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GOODBYE 2016...


REALISTIC GAMES Andy Harris, CEO


What have been the biggest launches for Realistic in 2016? We’ve been very pleased with some of the content we’ve released this


year. Games like Fireworks and Crystal Clear have been overnight hits. But The Fruit Machine, which we released simultaneously on desktop, mobile, and for the first time, in retail earlier this year was a real turning point. It was a serious piece of development to ensure the best possible user experience in truly multi-channel form. Very few of the current crop of online suppliers is yet able to develop for the land- based environment, so we’re particularly proud of our efforts.


What do you think was the most important occurrence for the industry in 2016? It’s hard to see past the significant number of mergers and acquisitions which we’ve witnessed of late. I suspect there are a few more of these to come, and they have certainly changed the landscape, particularly here in UK. It will be interesting to see how the relationship between these mega brands and their suppliers evolve in the coming months. I think it will be increasingly important not only to supply a quality product, but to work closely with operators to give them exactly what they and their customers want.


What are you most excited about for the industry in 2017? New territories are opening-up all the time and we’ve noticed more and more business being done in the likes of Eastern Europe. The


evolution of those sorts of places present a massive of opportunity for an established provider like us with proven content. I’m also hoping to see a reinvigoration of the table games sector, which has been treated as an undervalued product set for far too long. I know that as we’re planning to be the ones doing the invigorating!


What are you most excited about for your own company in 2017? We have some great new content on the way, which we’re looking


forward to releasing. We’re also in the process of producing an HTML5-only development framework and process, which we believe will open up a number of exciting opportunities for Realistic and its customers. We’ll also be giving our table games a bit of a boost, as discussed, making them even more competitive. I think you’ll see a maturation of the Realistic Games brand. We’ll also be moving into more and more regulated markets around the world.


Anything else you’d like to say about the passing of 2016 and 2017’s arrival? I think it’s an exciting time for the industry; operators and players


alike have rarely had as much content to choose from. I’d just urge operators to go for quality over quantity and make sure those players get a good user experience. On mobile devices in particular, it is far more important to have a good range of games in place rather than a large one.


100 JANUARY 2017


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