CEO of PopCap games: How I Did It
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Re: CEO of PopCap games: How I Did It
#2"Facebook didn't even exist when we started the company. The iPhone didn't exist. We've adapted and changed and rolled with everything that's come our way. We've constantly integrated our approach to games."
Evolution is one of the most important words in business.
Re: CEO of PopCap games: How I Did It
#3Re: CEO of PopCap games: How I Did It
#4http://www.youtube.com/watch?v=tNaM22Oulwg (DropZap 2)
Re: CEO of PopCap games: How I Did It
#5The money quote: "Facebook didn't even exist when we started the company. The iPhone didn't exist. We've adapted and changed and rolled with everything that's come our way. We've constantly integrated our approach to games." Evolution is one of the most important words in business.
We don't track the resources that go into each game.
If it's a great game, it's worth a lot of money.
If it's a B+ game, it's essentially worth zero.
Troll through the average list of new releases in a week and you can clearly see that most people/groups/publishers either don't agree, or don't get this.Re: CEO of PopCap games: How I Did It
#6For me, that is one of the most important lessons to take away from this. Keep it simple, keep it fun and engaging, and the users will love it.
The rise of Minecraft has reinforced this point of view in my mind.
Re: CEO of PopCap games: How I Did It
#7When Dave started, we were focused on creating new games instead of supporting revenue streams from each game. Dave changed that.
Part of the reason why PopCap has been so successful is that they have properly branched their games into new devices and areas, from Facebook games, to iPhone, in-flight entertainment, etc.
I think that is a good lesson for hackers. If you aren't making enough money from your app, perhaps you just haven't expanded enough horizontally. Many of the best apps these days have iPhone/iPad/Blackberry versions so they can be easily accessible at all times.
Re: CEO of PopCap games: How I Did It
#8"We decided from the start to make our games incredibly fun and easy so that they appeal to everyone." For me, that is one of the most important lessons to take away from this. Keep it simple, keep it fun and engaging, and the users will love it. The rise of Minecraft has reinforced this point of view in my mind.
Re: CEO of PopCap games: How I Did It
#9 We're never perfect. We're always pretty good, but we're always trying to be better.
words i live byRe: CEO of PopCap games: How I Did It
#10Dave Roberts is the CEO, who fits the "adult supervision" CEO stereotype reasonably well. He's an older, business-savvy guy the three young founders brought in: http://www.sfgate.com/cgi-bin/blogs/techchron/detail?entry_i...