means that the team releases the game for everyone in the company to play. 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. A place where the best people could make the biggest possible impact and nothing would stand in their way. 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. Mobile games have to be fun even if you only have a few minutes to play. Supercell is a mobile game developer based in Helsinki, Finland, with offices in San Francisco, Seoul and Shanghai. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. And we killed a game codenamed âTowerâ later in the spring. Tencent, a Chinese multinational company, was a part of the Luxembourg consortium which acquired an 81.4% stake in Supercell in 2016. 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. You would think it would get easier over time, especially when youâve been lucky enough to put out hits like we have. Clash of Clans launched globally in August 2012. So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Our initial funding came from the founders investing their savings into the company. 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. It took Clash three months from launch to become the #1 top grossing game in the U.S. Chinese company Tencent has agreed to buy a majority stake in Clash of Clans developer Supercell. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. 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. Supercell is a collection of these cells. And more than anything, we can create a different kind of a company â the company weâve always dreamed of. Gunshine wasnât. So the role of management in an upside structure? 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. By early 2012, we had five small teams working on new games, all for tablets and mobile. Today, Supercell confirmed the news that it is being acquired by Tencent. There is no way I'm going to keep Chinese software on any device. In the summer of 2010, Supercell was born. It looked amazing, and it was a game that had never been seen before on Facebook. âSo we wanted to launch it very early, in a very raw and unfinished state.â. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. Japan's SoftBank values Supercell at $10.2 billion. Often times when teams become bigger, processes, bureaucracy and even politics emerge, and the work just isnât fun anymore. Supercell Ltd (Finnish: Supercell Oy) is a Finnish mobile game development company based in Helsinki, Finland. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. Thatâs why we have a tradition of celebrating these lessons by drinking champagne every time we screw up. 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. We used this simple sentence to describe our idea of a new kind of games company that would put people front and center. âAs a company we donât have so much experience with this type of game,â Franzas explains. Supercell and video streaming. As such, our explicit goal is to keep the company as small as possible. That trust needs to be mutual. We started to call it âthe ultimate games platformâ. 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. At its peak in the summer of 2011, Gunshine had around half a million monthly players. Supercell is his second big hit company: before that he founded Sumea, which was acquired by Digital Chocolate, where he became president in the now-defunct bigger studio’s heyday. The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. Probably the hardest decision at the time was killing a game with the codename Magic. Today, there's 280 of us working across our five offices. Of course, sometimes you need to put in long hours, and the Brawl Stars team has been working super hard over the last two months. If it starts to feel like the game isnât going to work or isnât fun enough, itâs usually a sign that you should have already killed it. Ilkka Paananen is its current CEO. After that, we decided to stay away from launching major games on Midsummerâs Eve or other national holidays :). Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. Later Tencent, the internet conglomerate, acquired up to 84pc of Supercell from the SoftBank as well as … When we started planning a mobile version of Gunshine, it quickly became clear that the experience wouldn't be great on the mobile platform. Our dream was to create game services with longevity like that. But the core beliefs upon which we founded the company are stronger than ever. For us, itâs clear that releasing hit games means having to take big risks. Supercell created Hay Day in 2012 and have kept updating the game since then. There were two things we really wanted to focus on. Since these early days, weâve killed countless games at various stages of development. Supercell vs. Zynga Longer-term. It was a real-time massively multiplayer online role-playing game. 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. Supercell is a Harvard Business (HBR) ... 200 employees in its Helsinki headquarters and support offices around the world; and now, thanks to an acquisition by Chinese internet/entertainment company Tencent, Supercell has a valuation of $10.2 billion, making it Europe's first "decacorn" (a start-up with a $10 billion or greater value). Until this point, every single beta launch weâd had as a company had been lukewarm at best and had eventually led us to kill the game later on. 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. 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. Weâve been so incredibly fortunate, and thatâs allowed us to help others around us. In 2016, Supercell reported annual revenues of around €2.11 billion. There is so much more we can do. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. Supercell, the Finnish company behind Clash of Clans, Clash Royale and Brawl Stars, was bought by Tencent in 2016. And, finally, a company that not only does good for its players, employees and shareholders, but also for the greater community around it. It also became clear that our problem wasnât just with Gunshine. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. 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. With Magic, our original goal was make this type of game play accessible to the widest possible audience. 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.. It all starts from trust. If Supercell is in the hands of Tencent, the Chinese giant will become one of the dominant publishers for global games with some of … Ilkka Paananen is its current CEO. But to be totally honest, it isnât any easier today than it was when we were just getting started. 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. There were three reasons why. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. The truth is there wasnât. 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. Unfortunately, we slowly started to realize that Gunshine just wasnât delivering on our original product vision. It would be an environment with zero bureaucracy. Company philosophy company would become itâs the best place theyâve ever worked weâve killed countless games various... A very special gaming experience on tablets it needs to reclaim growth a game. Become the # 1 top grossing game in the spring is passionate about what they do almost everyone could into... 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