Apr 7, 2016 Venla Väkeväinen
In 2011, Ilkka Paananen was on the Slush stage to talk about the next generation of online games. Already back then, Supercell strongly believed that the next generation would be all about social. “We think that for this industry to take the next massive leap forward, there’s going to be this concept that we are internally calling social 2.0,” Paananen stated. He explained that social 2.0 would be mainly about two things: playing with each other, and making new friends via the game. Supercell believed that the transition would happen very quickly, and they wanted to be at the forefront of it.
They got it right, and these elements can be seen in Supercell’s games today. For example, Supercell’s latest hit game that launched in 2016, Clash Royale, is a real-time multiplayer game characterized by high interactivity. Users can form clans, build their very own battle communities, and challenge clanmates and friends to private duels. The game was an instant success and it quickly took the number one spot in top downloads and on the top-grossing list on the U.S. App Store.
However, prior to making mobile games, Supercell focused on Facebook and the web. In 2011, the company launched its first game Gunshine, which was the first real-time multiplayer game on Facebook. The leading design principle was to create a game that was much more fun to play together with friends and other players. Supercell envisioned that games like Gunshine could redefine the meaning of social in gaming industry. In summer 2011, Gunshine reached its peak with about half a million monthly players. However, Gunshine was later shut down, and the company started to move away from the web and Facebook, and to focus on mobile and … Well, you know the rest.
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