Supercell CEO's annual essay on the State of Supercell
Feb 14, 2024 20:35:45 GMT
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Post by lynnk2021 on Feb 14, 2024 20:35:45 GMT
supercell.com/en/news/comfortable-feeling-uncomfortable/
In the above essay published on February 13, 2024, Ilkka Paananen wrote, "I'm about to give maybe the harshest presentation to everyone at Supercell that I've ever given".
First, the bad news and Mr. Paananen wasn't exaggerating.
Then he concluded the presentation with good news.
Congratulations Team Brawl Stars for tripling your player base and becoming the biggest Supercell game.
In the above essay published on February 13, 2024, Ilkka Paananen wrote, "I'm about to give maybe the harshest presentation to everyone at Supercell that I've ever given".
First, the bad news and Mr. Paananen wasn't exaggerating.
...The presentation first highlighted the cold facts of Supercellās performance in the last several years. We had not been able to grow our live games and had fallen behind the best companies who had done so. Furthermore, we had not released a new game since Brawl Stars in 2018. The result, I showed in detail, was Supercell falling from the #1-ranked global publisher of mobile games in 2016 to outside the Top 10 in 2023. It was painful, but honest and necessary, so that we all shared the same context. Next, I walked everyone through multiple significant changes which we believed would help Supercell improve and to close the widening gap between us and the very top-performing companies in our industry...
Then he concluded the presentation with good news.
...All of that said, here are the financial results:
Revenue of ā¬1.7bn (down 4.2% compared to 2022)
EBITDA of ā¬580m (down 8.2% compared to 2022)
Corporate taxes of ā¬110m paid in Finland
There are two quite different stories behind these figures. The obvious one is that our games declined during the first half of 2023 as the mobile games market overall has continued to decline. The other one is that for our live games, every quarter last year was better than the one before it, and right now we are on a strong growth trajectory. The most shining example of this is Brawl Stars, which more than tripled its player base since last summer and, as I'm writing this, it in fact was the biggest Supercell game as measured by number of players! The reason is, quite simply, that we have been able to do more for our players in terms of creating new content and features to our games. As I said above, we take a very long term view on the changes I described above, and we are very much in building mode, but that said I have been positively surprised that it is already starting to show in the results...
Revenue of ā¬1.7bn (down 4.2% compared to 2022)
EBITDA of ā¬580m (down 8.2% compared to 2022)
Corporate taxes of ā¬110m paid in Finland
There are two quite different stories behind these figures. The obvious one is that our games declined during the first half of 2023 as the mobile games market overall has continued to decline. The other one is that for our live games, every quarter last year was better than the one before it, and right now we are on a strong growth trajectory. The most shining example of this is Brawl Stars, which more than tripled its player base since last summer and, as I'm writing this, it in fact was the biggest Supercell game as measured by number of players! The reason is, quite simply, that we have been able to do more for our players in terms of creating new content and features to our games. As I said above, we take a very long term view on the changes I described above, and we are very much in building mode, but that said I have been positively surprised that it is already starting to show in the results...