amounted,amount可数还是不可数

  

  埃卡潘纳宁超级细胞的首席执行官和联合创始人。   

  

  埃卡潘纳宁   

  

  新闻2022年注射毒品月15日   

  

  我们最美好的日子是在身后还是在前方?   

  

  “超级细胞的好日子是在我们身后还是在我们前面?"去年年初,我们问了自己这个简单的问题,这引发了一场非常深入的讨论,我们意识到我们的发展速度不够快,无法满足全球玩家的需求。在这篇文章中,我将解释我们正在做的事情,并告诉你我犯的一个大错误。   

  

  伊尔卡帕纳宁   

  

  这可能会让一些人感到惊讶,这肯定会让我们感到惊讶,但是开发和运营热门游戏并不会变得更容易,即使你已经发布了一些。在超级细胞,我们非常幸运,在过去的11年里,我们发布了5款热门游戏:干草日、部落冲突、繁荣海滩、皇家冲突和斗殴明星.它们的下载量超过了50亿次,直到今天,每个月都有2.5亿玩家玩它们,这五款游戏的总收入都超过了10亿美元,《部落冲突》和《皇家冲突》迄今为止的总收入超过了100亿美元。当我们在2010年创立这家公司时,我们甚至没有想到会有这样的事情。   

  

  我不太确定这是不是因为过去的成功,但截至一年前,事实是我们的游戏在过去几年中并没有真正增长多少,而且,自《争吵之星》(斗殴明星)(于2018年12月在全球推出)以来,我们没有推出过新游戏。   

  

  这个基本问题在超级细胞引发了一场相当深入的讨论,更重要的是,它让我们改变了对一些事情的想法和方法。我想分享一些我们的思考过程和行动。希望这能让你更好地了解超级细胞的发展方向,最重要的是,我们的计划是为我们的游戏玩家做得更好。   

  

  我们的梦想   

  

  在检查我们如何作为一个公司来改进时,我们最明显的出发点是我们的使命宣言,或者我们的梦想,我们称之为:创造出让尽可能多的人玩上几年并永远记住的游戏。英语字母表中第二十三个字母   

e started to challenge many assumptions through the lens of this dream of ours.

  

In hindsight it of course sounds completely obvious, but we concluded that in order to keep chasing our dream, we simply need to do better for players. We noticed that we had been so stuck in some of our old beliefs, that in some cases we had not been able to fully deliver for our players.

  

That of course makes no sense, because without players, Supercell wouldn’t exist. We are here to create experiences into which players invest their valuable leisure time. We should start almost every discussion by putting the player and their experience first.

  

DOING MORE VS SMALL TEAMS – AND MY BIG MISTAKE

  

As we talked about doing more and better for players, it created a few interesting conflicts that I wanted to share openly.

  

The first conflict is related to team size, and specifically team size of the live game teams. As many of you know, historically, a big part of Supercell’s identity and reputation has been about small teams. We all believe that in addition to the amazing people and luck that we’ve had, the small team sizes have been a factor that has enabled us to create 5 hit games. Small teams innovate, take bigger risks, and move faster as there are less cooks in the kitchen and less process. All of this is fantastic when you’re trying to develop something new and amazing from scratch.

  

Be bold and take risks. We’ve realized that with success, it’s easy to fall into the trap of focusing on what has worked in the past. To truly be innovative we need to be humble, open-minded and take bold risks with unknown outcomes. Sure if we do that, we will probably fail more often than we succeed, but the learnings will make us stronger and eventually we will find a big success. I truly believe that companies do not fail because they take risks, but because they stop taking risks. We also reminded ourselves that we should reinstate our habit of celebrating failures with champagne.

  

However, the situation changes once a game team starts heading towards Beta and becomes a live game team. All of the sudden, the priority shifts from innovating to serving an audience of millions of players, and doing so in a healthy and sustainable way, without overworking the people in the team.

  

We realized we had made the mistake of applying the exact same thinking to both new game teams and live game teams. In extreme cases, we stuck to our mantra of “small teams” because that was our culture, and had not realized that our culture should really be at the service of players.

