![]() ![]() ![]() I think it's easy to see what's successful in the market and what isn't, but ultimately we listen to our hearts and do what we think is right for our games, not what is right because our competitors are doing it or because something seems popular. "We're open to whatever lessons we can learn. "It's not that we're deliberately not learning from what our competitors are doing," says senior producer Matthew Lee Johnston. Forget the competitionĪlthough Popcap has often worked in very familiar casual genres, its designers claim to have never looked at what other developers were having success with. So what's the company's secret? How has it managed to create a string of accessible mega-hits, from the match-three behemoth Bejeweled to the tower defence masterpiece, Plants vs Zombies? And why does no one hate them for it? Last week, during the Casual Connect conference, I spoke to several of Popcap's most senior designers and producers about how the company approaches game design, and how it operates within the industry. Indeed, while Zynga's every move is debated and condemned by the gaming intelligentsia, Popcap has earned little but admiration and respect – even after it was bought out by perennial industry bogeyman, EA. Popcap is also an example of how to succeed in this ultra competitive industry without making vast numbers of enemies. ![]()
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