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Game On!
Trip Hawkins, founder of Electronic Arts, had a saying about successful game design. Make it simple, hot and deep. Then he left EA and it became anything but. Over the years with the graphics revolution, game design became more and more about photo-realism and film-like narrative, at great expense and high risk to the company and development teams. If Facebook and Mobile games have taught us anything, it's that real != fun and it's not a recipe for success. In fact realism requires such massive teams and budgets that less games get produced. The development becomes such a stressful, high-risk gamble that it's no longer fun. Our belief is that by keeping games simple and budgets small, we can focus on having fun. We firmly believe that if we have fun making a game, it will be fun for those who play it.

Accessible
Simple means accessible. It's got to be easy to find, easy to install and easy to jump in and play, the more people the merrier. The average person is not a console gamer, but if a game's interface and design is approachable it can be fun for everyone.

Hidden Complexity
Deep means there are nuances to the design for the imaginative, dedicated or dumb lucky player to discover. We believe that in the long term this adds longevity and replayability.

Responsive
Games without a large, mostly happy player base are not successful. Our focus is on building that player base before making a profit, which means being responsive to player feedback with free updates and keeping prices for new games low or free.

small logo small logo small logo Philosophy small logo small logo small logo

Game On!
Trip Hawkins, founder of Electronic Arts, had a saying about successful game design. Make it simple, hot and deep. Then he left EA and it became anything but. Over the years with the graphics revolution, game design became more and more about photo-realism and film-like narrative, at great expense and high risk to the company and development teams. If Facebook and Mobile games have taught us anything, it's that real != fun and it's not a recipe for success. In fact realism requires such massive teams and budgets that less games get produced. The development becomes such a stressful, high-risk gamble that it's no longer fun. Our belief is that by keeping games simple and budgets small, we can focus on having fun. We firmly believe that if we have fun making a game, it will be fun for those who play it.

Accessible
Simple means accessible. It's got to be easy to find, easy to install and easy to jump in and play, the more people the merrier. The average person is not a console gamer, but if a game's interface and design is approachable it can be fun for everyone.

Hidden Complexity
Deep means there are nuances to the design for the imaginative, dedicated or dumb lucky player to discover. We believe that in the long term this adds longevity and replayability.

Responsive
Games without a large, mostly happy player base are not successful. Our focus is on building that player base before making a profit, which means being responsive to player feedback with free updates and keeping prices for new games low or free.

small logo Philosophy small logo

Game On!
Trip Hawkins, founder of Electronic Arts, had a saying about successful game design. Make it simple, hot and deep. Then he left EA and it became anything but. Over the years with the graphics revolution, game design became more and more about photo-realism and film-like narrative, at great expense and high risk to the company and development teams. If Facebook and Mobile games have taught us anything, it's that real != fun and it's not a recipe for success. In fact realism requires such massive teams and budgets that less games get produced. The development becomes such a stressful, high-risk gamble that it's no longer fun. Our belief is that by keeping games simple and budgets small, we can focus on having fun. We firmly believe that if we have fun making a game, it will be fun for those who play it.

Accessible
Simple means accessible. It's got to be easy to find, easy to install and easy to jump in and play, the more people the merrier. The average person is not a console gamer, but if a game's interface and design is approachable it can be fun for everyone.

Hidden Complexity
Deep means there are nuances to the design for the imaginative, dedicated or dumb lucky player to discover. We believe that in the long term this adds longevity and replayability.

Responsive
Games without a large, mostly happy player base are not successful. Our focus is on building that player base before making a profit, which means being responsive to player feedback with free updates and keeping prices for new games low or free.