ensuring it gets the exposure to flourish. Another great example of doing just that is our Supermeter concept in the Dutch. It’s crucial that you market a mechanic right from the very start, even though it does pose a much higher risk.
A popular way to approach this is to work with streamers and educate them about the mechanic, allowing them to spread awareness via their platforms. Unfortunately, they focus a lot on unregulated .com markets whereas we focus heavily on licensed markets.
Do games featuring a mechanic in the title prove more effective than standard games in the portfolio? Are engagement and retention KPIs typically better?
I don’t think games perform better because they have the mechanic in the title, it really depends on the mechanic itself. If it’s a new unknown mechanic it might give the game a boost, but it can also be a drawback if the game falters. If we are releasing a follow-up to an already successful game, then that’s certainly an occasion where having the mechanic in the title can prove to be effective.
Is Greentube looking to expand its current mechanics portfolio, or solidify its current roster of mechanic-led titles?
I don’t think games perform better because they have the mechanic in the title, it really depends on the mechanic itself. If it’s a new unknown mechanic it might give the game a boost, but it can also be a drawback if the game falters. If we are releasing a follow-up to an
already successful game, then that’s certainly an occasion where having the mechanic in the title can prove to be effective.
Yes, we are always striving to grow our existing portfolio of game mechanics. Our team is always trying to develop the next best thing that will capture players’ imaginations.
If we stopped creating new mechanics, we’d
start losing people’s attention as our games lack innovation and creativity.
NEWSWIRE / INTERACTIVE / MARKET DATA P113
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