53 min

Ep.5 Creating The Next Hit: Why Big Companies Struggle With New Games - with Nikita Tolokonnikov and Vicent Boned Riera Games and Names

    • Video Games

Hey there! Welcome to the Games & Names podcast, a place where we casually chat about the gaming industry with a hint of magic.
In the fifth episode, we talk not with one but two guests — Nikita Tolokonnikov, Product Director at Tripledot, and Vicent Boned Riera, Data Analyst at Supercell. Why do big companies struggle with creating new hits? Is it easier for a big company or a small studio to make the next big thing? What can we define as a hit, to start with? And what do you need to create one? That and much more we try to answer in this episode!
Episode's crew: ⁠Stan Minasov, Jesse Kroon, Nikita Tolokonnikov, Vicent Boned Riera
Don't forget to subscribe, like, and share this episode with your friends, colleagues, friends, and pets. Especially pets!
In this episode, we talk about:
- why big companies struggle with creating new hits;- how already successful games and high standards damage game production and creativity;
- the definition of a 'hit' and how these criteria changed in Supercell along the way;
- what are the crucial things for a game to be successful and why risk aversion stands in the way of it;
- why it's almost impossible to emulate a small studio's benefits in a big corporation;
- why Clash Mini and Floodrush (already discontinued) unlikely will become the next Supercell hit
We also share a bunch of game recommendations that we loved recently, including the magnificent Disco Elysium! Stay tuned for the next episodes. Good luck and have fun :)
YouTube (if you want to see us!): https://youtu.be/DqLpbtT4XbU
Please share feedback and comments - sm@appmagic.rocks

Hey there! Welcome to the Games & Names podcast, a place where we casually chat about the gaming industry with a hint of magic.
In the fifth episode, we talk not with one but two guests — Nikita Tolokonnikov, Product Director at Tripledot, and Vicent Boned Riera, Data Analyst at Supercell. Why do big companies struggle with creating new hits? Is it easier for a big company or a small studio to make the next big thing? What can we define as a hit, to start with? And what do you need to create one? That and much more we try to answer in this episode!
Episode's crew: ⁠Stan Minasov, Jesse Kroon, Nikita Tolokonnikov, Vicent Boned Riera
Don't forget to subscribe, like, and share this episode with your friends, colleagues, friends, and pets. Especially pets!
In this episode, we talk about:
- why big companies struggle with creating new hits;- how already successful games and high standards damage game production and creativity;
- the definition of a 'hit' and how these criteria changed in Supercell along the way;
- what are the crucial things for a game to be successful and why risk aversion stands in the way of it;
- why it's almost impossible to emulate a small studio's benefits in a big corporation;
- why Clash Mini and Floodrush (already discontinued) unlikely will become the next Supercell hit
We also share a bunch of game recommendations that we loved recently, including the magnificent Disco Elysium! Stay tuned for the next episodes. Good luck and have fun :)
YouTube (if you want to see us!): https://youtu.be/DqLpbtT4XbU
Please share feedback and comments - sm@appmagic.rocks

53 min