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It is a variation of their browser game Candy Crush. We’re in year eight and we’re just getting started.Candy Crush Saga is a free-to-play match-three puzzle video game released by King on April 12, 2012, for Facebook other versions for iOS, Android, Windows Phone, and Windows 10 followed. With the talent we have and the culture being player-focused, we’ll always have great ideas. If we continue to innovate it, we won’t have the expectation it will go away.
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They play “Zelda." I played “Zelda." “Candy" done right could be that. SAKHNINI: I find myself feeling like a kid again seeing my kids play the franchises I played when I was growing up. How do they influence your thinking about “Candy Crush Saga?" WSJ: You have twin teenage daughters who are gamers. They give us amazing suggestions and insights. We invite them into our environment and put them in front of our developers, marketing people and management. Another thing we do is we host quite a few events with our players at our offices around the world. Some are great and reinforcing, some are difficult to read. Again, we take the time to look through each one of them. Reviews on the app stores are also full of commentary. It’s an unbelievably productive way to understand the sentiment of the community. There is a community forum where we get tens of thousands of comments a month. WSJ: How do you gather useful player feedback? So say you fail a level, you can have something that says, “Watch this ad and get a free lollipop hammer," which is a tool that players can use in the game. The ads are integrated very nicely into the game. We also now monetize through video advertising, and King games overall passed $150 million in ad revenue last year. But the free-to-play economy does bring scale, so the percentages of people who we do monetize are attractive. The majority of our players have never paid us anything. SAKHNINI: Our design ethic is that we want people to be able to play every level without monetizing.
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WSJ: Are some levels designed to nudge players into spending money on virtual perks? Every level also has to be challenging enough that people feel like it’s fun to conquer. We don’t repeat levels, because that would be boring. SAKHNINI: We release approximately 45 new levels per week. WSJ:There’s seemingly no end to “Candy Crush Saga." How come? Sakhnini discussed inventing new levels for “Candy Crush Saga," obsessing over player feedback, and how his twin daughters have inspired him. But how have the game and some spinoffs like “Candy Crush Soda Saga" remained atop mobile-app revenue charts for so many years? In an interview, Mr.
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