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Supercell: The old versus the new

February 14, 2025
in Mobile
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This opinion piece was first revealed within the PocketGamer.biz e-newsletter. Join extra items like this straight to your inbox proper right here.
This week Supercell revealed its financials alongside the compulsory annual weblog submit from CEO Ilkka Paananen on the state of play on the firm. PocketGamer.biz additionally had the prospect to ask inquiries to Paananen and chief dwell video games officer Sarah Bach in a bunch Q&A.
You possibly can take a look at our protection on the important thing figures right here – Supercell’s non-GAAP income rose from €1.57 billion in 2023 to a file €2.78bn ($3bn in 2024)
This yr’s weblog submit felt much less revolutionary and dramatic than these in earlier years. That maybe is owed to vital adjustments the corporate has made and remains to be going by means of – mentioned at size already – and its file income, largely due to the surge in income of Brawl Stars.
There have been nonetheless some attention-grabbing takeaways from Paananen and the group, nevertheless. Two issues jumped out to me: Supercell’s views on outdated video games versus new video games, and the affect of strain on groups.

Paananen stated launching new video games was “more durable than ever”, and known as out different corporations he claimed had “primarily given up on creating new video games, and can simply attempt to search to purchase them after they get to scale”.
“This isn’t us, we imagine that creating new video games is a vital a part of a video games firm,” he added.
It’s an attention-grabbing viewpoint in an trade the place dwell video games rule, and from an organization that has an especially profitable portfolio of billion-dollar video games. Supercell clearly has a dedication to create new blockbusters, however has grown a willingness to construct out its present titles.
For instance, Conflict Mini didn’t hit the bar for a world launch, but it surely’s being built-in into Conflict Royale, which already has a big present viewers.
It’s all the time struck me that corporations have typically been prepared to construct new video games, and thus audiences, utterly from scratch, fairly than harnessing the hundreds of thousands of customers they have already got. I’m curious how this experiment from Supercell will go and the way it influences its future.
Below strain
The affect of rising its groups, in addition to strain and expectations, can be fascinating to see, notably at an organization like Supercell.
Brawl Stars GM Frank Keienburg put among the recreation’s renewed success right down to scaling the group, enabling it to take extra dangers, and the shortage of strain it felt throughout the firm. Throughout Supercell’s large restructure, plenty of focus was placed on Conflict of Clans – its nonetheless very profitable and former flagship recreation.
“Concerned group + much less strain = increased ranges of creativity, excessive urge for food for risk-taking, higher choices → higher updates = win gamers’ belief and their time,” stated Keienburg.

In the meantime, a consider Squad Busters’ failed launch (from a Supercell-level recreation), seems to be strain and maybe impatience. Sport lead Eino Joas stated the title had “good early metrics” from 120,000+ gamers in its most up-to-date closed beta, and was a favorite amongst its creator neighborhood. However he additionally recognized Supercell’s dedication to ship its first recreation in 5 and a half years.
“Lastly, it had been five-plus years since launching Brawl, and as an organization we actually wished to ship an excellent new recreation,” stated Joas.
“We wished to ensure we don’t fall into the lure of ‘evaluation paralysis’ and wished to be daring, and take dangers. We imagine that taking dangers is a crucial a part of Supercell tradition. We don’t need to develop into an organization that’s so tied up with success that we don’t dare danger failure.”
“Proper name”
It’s attention-grabbing that Paananen in contrast the discharge to Brawl Stars, which was additionally practically killed off throughout tender launch. However as I recall, the choice in the end got here to launch following varied adjustments throughout an intensive tender launch, and a launch on Android that led to an increase in recognition. A stark distinction from Squad Busters’ comparatively rushed launch.
Joas stated whereas there are “many points of the launch we would have achieved otherwise”, it was in the end the “proper name” to ship it.
“Gentle launching the sport globally and taking extra time with it maybe would have given us indication of the true viewers and what they need — or maybe not. We are going to by no means know,” he stated.

I requested Paananen whether or not there have been any regrets over the launch and if it might affect future launch choices.
“Every part that they’ve realized from the Squad Busters launch we are able to now apply to any future recreation launches,” he stated, admitting the title was “nowhere close to their ambition degree”.
It’s an interesting glimpse into how Supercell’s adjustments have made an affect already, the way it approaches new and dwell recreation growth, and the obvious function of strain on its groups.
Up subsequent for the developer is a teased tender launch (certainly not international!) for Mo.co. I’m curious what classes from Brawl Stars and Squad Busters the group will take as it really works its method towards being Supercell’s potential seventh worldwide launch.



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Tags: Brawl StarsIlkka PaananenLive OpsNew GamesSquad BustersSupercell
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