Supercell (company)
Undid revision 1350221403 by Dawson.Aucoin (talk) Reverting WP:NPOV + unsourced
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==Company== |
==Company== |
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===Business model=== |
===Business model=== |
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Supercell focuses on the development of |
Supercell focuses on the development of free-to-play games that yield profits through in-game [[microtransaction]]s. The company's objective is to develop successful games that remain popular for years. The focus has not been on revenue, but on the principle "just design something great, something that users love".{{Cite news|url=https://www.forbes.com/sites/karstenstrauss/2013/04/17/is-this-the-fastest-growing-game-company-ever/|title=Is This the Fastest-Growing Game Company Ever?|last=Strauss|first=Karsten|date=6 May 2013|work=Forbes|department=Technology|pages=50, 52|type=Paper|access-date=15 September 2017|archive-date=4 August 2017|archive-url=https://web.archive.org/web/20170804020146/https://www.forbes.com/sites/karstenstrauss/2013/04/17/is-this-the-fastest-growing-game-company-ever/|url-status=live}} Game development focuses on "cells" of five to seven people which start with an idea generation and an initial review by CEO Paananen. The team subsequently develops the idea into a game, which the rest of the company's employees get to play-test, followed by play-testing in Canada's App Store; if the reception in Canada is good, the next step is global rollout (App Store). Successful failures are celebrated by employees. One of the games that was cancelled well into development was ''Battle Buddies'', which had also been rated well in the test market, but the number of players was still too small. The final decision to cancel a project is made by the development team themselves. |
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==History== |
==History== |
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