  

Ultimately, this of course was my mistake. As the CEO, I should have challenged our existing ways of thinking and culture, because as I had written in our culture document a few years back, “what got us here will not necessarily get us there.” I realized that I was actually the one who had the fixed mindset, stuck in the thinking from our past. Definitely one of the biggest mistakes of the many that I’ve made in my career, and one that I will remember forever. And a great learning which in our culture of celebrating learnings that come from failures meant I deserved a big bottle of champagne :)

  

Today, when we consider what is the right size for a team, we do not simply say “small” anymore. Today, the answer depends on what type of game the team is working on and what phase it is in. We are still learning and trying to find the right balance between “small” and “doing more”. So far, the answer has been to move to slightly larger teams for our live games, developing better and smarter tools & technology, creating stronger outsourcing pipelines, and thinking outside the box as with the Supercell MAKE platform. And yes, I am fully aware that “20-35 people” is still a relatively small team compared to the teams of several hundred people that exist in our industry. But for us, they feel big :-) (As I said, we are still learning and trying to find the right balance.)

  

There is one thing that I want to make clear here, which is that none of this impacts how we think about the most important pillar of our culture, which is the idea of fully independent game teams (or cells as we sometimes call them). The independence of our teams continues to be sacred in Supercell’s culture - that's the number one reason we founded the company in the first place! At Supercell, the role of leadership is to put together the best teams, but then fully trust them and not to tell them what to do. The way to think about our teams is that they are fully independent companies inside the larger company.

  

The other conflict that appeared when started to talk about doing more for players was related to the health of the teams. We had already noticed that the combination of the fully independent teams, very high ambition and small team size, fueled by remote working caused by COVID, led to situations where sometimes these small teams pushed themselves too hard to deliver on their plans. In a few cases, extra content for the players came at the expense of peoples’ health and even led to symptoms of burn out.

  

This really kills me for three reasons:

  

It is just wrong for these people and their families, and it is all too common in our industry, and it is definitely not a legacy that I or anyone else would be proud of.

  

It is in direct violation of our mission to create a company and games that would last for decades – obviously we cannot do that if people burn out.

  

We founded Supercell to be the best place for the best people and teams to make the best games – again if people burn out while creating games that obviously is very far from being the best place for them.

  

So again, we had a discussion about this and concluded that whatever the team does, doing more for players cannot come at the expense of the team’s health. Overworking teammates cannot be the solution. No one should sacrifice their health & wellbeing for their team or Supercell goals. That means we need to do a better job building teams that are healthy and sustainable for the long term.

  

Today we believe that growing teams responsibly will not only allow us to do more, but it will ensure that individuals on teams are able to work reasonable hours and take enough time off to fully recharge. We are seeking to reduce the stigma around talking about mental health at work and encouraging discussions within teams to explore healthier ways to work together and deliver the best for the players of our games.

  

All in all, we are playing the long game here. I am confident that the discussion and actions we’ve taken will get us closer to having the healthiest people and teams in gaming, while also delivering much more for our players.

  

IMPROVEMENT MINDSET

  

As we talked about how we could do better for our players, we also started to talk about this concept of “growth mindset.” For us, it means that we need to:

  

Become better every day. No matter how great you, your team or your game is, it can always be better.

  

Be bold and take risks. We’ve realized that with success, it’s easy to fall into the trap of focusing on what has worked in the past. To truly be innovative we need to be humble, open-minded and boldly explore. Doing so will inevitably lead to many missteps and failures, but the learnings will make us stronger and eventually we will find a big success. We also reminded ourselves that we should reinstate our habit of celebrating failures with champagne!

  

When we spoke about growth mindset, we soon noticed that it became synonymous with user or revenue growth. This was exactly what we did not mean by growth mindset. For us, growth mindset is about the two things I mentioned above, it is about the intent. And sometimes, with some luck, it can result in outcomes such as hit games, user and revenue growth. Because of this risk of confusion we ended up calling it “improvement mindset” which seemed to fit our culture better.

