Paananen said he has developed more and more respect for how incredibly difficult it is to create a new game. We feel that it is critical that the people who are responsible for the game also get to decide about its future.” Very importantly, at Supercell these types of decisions are always owned by the team who is behind the game. “That said, this is how we all want Supercell to operate: We should only release games that are of exceptional quality, games that the players love and games that have a shot at being remembered forever. I cannot even imagine how painful it is to kill your own darling, something that you’ve poured your heart and soul into,” he wrote. “I feel proud of the decision the team made.
BOOM BEACH UPGRADES CHART PC
The only other company in the game business that operates this way and publicly talks about its failures (once in a while) is Blizzard Entertainment, which operates in the PC and console space mostly and acknowledges when it has to kill off games that don’t live up to their potential. “The early gameplay was lots of fun, but it just did not carry over to the endgame.” “The team behind the game killed it because based on the beta, they felt like this was not going to be a game that lots of people would play for years nor would it be remembered forever,” Paananen wrote. Painfully, the company decided to kill Rush Wars, a game that made it into beta testing.
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Paananen said that 2019 saw several examples of the company’s values in action. Our big dream was to create a similar social experience, and hoped that with a platform like mobile virtually anyone could be part of it.” Killing your own games It was a passion, a very important part of their everyday life, something that they played together with friends and also made new friends with.
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“At the time, we were inspired by games like World of Warcraft, which many of our co-founders had played for years and years. “When we founded Supercell back in 2010, our idea was simple: to create a new kind of games company that would be the best place for the best people and teams to create the best games – games for as many people as possible, that would be played for years and remembered forever,” Paananen wrote.
![boom beach upgrades chart boom beach upgrades chart](https://i.ytimg.com/vi/pr_Q6xC5gFs/maxresdefault.jpg)
Supercell’s dream is to make “games that are played for years and remembered forever,” he said. The letter shows us the eccentricity of the Finnish company, which was acquired by Tencent in a deal that value the company at $10 billion in 2016. “That moves us closer to being able to measure our games in decades rather than years, which is a great reminder of why we are here,” he wrote in the annual letter. Paananen noted that this year, the company will turn 10 years old.