cope. Having somebody you can turn to when you've got a crunch on and a bunch of games coming out, it's helpful. A great 2PP platform has a lot of good integrations, plenty of access and several distribution channels. Maybe you want to try a new market which you're not currently active in. With a 2PP platform, you have a partner who's got access to that market already and can get you in there in which case, why not work with them for the time being? And if it turns out to be a great market, then maybe you'll take it in-house.
We've got quite an interesting position on this at Fincore as we can license our source code. So, what we find quite a few studios are thinking is, look, I want to work with a 2PP partner for those benefits just mentioned. But I’m worried long-term I'm not going to have control of my destiny.
We have that source code license on the table, meaning that people can work with us confident that they can get going, get games live quickly, but long-term they will have the opportunity to bring this in- house should they choose. What we've found is that most of those studios keep going with the service because it works. And if it ain't broke, why fix it?
Is the licensing of source code something that's unique to Fincore or is it something that 2PP competitors offer?
I'm sure if I say it's unique, I'll have 10 emails telling me it's not straight afterwards. But it's unusual in this space to take that approach and we think it's quite a mature one to take. We think it's the right way of working and a positive collaboration with studios and operators to have that opportunity. But I think we're unusual in doing it. I'm looking forward to being told otherwise.
As CPO, are you part of that sales process in terms of talking about how these collaborations will work from a technical point of view, or is that somebody else's remit?
We've got a commercial team who go out and find these partners, establishing who's best to work with and who we should be doing business with. Te role of products in this is to make sure that there's a usable, strong platform to work with. Te most important thing for studios is knowing that they can build their game smoothly, they can get them through certification first time, the engines do what they need to do, and the client integration piece is quick and easy. Tat
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