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Supercell Ltd (Finnish: Supercell Oy) is a Finnish mobile game development company based in Helsinki, Finland. We had almost no player support at that time, simply because we never even imagined we’d have that kind of success. 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.”, "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. There is no way I'm going to keep Chinese software on any device. The fifth game we’d been working on was called Battle Buddies, a player vs. player tactical shooting game inspired by games such as UFO: Enemy Unknown. Nothing is ever good enough and you don’t put anything out. After that, we decided to stay away from launching major games on Midsummer’s Eve or other national holidays :). We also started to plan a mobile/tablet version of the game. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile. Our goal is to make the best games – games that are played by as many people as possible, enjoyed for years and remembered forever. Usually they get killed after a milestone we call a “company playable”, which means that the team releases the game for everyone in the company to play. 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. There is so much more we can do. Also, we realized people play differently on desktop than they do on mobile. “As a company we don’t have so much experience with this type of game,” Franzas explains. To us, it still feels like very early days, both for Supercell as a company and mobile gaming as an industry. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two. 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. Unfortunately, the game never garnered enough player interest to move out of beta, so we had to kill it too. It was too hard to try to replicate the mouse/keyboard experience on touch screens. Many of us were fans of real-time strategy games and had played them online and on other platforms. Supercell. And we want to build a company that will last for decades. I kept going, 'Well, if I tell the game lead and he says it's okay then maybe it's okay,' and he was just like, 'Ah, do whatever, it's fine.' We knew that one of those games would have to be at least moderately successful for the company to have a future. "Gaming is a creative business, and it's not about the hours you put in. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. It’s been an exciting beginning for our company. For us, it’s clear that releasing hit games means having to take big risks. 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. The Verge reports that the deal is … But in the end we killed it and started to work on something new for tablets. Since these early days, we’ve killed countless games at various stages of development. Yes, Supercell is a company based in Finland but as per Forbes Report in June 16, Tencent Games acquires a majority of 81.4% interest in Supercell at a valuation of $10.2 Billion. 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 is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. If it starts to feel like the game isn’t going to work or isn’t fun enough, it’s usually a sign that you should have already killed it. 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. In 2013, the Japanese group SoftBank bought a stake of 54pc in the Supercell. 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. Being small means you need less management and fewer processes, both of which just make it more fun to work. So technically, Finland is the country behind Clash of Clans’ existence but it is now owned by Tencent, a Chinese firm. Last edited by Cobra3345; May 23rd, 2016 at 12:04 PM. With Magic, our original goal was make this type of game play accessible to the widest possible audience. Back then, the founders had no idea what the company would become. It would be an environment with zero bureaucracy. That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. Ilkka Paananen is its current CEO. Our organizational model is optimized for speed and passion, not for control. 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. Both Clash and Hay Day grew steadily from day one. The Hay Day beta went live in Canada in May 2012. What makes this story a classic is that it was the Magic team that ultimately developed Clash of Clans, which, funnily enough, was also codenamed Magic before getting its official name. Our dream was to create game services with longevity like that. Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. Each game comes from a cell, and they all operate extremely independently and have complete control over their own roadmap. We decided to kill all ongoing productions for web and Facebook and bet the entire company on a strategy that we started to call “tablet first”. We’d learned a lot since Gunshine failed, and one of the most important lessons was this: It’s usually better to kill games earlier rather than later. But the reality is that this is just the beginning. Supercell is a collection of these cells. Thus making Tencent a majority stakeholder in the company, which is itself a Chinese company. Tencent's Supercell Buy Is Huge Overseas Tech Push For A Chinese Company Tencent Holdings Limited confirmed that the company will acquire an 84.3% stake in Supercell for USD8.6 billion, including a 73% stake from Softbank and 11.3% stake from Supercell's employee shareholders and former employee … Our dream is to create games that people will remember and hopefully even play for decades. “So we wanted to launch it very early, in a very raw and unfinished state.”. 