and retain players. While our games might re- use similar themes and well-known features from traditional reel games, they provide for a completely new way to play and experience those themes and features.
Are players looking for something truly innovative, interesting and different to capture the imagination, or are they seeking familiarity?
I think this is a very valid question and to be honest, is a bit unknown at this point. However, we do believe it’s a bit of both. We know players are eager to try something new but also that players tend to revert to familiar games as the recognition factor is a strong driver. Having said that, we have a very good recent example with Megaways, which was new and innovative when it came out and now has almost become a household mechanic.
Tis clearly demonstrates players are seeking new experiences, anxious to play them and willing to adopt them as the new standard. Te beauty of the SuperSlice engine is that while it looks completely different and innovative to the player, it retains a lot of familiarity so there are no barriers to learning while at the same time providing a completely new gaming experience.
Megaways has not only spawned so many
derivatives of the mechanic but now many developers are trying to make their own variant of a defined mechanic to churn out subsequent titles. What are your thoughts on studios who openly say they are looking at what’s popular in the market to then go and make their own version, as opposed to the approach RAW iGaming has taken with the SuperSlice engine?
Personally, I believe that it is simply not enough to just look at what’s popular and build variations. I know there are a lot of studios that take that path and that’s fine, so long as they are open about this as their strategy.
For RAW, we don’t see this as a viable long-term strategy and instead want to focus on bringing genuine innovations to the table.
Wheels of Rock and Journey to Chaos will be the first games to debut the new engine. What constitutes a successful launch, both for the debut titles and SuperSlice?
One of the absolute keys to a successful launch is lobby placement and marketing commitments. Tis is extremely crucial to give Wheels of Rock and Journey to Chaos a fair chance of having as many player eyes as possible. As it stands today this looks extremely promising and we have had overwhelming positive operator feedback so it’s obvious there is an appetite for innovation.
“Personally, I believe that it is simply not enough to just look at what’s popular and build variations. I know there are a lot of studios that take that path and that’s fine, so long as they are open about this as their strategy. For RAW, we don’t see this as a viable long-term strategy and instead want to focus on bringing genuine innovations to the table.”
Having said that, we are very humble and fully aware that RAW won’t be built in a day and that it will take time to find our secret sauce.
We will be using Future Anthem’s Amplifier product to follow player behaviour and preferences so that we can build better with each new game. We are very confident we will get it right and will find our customer base that loves SuperSlice games.
How will your upcoming roadmap of titles be dictated by accumulated learnings from each release?
At RAW we believe in combining data with industry knowledge and real-life feedback. We will do that through analysing massive amounts of quantitative data as well looking at qualitative data based on everything from operators, streamers, community sites and player feedback.
NEWSWIRE / INTERACTIVE / MARKET DATA P105
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