  

IMPROVEMENT MINDSET IN 2021

  

As said, for us, an improvement mindset is all about trying to do better, and also being bold in trying new things. And again, it is not about the outcome, but about the intent. Last year, there were several examples of this in action, and I wanted to mention some of them below.

  

Hay Day Farm Pass

  

We released Farm Pass in 2020, but this is the first full year of farm pass and the team has worked incredibly hard and improved it significantly for players.

  

Clash of Clans Town Hall 14

  

The team introduced Town Hall 14 into Clash of Clans in April which remarkably improved the player experience for long-time players of the game.

  

Clash Royale: Card Level 14 and Champions

  

There was a lot of discussion among the team and these big changes felt very risky. Some of the team were opposed to the ideas, but they disagreed and committed to taking a big risk that ended up improving the player experience seriously for Clash Royale players.

  

Brawl Stars Deeper Progression & Club Updates

  

The team took a big risk by adding deeper progression and improving the social club experience for players of Brawl Stars. This has created a foundation for the team to build on for the future.

  

The most live Beta games in ten years

  

We now have three live beta games, which is the most that we’ve had since 2012, the year that we launched Clash of Clans and Hay Day! What I really love about this lineup is that these three games are completely different from our other games.

  

Everdale, a peaceful and relaxing building game with never-ending adventures, was launched into beta back in August and the player reception has been incredible. The team continues to improve the game and listen to player feedback.

  

We also announced three Clash games at once and openly spoke about our roadmap including two games that were not yet in Beta, and could even be killed before they get to that point. Well, since the announcement two of these three have gone into Beta! We’ve never announced titles this early in their development phase, but we felt like this was a great opportunity to be more transparent with players.

  

Backing like-minded Game Studios

  

We’ve been investing in like-minded developers for a number of years now (a total of 14 game studios!). This is one of the ways we can do more for players – bring them more great games also outside of the Supercell internal studios. I am particularly excited to see the momentum behind Merge Mansion from Metacore, Love & Pies from Trailmix, and Beatstar from Space Ape.

  

Beatstar, a rhythm game by Space Ape Games, launched 31 August and has reached #1 in downloads in 24 countries and is the top grossing music game globally. With over 1 billion song plays it is emerging as an important platform for music discovery. By the way, Space Ape has also soft launched Boom Beach Frontlines, a team shooter set in the Boom Beach universe!

  

Merge Mansion from Metacore reached over 20 million downloads and the internet fell in love with Grandma Ursula who was played by Kathy Bates in a series of films that they released. I wish I had the answer to “What’s Grandma hiding?” but I guess we’ll just have to wait and see what Metacore has planned for the players! :)

  

Trailmix globally released Love & Pies, their debut game. The telenovela style undertakings of the gang at the Windmill Cafe quickly netted over a million installs, and the TIGA Award for best Casual game in 2021. Lots of plot twists to come in 2022!

  

We have been helping support the teams through a combination of backing them financially and hands on support when they’ve asked for it. In addition we have been learning so much from these amazing teams. And this is just the beginning from this amazing group of game studios, there is definitely more to come!

  

Expanding our talent with LEVEL UP

  

Historically we have tended to hire for the most part only very experienced developers, but now we’ve understood how important it is to learn from younger talent. To that end, we started the Level Up program which brings six recent graduates together to develop a playable game over six months. The program has just started and it’s incredible to see the talent that applied and joined us. Whenever possible, we have also been more open for younger talent for our other open permanent positions.

  

Opening a Game Studio in North America

  

We also recently announced that we are looking for founders to help us start a North America based game studio. Read the blog post to learn about how we intend to make games that you might not expect from us.

  

These highlights were not all resounding successes, but they all represented the teams putting in the effort to try bold & sometimes risky things to create new experiences or improve them for players of our games. I couldn’t be more proud of how Supercellians embraced the challenge of improvement mindset and wanted to do even more for our players!

  

2021 FINANCIAL RESULTS

  

Those who have read my posts from previous years would remember that, according to Finnish law, during this time of the year, we need to report our annual financial results. I thought I would share them here as well.

