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FACING THE ONE-GAME
STUDIO CHALLENGE
COMPANIES WITH
ONE SUCCESSFUL HIT
You’ve probably seen…
WHO STRUGGLE TO
SUCCEED ANOTHER
GAME
But…
WE’RE ONE OF THESE
COMPANIES 
If you don’t know one, well…
You probably know our first game
We had our set of failures or semi-successes
Let’s share some thoughts on failures 
WHY IS IT AN ISSUE ?
FOCUSING ON ONE
GAME IS OK
In some ways
COMMUNITY-BASED
GAMES CAN THRIVE
FOR LONG TIME
1/ GOOD PRODUCT
AND COMMUNITY
MANAGEMENT
As long as :
2/ FOLLOW TECH
AND PLATFORMS
SHIFTS
And…
That’s how we’ve been in business for 8 years
Fine, but…
VIDEO GAME IS
A HIT DRIVEN
BUSINESS
Like it or not
Technology business yes, but still hit driven
CHANGE OF
TECHNOLOGY
(ONLINE/WEB)
Think of it…
CHANGE OF
BUSINESS MODEL
(FREE-2-PLAY)
Think of it…
CREATIVE RISK
REMAINS!
But still…
It’s not only originality,
but team/project alchimy too
F2P JUST GIVES
MORE TIME TO FACE
THIS CHALLENGE
We can’t fool ourself
MUST MASTER THE
CREATIVE RISK OF
THIS BUSINESS
To survive in the long term
WHY IS IT SO DIFFICULT ?
FOCUSED ON THE
SUCCESSFUL GAME
1) Main reason is we are
It’s where money is…
SUCCEEDING
A 2ND GAME IS
A NICE TO HAVE
When you have a successful game
Not as critical to survive as succeeding the 1st
100% ENERGY &
ATTENTION
As long as you don’t devote
You’re less likely to succeed
HOW RESSOURCES
ARE SHARED ?
2) Even with best intentions to succeed
BEST TALENTS ON
FIRST SUCCESFUL
GAME
Again, it’s tempting to have
ENOUGH TALENTS
FOR 2 PROJECTS
It takes time & scale to have
And the right management for this
IT TAKES 10 YEARS
TO BUILD A STUDIO
As the saying goes
A studio with constant quality
DO YOU REALLY
LEARN FROM
FAILURES?
3) Let’s be honest
MOVE ON THE NEXT
NEW COOL IDEA
Easier to
And forget about project mgt & HR issues
REAL LEARNING
PROCESSES
Need a
I.E exhaustive post-mortems
WHAT IS THE RISK ?
FLAT GROWTH OR
REVENUE FALL
Obvious main risks are
Risk of bankrupt at some point!
TWO SOLUTIONS
In this context (or rather before)
A NEW GAME TO
RENEW ACTIVITY
Manage to create
SELL BEFORE
IT’S LATE
Or…
Go to a bigger house for long term visibility
WE DID BOTH 
At Owlient
TRIED 9 PRODUCTS
AFTER HOWRSE
None of them brought significant revenues
Since 2005 we
SOLD TO UBISOFT
For a long term visibility to raise studio
competency without risking a bankrupt
In 2011
WE KEEP TRYING!
We have two new projects currently
By the way
Beta is coming up next week 
WE ARE CREATIVE
PEOPLE 
Can’t stop trying new ideas
Why do you keep trying ???
CONCLUSION
STARTUP
INVESTMENTS
Another similar hit driven business is
Must read: paulgraham.com/swan.html
1000X VARIATION
FOR BIG WINNERS
Learning from Y Combinator
Such as Dropbox & AirBnB (B$ valuation)
« COST OF DOING
BUSINESS »
As Graham says, other startups are just
In a purely financial view 
FAILURES ARE JUST
COST OF FINDING A
BIG HIT, SOMETIMES
Back to our video game issues, it means
Just business, don’t take it personnaly 
ENJOY YOUR FAILURES,
IT’S PART OF THE GAME
Thanks 
Olivier Issaly
@oissaly / kiad.org
So keep faith and

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Facing the one-game studio challenge by Olivier issaly, Managing Director at Owlient