微博

电脑版
提示:原网页已由神马搜索转码, 内容由weibo.com提供.
截图来自Supercell投资机构IVP的访谈,完整反映了Boom Beach 和Clash Royale这两款产品在内部绝对的反对声音

如果少数服从多数,或者决策自上而下,那Boom Beach和Clash Royale几十亿美元的变现就没有了



上次的朋友圈

这两张截图其实说明了同一个事情:如果Supercell的产品线CEO IIkka Paananen说了算,那Boom Beach和Clash Royale这两款10亿美元级别的游戏在内部就会被干掉

而得益于Supercell团队掌控产品命运的文化,Boom Beach和Clash Royale才有机会走出来

(通过内部审核的游戏,真的不一定有市场竞争力,只能说符合内部少数人的偏好而已)

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 安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 oppositiorn

The 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.

这段话说的是如果Boom Beach团队没有自己的坚持,他们的产品在内部否定中就死了

至于Clash Royale是这样的:Clash Royale,Paananen said he had doubts Clash Royale,I Wasn't a big believer in the original prototype that eventually became Clash Royale

你能说 IIkka Paananen不懂游戏吗,你能说Supercell这帮研发大佬不懂游戏吗

但是懂游戏的他们差点让Boom Beach 和Clash Royale跑不出来…

典型还有Riccardo Zacconi看不懂Markus Persson的Minecraft
欢迎新用户

正在加载,请稍候...

游戏邦科技(厦门)有限公司

  • ü未年审 审核时间 2018-01-22
  • Ü简介: 关注手机游戏与社交游戏在运营和研发领域的深度解析(@游戏邦 ) 网址:http://gamerboom.com
更多 a
1341关注
137914粉丝
14985微博