  

Revenue for 2021 was at 1.89 billion (or $2.24 billion), and our profits before taxes (EBITDA) amounted to 734 million (or $852 million). Our profits allowed us to contribute a total of approximately 150 million (or $177 million) in corporate taxes to Finland this year alone. Many of us who have benefited from our free education and healthcare financed by taxes feel proud that we can contribute to our society in this way, in turn helping others. We also try to maintain a positive impact on society by offsetting 200% of carbon emissions from our operations as well as 100% of those created by mobile devices while players enjoy our games!

  

While these results represented some growth over last year, and I am of course very happy for our teams that their hard work also is reflected in the figures, we don’t like to focus on results from any particular year. We like to think a lot more long term than just one financial year. Our inspiration comes from companies like Nintendo who built their company over 100 years. For us, the most important thing about financial results like these is that they enable us to keep investing in making even better games, taking risks and better serving the over 250 million people that play our games every month!

  

DOING MORE FOR PLAYERS GOING FORWARD

  

So what should you expect from Supercell this year? In line with the improvement mindset, we want to continue to do better for players, and hopefully also introduce both new games and features to existing games that will surprise the players of our games in a very positive way!

  

Hay Day and Clash of Clans will both turn ten years old this year and there will of course be big celebrations for both, alongside lots of great new content and some exciting new features which I can not yet talk about!

  

The Clash Royale team has big plans as well, including ensuring players of all skill levels are rewarded for their time in game and making it more exciting to explore and expand their collection! The Brawl Stars and Boom Beach teams are also hard at work and focused on delivering for players!

  

The teams will continue to iterate on the three games we have in Beta, trying to make them better for the players. If at some point our teams think they are ready to go global, the next would be our sixth launch in twelve years so it would be a big moment for us. However, our teams keep their bar very, very high so no promises.

  

We currently have seven new games at various stages in development, and I've never been more excited about new game development at Supercell! Each of these new games will bring a new level of creativity and something very unique to players, and we hope that sometime soon you get to play at least some of them! We also expect more great games from the fourteen game studios that we’ve backed!

  

As I mentioned earlier, to truly be innovative and keep raising the bar, we need to be humble, open-minded and take bold risks with unknown outcomes. I believe that companies do not fail because they take risks, but because they stop taking risks. If we don’t have enough failures, we aren’t trying hard enough. As such, I hope we’ll be drinking a fair amount of champagne this year. :)

  

THANKS TO THE PLAYERS!

  

I wanted to end this year’s blog post by thanking the players of our games. The community inspires us to challenge ourselves to be better every single day. We know there are many many games out there to play and we are humbled that so many have continued to play our games for so many years (this year it will be ten years and counting!). We will always strive to improve the experience and we hope the players will continue on this journey with us.

  

We truly value the relationship we have with the community and will continue to listen to feedback, as hard as some of it can be! :) So please keep the feedback coming! By the way, this is definitely the most interesting delivery so far this year :)

  

We’ll make mistakes along the way, but always try to improve and deliver more great content and features for our existing games as well as launch new games for players all around the world to enjoy!

  

We plan to stay focused on our dream to create games that as many people as possible play for years and that are remembered forever, and with a lot of hard work and a little luck, and with your continued support, our best days will be ahead of us!

  

On behalf of everyone at Supercell, THANK YOU!

  

Ilkka

  

@ipaananen

  


  

翻译:

  

2022年2月15日

  

标题:我们最美好的日子是过去了还是未来?

