Fireside Chat: Best Practices in Developing Games
summary
2019 is a good year with one public failure: killed Rush Wars after internal play and early external metrics show it “isn’t fun.” Decisions lean on real-user engagement and retention KPIs rather than vanity charts, plus qualitative signals like internal corridor play and Slack buzz. A new service, Supercell ID saves accounts, focuses on preventing lost progress and enabling cross-game friends; rollout emphasizes value-first social features. Development runs in developer-led cells and new IPs demand long, iterative exploration.
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chapters (6)
- 0:00Start
- 1:03How Was 2019 for Supercell
- 1:48Rush Wars
- 9:54What Makes It Fun
- 10:24What Plans You Have for Supercell Id
- 12:48How Long Do You Think a Mobile Game Could Last
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