Many maintain that games creation is a ‘black art,’ but IGT is too consistent with its products for such a thing to be random. Is there a formula?
I don’t subscribe to the theory of a magic formula, I believe that proximity to the market helps, which is why we have local design teams and investment in markets to maintain that constant connection. We do see similarity between markets at the player level, as opposed to geographic proximity. For example, there are similarities between the Eastern European market and specific markets in Latin America. Peru and Colombia, for example, are closer to Eastern European games, while Argentina is closer as a market to North America.
Player dynamics and preferences have been influenced by first-movers in these markets. Te first mover in Argentina was IGT, and so we maintain a leading market share in the country. In Peru and Colombia, which are more volatile, multi-game markets, are similar to Romania – despite the fact that culturally and geographically they are very far apart.
How much latitude do you give your teams to choose the games best suited for different markets and how much is the decision yours?
My view is that the data does not lie – which is always the starting point. I seek to challenge the teams from the perspective of the data as it relates to the best possible package for a specific market. We have a European team and a Latin American team that are responsible for their regions.
I think we are the only manufacturer with a global test bank, which helps us to shape our product proposition. Data is critical to be able to make educated decisions.
Do you know that a game is going to be successful only when the data comes in or are there games that you instinctively know will work?
It is a combination of the two. Some of the games on the floor at G2E are already in test and they must have performed over a certain threshold, otherwise they wouldn’t be shown on the booth. However, we had a game in the booth, and removed it the day before the show opened because we received data over the weekend that showed that the game wasn’t meeting our performance standards. We removed it from the floor and installed another game.
Additionally, we did not place products on the show floor that are more than six months out from release, which is very important for IGT. If you go back five years, we would have shown games over two years out. However, we don’t do that anymore as we feel the game must be mature to be shown here.
Tere is an element that at an exhibition you want to show something from the ‘future,’ but we will only show proven games from our test
“I don’t subscribe to the theory of a magic formula, I believe that proximity to the market helps, which is why we have local design teams and
investment in markets to maintain that constant connection. We do see similarity between markets at the player level, as opposed to geographic proximity. For example, there are similarities between the Eastern European market and specific markets in Latin America. Peru and Colombia, for example, are closer to Eastern European games, while Argentina is closer as a market to North America.”
Domenico Pastia
“We always test both zone and floor – and the other parameters - arranging
different types of testing sites for diversity, taking a large enough sample so that you can trust that data. If you have one outlier, you are skeptical. If there are two, you start to believe. And three – it’s
probably true. In each specific market, we actually don’t see a large variance in results. ” Domenico Pastia
bank at an exhibition like G2E. Our philosophy is to be disciplined.
So you’re only showing products at G2E that you know work on casinos floors?
Yes, to a certain extent, but we are also showing product in relation to what customers are looking for at this time. If a customer from Southern California comes to the show, we show multi-level progressives and stepper high-denom games. If a customer is from Canada, we will show them a PowerBucks solution that has been designed for their market. We train the sales team to provide a
customised experience for the casino operator no matter what region they arrive here from.
Tere are also products that are more mass market as compared to niche product. For example, poker is huge in Nevada – 50 per cent of the market in fact - so we concentrate time on the booth looking at this product. We wouldn’t waste the time of a Canadian operator as poker represents one per cent of their floor. Knowledge of the product is key.
In terms of knowing the customer, do you try to gain data from every specific market and the position of the product on the floor?
We always test both zone and floor – and the other parameters - arranging different types of testing sites for diversity, taking a large enough sample so that you can trust that data. If you have one outlier, you are skeptical. If there are two, you start to believe. And three – it’s probably true. In each specific market, we actually don’t see a large variance in results.
Te game that was taken off the floor on the Monday before the show – what happens to that game? Is it re-developed or binned?
Sometimes you re-work and sometimes you need to accept failure. It is a tough decision.
Does the test bank feedback give you enough specific data to understand why a game isn’t working?
Statistics don’t give you the exact reason, but we gain insight and then, like an investigator, we seek to crack the case. Being creative is unpredictable – and as much as our teams are convinced a game will work, the reality is that we can’t be certain until we test the game. We also conduct extensive focus groups with players for contextual feedback and we are extremely disciplined in conducting player research, as we gain a lot of insights.
Failure is the cost of doing business in game development and we take failure in a positive way. A successful business needs to be set up this way, as it is better to fail with a game before it gets into the hands of the customer. Our success rate has improved over time however.
Te test bank has obviously changed the number of successful games IGT places into the marketplace, but has it also changed the hit rate of the studios in creating successful games as opposed to failures?
We give visibility to the studios with regular results and feedback, which is one of the highlights of the month as they want to know how their games are performing. Once it goes well – or bad – there is a follow-up with the studio and we try to understand the reasons either way. Does it change the success rate overall? Absolutely, but only over time as it’s a multi-part process. It also changes the way we interact with our creative team as its fact- based. Bottom line, creating a great game is and will always be a mix of art and science.
WIRE / PULSE / INSIGHT / REPORTS P59
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