  

“Supercell最美好的日子是过去了还是未来?”去年年初,我们问了自己这个简单的问题,这引发了一场非常深入的讨论,我们意识到我们的发展不够快,无法跟上世界各地玩家的需求。在这篇文章中,我将解释我们正在做的事情,并告诉你我犯了一个大错误。

  

埃卡·潘纳宁

  


  

这可能会让一些人感到惊讶,这当然让我们感到惊讶,但开发和运营热门游戏并没有变得更容易,即使你已经发布了一些。在Supercell,我们非常幸运,在过去的11年里,我们发布了5款热门游戏:卡通农场、部落冲突、海岛奇兵、皇家战争和荒野乱斗。他们的下载量已经超过50亿,到目前为止,每个月有2.5亿玩家在玩这些游戏,这五款游戏在他们的一生中都获得了超过10亿美元的收入,《部落冲突》和《皇室战争》迄今为止获得了超过100亿美元的终身收入。当我们在2010年创立这家公司时,我们甚至连这样的梦想都没有。

  

我不确定这是否是因为过去的成功,但一年前的事实是,我们的游戏在过去几年中并没有真正增长那么多,而且,自《荒野乱斗》(2018年12月在全球推出)以来,我们还没有推出新游戏。

  

这个基本问题在超级细胞上引发了一场相当深入的讨论,更重要的是,它导致我们在一些事情上改变了思维和方法。我想分享我们的一些思考过程和行动。希望这能让你更好地了解Supercell的发展方向,最重要的是,我们的计划是为我们的游戏玩家做得更好。

  


  

我们的梦想

  

在考察我们作为一家公司如何改进时,我们最明显的出发点是我们的使命宣言,或者我们所谓的梦想:创造尽可能多的人玩上几年并永远记住的游戏。我们开始通过我们梦想的视角挑战许多假设。

  

事后看来,这当然听起来很明显,但我们得出结论,为了继续追逐我们的梦想,我们只需要为玩家做得更好。我们注意到,我们已经深深地陷入了一些旧的信念中,以至于在某些情况下,我们无法完全为我们的玩家做出贡献。

  

这当然毫无意义,因为没有玩家,超级细胞就不可能存在。我们在这里创造体验,让玩家投入宝贵的休闲时间。我们应该把玩家和他们的经验放在第一位来开始几乎所有的讨论。

  


  

与小团队相比做得更多——当我们谈论为球员做得更多更好时,我犯了一个大错误,这引发了一些有趣的冲突,我想公开分享。第一个冲突与团队规模有关,特别是现场游戏团队的团队规模。正如你们许多人所知,从历史上看,Supercell的身份和声誉很大一部分是关于小型团队的。我们都相信,除了我们拥有的令人惊叹的人和运气之外,小团队规模是一个因素,使我们能够创造5个热门游戏。小团队创新,承担更大的风险,行动更快,因为厨房里的厨师更少,流程也更少。当你试图从零开始开发新的、令人惊叹的东西时,这一切都非常棒。敢于冒险。我们已经意识到,成功后,很容易陷入专注于过去成功的陷阱。要想真正创新,我们需要谦虚、开放,大胆冒险,结果未知。当然,如果我们做到这一点,我们失败的次数可能会比成功的次数更多,但学到的东西会让我们更强大,最终我们会获得巨大的成功。我真的相信公司的失败不是因为他们冒险,而是因为他们不再冒险。我们还提醒自己,我们应该恢复用香槟庆祝失败的习惯。

  


  

然而,一旦一个游戏团队开始走向测试版并成为一个现场游戏团队,情况就会发生变化。突然之间,重点从创新转向为数百万玩家的观众服务,并以健康和可持续的方式这样做,而不让团队中的人过度劳累。

  

我们意识到,我们犯了一个错误,把完全相同的想法应用于新游戏团队和现场游戏团队。在极端情况下,我们坚持“小团队”的口号,因为这是我们的文化,并且没有意识到我们的文化应该真正为玩家服务。

  

最终,这当然是我的错误。作为首席执行官,我应该挑战我们现有的思维方式和文化,因为正如我几年前在我们的文化文件中所写的那样,“让我们走到这里的东西不一定会让我们走到那里。”我意识到我其实是一个有着固定心态的人,被过去的思维所束缚。这是我职业生涯中犯过的最大错误之一,也是我将永远铭记的错误。在我们庆祝从失败中学到的东西的文化中,一个伟大的学习意味着我应该得到一瓶香槟:)

  


  