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. It was a real-time massively multiplayer online role-playing game. The two core pillars around which we wanted to build this longevity would be game play and social. A few of them had garnered some initial interest, but player engagement soon started to wane. Teams can kill their games and move on if deemed necessary. The concession was later upgraded to cover the whole country, but Supercell operates still a tiny wireless … As time passed, we shifted our strategy to “mobile first” as smartphones have grown and it became increasingly difficult to distinguish them from tablets. We can make new games that will change how people think about mobile gaming and games in general. We didn’t create this company to make money. Supercell is a mobile phone network in the North Kivu owned by Supercell SPRL.. Supercell was originally granted a regional 900/1800 GSM-licence for the eastern part of the Congo and startet services in July 2002. In the summer of 2010, Supercell was born. 'What is the threshold for this is okay to do?' Our initial funding came from the founders investing their savings into the company. 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. A place where the best people could make the biggest possible impact and nothing would stand in their way. Take your favorite fandoms with you and never miss a beat. And when it comes to social, we just thought games would be more fun when played with friends and other people. We would modify it later for smartphones. We’ve been so incredibly fortunate, and that’s allowed us to help others around us. The game launched globally on June 21st. And we wanted to use some of the unique characteristics of the touch interface to create a very special gaming experience on tablets. A bit later on, when we started to hire more people, we managed to fit 15 people to that little room. Often times when teams become bigger, processes, bureaucracy and even politics emerge, and the work just isn’t fun anymore. And, finally, a company that not only does good for its players, employees and shareholders, but also for the greater community around it. But to be totally honest, it isn’t any easier today than it was when we were just getting started. You would think it would get easier over time, especially when you’ve been lucky enough to put out hits like we have. Founded in 2010, Supercell is a mobile game developer based in Helsinki, Finland, with offices in … 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. 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. Our threshold for releasing anything to beta should be low, but our bar for releasing anything globally should be high. Mobile games have to be fun even if you only have a few minutes to play. Today it’s clear that this was the right decision, but in the fall of 2011 it was less obvious. But the core beliefs upon which we founded the company are stronger than ever. The first was user interface; we wanted to the most of swipe and other controls specific to touch. We believed in the power of simple, fun game play. We also wanted to make the game as social as possible. To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy. 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. In a company blog, CEO Ilkka Paananen stated: As we started to spend more time getting to … One thing we fundamentally believe in is that how we ultimately achieve the best quality is we learn as quickly as possible. As such, our explicit goal is to keep the company as small as possible. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. But Hay Day was different. Supercell is a young Finnish smartphone game company with an unusual team structure and company philosophy. The truth is there wasn’t. Its codename was...Magic; a codename that later gave the name Clash of Clans, as you know. In three years, the company's revenues have grown a total of 800 percent, from 78.4 million (2012). Our first game was called Gunshine.net. On top of that, we borrowed as much money as we could from Tekes, the Finnish government’s technology funding arm. Today, Supercell confirmed the news that it is being acquired by Tencent. Later Tencent, the internet conglomerate, acquired up to 84pc of Supercell from the SoftBank as well as … They just knew they wanted to make great games that people would play for years. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. Until this point, every single beta launch we’d had as a company had been lukewarm at best and had eventually led us to kill the game later on. Supercell has made the following games so far: Hay Day Wiki is a FANDOM Games Community. We’ve found that the best quality work comes from small teams in which every member is passionate about what they do. A company that not only has hit games in western markets but also in the big eastern markets like Japan, Korea and China. Our first office was in Niittykumpu in Espoo, Finland. We started to call it “the ultimate games platform”. And that is truly the biggest possible risk for a creative company like ours. And we wanted to create them for the widest group of people possible. Supercell created Hay Day in 2012 and have kept updating the game since then. The Chinese company will acquire SoftBank’s investment in Supercell, while the game developer will retain its operational independence. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. Many of us had been big fans of games like World of Warcraft, which most people play for years, not just weeks or months. It took Clash three months from launch to become the #1 top grossing game in the U.S. Since then, the company … Another game was a farming game codenamed Soil, which would later be named Hay Day. Supercell is currently a subsidiary of Tencent Holdings Limited, a Chinese multinational company. So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Supercell Oy, or Supercell, is a mobile development firm that is based in Helsinki, Finland. Build great teams, and support them in their efforts in order to facilitate their success. Is no greenlight process from management, no milestone meetings where teams to! 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