今天,当我们考虑一个团队的正确大小时,我们不再简单地说“小”了。今天,答案取决于玩家正在进行的游戏类型和所处的阶段。我们仍在学习并试图在“小”和“多做”之间找到正确的平衡。到目前为止,解决方案是为我们的现场游戏转移到规模稍大的团队,开发更好、更智能的工具和技术,创建更强大的外包渠道,并像Supercell MAKE平台那样跳出框框思考。是的,我完全知道,与我们行业中几百人的团队相比,“20-35人”仍然是一个相对较小的团队。但对我们来说,感觉太多人了(正如我所说的,我们仍在学习并试图找到正确的平衡。)

  

有一件事我想在这里说清楚,这一切都不会影响我们对文化最重要支柱的看法,即完全独立的游戏团队(或我们有时称之为细胞)的理念。在Supercell的文化中,我们团队的独立性仍然是神圣的——这是我们成立公司的首要原因!在Supercell,领导力的作用是组建最好的团队,但要完全信任他们,而不是告诉他们该做什么。考虑我们团队的方式是,他们是大公司内部完全独立的公司。

  


  

当开始谈论为玩家做更多事情时,出现的另一个冲突与团队成员的健康有关。我们已经注意到,完全独立的团队、非常高的雄心壮志和小团队规模,再加上xin guan导致的远程工作,导致了有时这些小团队过于努力而无法实现计划的情况。在少数情况下,玩家获得的额外内容损害了队员的健康,甚至导致疲劳症状。这真的要了我的命,原因有三:这对这些人和他们的家人来说都是错误的,这在我们的行业里太普遍了,而且这绝对不是我或其他任何人都会感到自豪的遗产。这直接违反了我们创建一个可以持续几十年的公司和游戏的使命——显然,如果他们精疲力竭,我们就无法做到这一点。我们创建Supercell是为了让最优秀的人和团队制作最好的游戏——同样,如果队员们在制作游戏时筋疲力尽,那显然远远不是他们最好的地方。

  


  

因此,我们再次对此进行了讨论,并得出结论:无论团队做什么,为玩家做更多事情都不能以牺牲团队的健康为代价。过度工作的队友不是解决办法。任何人都不应该为了团队或超级单体的目标而牺牲自己的健康和福祉。这意味着我们需要更好地建设长期健康可持续的团队。

  

今天,我们相信,负责任地发展团队不仅能让我们做得更多,还能确保团队中的每个人都能工作合理的时间,并抽出足够的时间来充分充电。我们正在努力减少在工作中谈论心理健康的耻辱感,并鼓励团队内部进行讨论,以探索更健康的方式共同工作,为我们的比赛中的玩家提供最好的服务。

  

总而言之,我们在这里玩着漫长的游戏。我相信,我们所进行的讨论和采取的行动将使我们更接近于在游戏中拥有最健康的人和团队,同时也为我们的玩家提供更多。

  


  

改进心态

  

当我们谈到如何为我们的玩家做得更好时,我们也开始讨论“成长心态”的概念对我们来说,这意味着我们需要:

  

每天都变得更好。无论你、你的队伍或你的比赛有多棒,都可以变得更好。

  

敢于冒险。我们已经意识到,成功后,很容易陷入专注于过去成功的陷阱。要真正创新,我们需要谦虚、开放和大胆探索。这样做将不可避免地导致许多失误和失败,但学习将使我们更加强大,最终我们将获得巨大的成功。我们还提醒自己,我们应该恢复用香槟庆祝失败的习惯!

  

当我们谈到增长心态时,我们很快就注意到它已成为用户或收入增长的同义词。这正是我们所说的增长心态。对我们来说,成长心态是关于我上面提到的两件事,它是关于意图。有时,如果运气好的话,它会带来一些结果,比如热门游戏、用户和收入增长。由于这种混乱的风险,我们最终称之为“改进心态”,这似乎更适合我们的文化。

  


  

正如我们所说的,2021的改进心态是一种改进的心态,它是关于努力做得更好,也大胆尝试新事物。再说一遍,这不是结果,而是意图。去年,有几个这样的例子在起作用,我想在下面提到其中一些。干草日农场通行证我们在2020年发布了农场通行证,但这是农场通行证的第一整年,团队付出了难以置信的努力,为玩家们带来了显著的进步。部落冲突大本营14级 4月,团队将大本营14引入了部落冲突,这显著改善了游戏中长期玩家的体验。皇室战争:14级卡片和冠军团队之间有很多讨论,这些大的变化感觉非常危险。团队中的一些人反对这些想法,但他们不同意,并承诺承担巨大的风险,最终改善了皇室战争的玩家体验。荒野乱斗更深的进展和战队更新团队冒了很大的风险,增加了荒野乱斗玩家更深的进展,并改善了战队的体验。这为团队为未来创造了基础。

  


  

十年来最活跃的测试版游戏

  

我们现在有三个正在进行的测试版游戏,这是自2012年以来最多的一次,那一年我们推出了《部落冲突》和《卡通农场》!我真正喜欢的是这三款游戏与我们其他的游戏完全不同。

  

Everdale是一款宁静、轻松的建筑游戏,有着无尽的冒险经历,早在8月份就已进入测试阶段,玩家的反应令人难以置信。团队将继续改进游戏,并听取玩家的反馈。

  

我们还同时宣布了三款部落冲突系列游戏,并公开谈论了我们的路线图,其中包括两款尚未进入测试阶段的游戏,甚至可能在它们达到这一点之前就被砍掉。自从发布以来,这三个版本中有两个已经进入测试版!我们从未在开发阶段这么早就宣布过游戏名称,但我们觉得这是一个让玩家更透明的大好机会。

  


  

支持志同道合的游戏工作室数年来,我们一直在投资志同道合的开发者(共有14家游戏工作室!)。这是我们可以为玩家做更多事情的方法之一——在Supercell内部工作室之外为他们带来更多精彩的游戏。我特别兴奋地看到Metacore的Merge大厦、Trailmix的Love&Pies和Space Ape的Beatstar背后的动力。Beatstar是太空猿游戏公司推出的一款节奏游戏,于8月31日推出,在24个国家的下载量达到第1,是全球票房最高的音乐游戏。它拥有超过10亿首歌曲,正在成为音乐界的重要平台。顺便说一句,太空猿也软启动了海岛奇兵前线,一个团队射击设置在海岛奇兵宇宙!

  


  

Metacore的Merge Mansion下载量超过2000万次,互联网爱上了由凯西·贝茨(Kathy Bates)在他们发布的一系列电影中扮演的祖母乌苏拉(Ursula)。我希望我能回答“奶奶藏了什么?”但我想我们只能等待,看看Metacore为球员们计划了什么!:)

  

Trailmix全球发布了他们的首款游戏Love&Pies。风车咖啡馆帮派的TeleNoVela风格事业迅速超过一百万台安装,2021年度TIGA最佳休闲游戏奖。2022年将会有很多转折!

  

我们一直在通过财务支持和实际支持相结合的方式来帮助支持团队。此外,我们从这些令人惊叹的团队身上学到了很多东西。这只是这群令人惊叹的游戏工作室的开始,肯定还会有更多!

  

通过LEVEL UP扩展我们的人才

  

从历史上看,我们往往只雇佣经验丰富的开发人员,但现在我们明白了向年轻人才学习的重要性。为此,我们启动了升级项目,将六名应届毕业生聚集在一起,在六个月内开发一款可玩的游戏。项目刚刚开始,看到申请加入我们的人才真是不可思议。在任何可能的情况下,我们也会更加开放地为其他开放的永久性职位招聘年轻人才。

  


  

在北美开设游戏工作室

  

我们最近还宣布,我们正在寻找创始人来帮助我们建立一个北美游戏工作室。阅读这篇博文,了解我们打算如何制作你可能不希望从我们这里得到的游戏。

  

这些亮点并不都是响亮的成功,但它们都代表着团队努力尝试大胆的、有时是冒险的事情,为我们的游戏玩家创造新的体验或提高体验。我非常自豪超级细胞们是如何接受改进心态的挑战,并希望为我们的玩家做更多!

  


  

2021财务结果

  

那些读过我前几年的帖子的人会记得,根据当地法律,每年的这个时候,我们都需要报告年度财务业绩。我想我也会在这里分享。

  

2021的收入为18亿9000万欧(约合22亿4000万米刀),税前利润(EBITDA)为7亿3400万欧(约合8亿5200万米刀)。仅今年一年,我们的利润就让我们向fen lan缴纳了总计约1.5亿欧(或1.77亿米刀)的公司税。我们中的许多人受益于我们的免费教育和税收资助的医疗保健,他们为我们能够以这种方式为社会做出贡献,进而帮助他人而感到自豪。我们还试图通过抵消200%的运营产生的碳排放以及100%的移动设备产生的碳排放来保持对社会的积极影响,同时玩家享受我们的游戏!

  

虽然这些结果比去年有所增长,我当然为我们的团队感到高兴,他们的辛勤工作也反映在数据中,但我们不喜欢关注任何特定年份的结果。我们喜欢考虑比一个财政年度更长远的问题。我们的灵感来自任天堂(Nintendo)等公司,他们在100多年的时间里建立了自己的公司。对我们来说,这些财务业绩最重要的一点是,它们使我们能够继续投资于制作更好的游戏,承担风险,更好地为每月玩我们游戏的2.5亿多人服务!

  


  

为未来的玩家做更多

  

那么今年你对Supercell有什么期待呢?本着改进的心态,我们希望继续为玩家做得更好,并希望在现有游戏中引入新游戏和功能,以非常积极的方式让我们游戏的玩家感到惊讶!

  

《卡通农场》和《部族冲突》今年都将迎来十周年,当然,这两部电影都会有盛大的庆祝活动,还有很多很棒的新内容和一些激动人心的新功能,我现在还不能说!

  

皇家战争队也有宏伟的计划,包括确保所有技能水平的玩家在比赛中的时间都得到奖励,并使探索和扩大他们的收藏变得更加激动人心!荒野乱斗和海岛奇兵队也在努力工作,并专注于为球员提供服务!

  

球队将继续重复测试中的三场比赛,努力让他们更好地为球员服务。如果在某个时刻我们的团队认为他们已经准备好走向全球,那么下一次将是我们12年内的第六次发射,所以这对我们来说将是一个重大时刻。然而,我们的团队保持着非常非常高的标准,所以没有承诺。

  

我们目前有七款处于不同开发阶段的新游戏,我对Supercell的新游戏开发从未如此兴奋过!这些新游戏中的每一款都将为玩家带来新的创造力和独特的东西,我们希望不久你至少能玩其中的一些游戏!我们还期待我们支持的14家游戏工作室推出更多精彩的游戏!

  

正如我之前提到的,要想真正创新并不断提高标准,我们需要谦逊、开放的心态,大胆冒险,结果未知。我相信公司的失败不是因为他们承担风险,而是因为他们不再承担风险。如果我们没有足够的失败,我们就没有足够的努力。因此,我希望我们今年能喝到相当多的香槟:)

  


  

感谢所有的玩家们!

  

我想在今年的博文结尾感谢我们游戏的玩家。社区激励我们挑战自己,让自己每天都变得更好。我们知道还有很多比赛要打,我们为这么多人这么多年来一直在打我们的游戏而感到谦卑(今年将是十年,而且还在继续计算!)。我们将一直努力提高经验,我们希望玩家们将继续与我们一起踏上征程。

  

我们非常珍视与社区的关系,并将继续听取反馈,尽可能多地听取反馈!:)所以请继续反馈!顺便说一句,这绝对是今年迄今为止最有趣的交付:)

  

我们会在这一过程中犯错误,但始终努力改进并为现有游戏提供更多精彩的内容和功能,同时推出新游戏供世界各地的玩家欣赏!

  

我们计划继续专注于我们的梦想,创造让尽可能多的人玩上数年并被永远记住的游戏,通过大量的努力和一点运气,在你们的持续支持下,我们最好的日子将在我们面前!

  

我代表Supercell的所有人,谢谢你们!

  

埃卡

  

@潘纳宁

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