1 00:00:07,240 --> 00:00:11,040 Speaker 1: Welcome to Strictly Business, Variety's weekly podcast feature and conversations 2 00:00:11,080 --> 00:00:12,600 Speaker 1: with industry leaders about. 3 00:00:12,400 --> 00:00:14,240 Speaker 2: The business of media and entertainment. 4 00:00:14,720 --> 00:00:19,400 Speaker 1: I'm Jennifer Moz, Variety's senior business writer, TV and video games. Today, 5 00:00:19,520 --> 00:00:22,200 Speaker 1: my guest is Eric Wood, senior vice president of publishing 6 00:00:22,239 --> 00:00:25,680 Speaker 1: at mobile game giant scope Lee. Founding in twenty eleven, 7 00:00:25,720 --> 00:00:28,680 Speaker 1: Scopeley has already proven itself to be a major player 8 00:00:28,760 --> 00:00:32,040 Speaker 1: within the mobile gaming industry, but in May, the company 9 00:00:32,120 --> 00:00:35,360 Speaker 1: drew more eyes than ever when its worldwide hit Monopoly 10 00:00:35,440 --> 00:00:38,480 Speaker 1: Go became the fastest mobile game industry to surpass five 11 00:00:38,479 --> 00:00:41,880 Speaker 1: million dollars in lifetime revenue, doing so in just twenty 12 00:00:41,880 --> 00:00:45,760 Speaker 1: four months. Additionally, scop Lee recently closed the Nantic deal, 13 00:00:45,840 --> 00:00:49,000 Speaker 1: which brings another big hit into its full Pokemon Go, 14 00:00:49,560 --> 00:00:52,600 Speaker 1: among other games. Here to speak about the success that 15 00:00:52,640 --> 00:00:55,680 Speaker 1: Scopoly has experienced and where it's going in the future 16 00:00:55,720 --> 00:00:59,080 Speaker 1: within the larger mobile gaming industry is Eric Wood, Senior 17 00:00:59,160 --> 00:01:01,240 Speaker 1: vice president of publishing at scope Lay. 18 00:01:13,319 --> 00:01:16,200 Speaker 3: All right, well, thank you so much for joining me today, Eric, 19 00:01:16,240 --> 00:01:17,280 Speaker 3: I really appreciate it. 20 00:01:18,000 --> 00:01:19,280 Speaker 2: You're welcome, thanks for having me. 21 00:01:19,600 --> 00:01:23,679 Speaker 3: Of course, Well, we're going to go into you specifically 22 00:01:23,800 --> 00:01:26,160 Speaker 3: and all the inner workings at Scope Lay. But really 23 00:01:26,200 --> 00:01:29,440 Speaker 3: I just like to start off with one huge congratulations 24 00:01:29,640 --> 00:01:34,959 Speaker 3: on the five billion dollars in lifetime revenue that milestone 25 00:01:35,000 --> 00:01:38,440 Speaker 3: from Monopoly Go. That's truly a staggering number in twenty 26 00:01:38,480 --> 00:01:40,920 Speaker 3: four months. So I'd like to start there because that 27 00:01:41,120 --> 00:01:44,360 Speaker 3: was announced in May. That's a very recent milestone for 28 00:01:44,400 --> 00:01:46,240 Speaker 3: you all, and I just like to get an idea 29 00:01:46,280 --> 00:01:49,240 Speaker 3: first foremost what you think that means for scoply in general, 30 00:01:49,280 --> 00:01:52,800 Speaker 3: but also for the larger a larger mobile gaming industry 31 00:01:52,840 --> 00:01:54,320 Speaker 3: that hitting that milestone. 32 00:01:54,600 --> 00:01:57,800 Speaker 2: No thanks, I mean we've we're not only happy, but 33 00:01:57,840 --> 00:02:01,640 Speaker 2: phil incredibly blessed and fortunate. You know, we have a 34 00:02:02,240 --> 00:02:04,960 Speaker 2: to have a game that not only has reached that 35 00:02:06,280 --> 00:02:09,359 Speaker 2: major milestone, which is fantastic. But for us, I think 36 00:02:09,440 --> 00:02:13,560 Speaker 2: what's more important than the financial metric is it shows 37 00:02:13,639 --> 00:02:16,720 Speaker 2: us and tells us that, you know, players and consumers 38 00:02:16,760 --> 00:02:20,040 Speaker 2: are loving the game, right, they're loving it. They're they're 39 00:02:20,040 --> 00:02:22,720 Speaker 2: not only giving it, they're not only sort of giving 40 00:02:22,800 --> 00:02:25,840 Speaker 2: us there and in contributing their you know, their money 41 00:02:25,880 --> 00:02:28,359 Speaker 2: to the game, but more importantly, they're contributing their time. Right. 42 00:02:28,400 --> 00:02:30,359 Speaker 2: I think that's the thing that's most important to us, 43 00:02:30,360 --> 00:02:33,200 Speaker 2: Like we want to build experiences for consumers and for 44 00:02:33,280 --> 00:02:36,240 Speaker 2: fans that completely resonate with them and for them. They 45 00:02:36,280 --> 00:02:40,400 Speaker 2: have so many considerations. I would say, you know, when 46 00:02:40,400 --> 00:02:42,400 Speaker 2: you think about all the things that are coming at 47 00:02:42,400 --> 00:02:45,679 Speaker 2: them day after day, moment of the moment, whether it 48 00:02:45,720 --> 00:02:50,160 Speaker 2: be streaming to podcasts, what have you, which are all amazing, 49 00:02:50,600 --> 00:02:52,720 Speaker 2: but they give us just a little slice of their 50 00:02:52,720 --> 00:02:55,040 Speaker 2: time every day. And so with that we we are 51 00:02:55,040 --> 00:02:57,400 Speaker 2: so appreciative and grateful for. 52 00:02:57,360 --> 00:02:59,920 Speaker 3: Those who might not be familiar, which probably isn't as 53 00:03:00,280 --> 00:03:03,560 Speaker 3: because of that staggering five billion number. Can you give 54 00:03:03,560 --> 00:03:07,200 Speaker 3: a little overview of exactly what Monopoly Go is and 55 00:03:07,240 --> 00:03:10,799 Speaker 3: how you will have kind of incorporated partnerships and collaborations 56 00:03:10,840 --> 00:03:12,440 Speaker 3: that keep people coming back to the game. 57 00:03:12,880 --> 00:03:16,839 Speaker 2: Yeah, I would say, so Monopoly Go has really been 58 00:03:17,760 --> 00:03:20,280 Speaker 2: I would say a. I'll use the term labor of 59 00:03:20,320 --> 00:03:24,200 Speaker 2: love right for the team, and so I'll speak Hopeles. 60 00:03:24,240 --> 00:03:25,800 Speaker 2: It's okay, I'll speak on behalf of the team right 61 00:03:25,800 --> 00:03:29,360 Speaker 2: now when I say that the development team, and that 62 00:03:29,919 --> 00:03:32,320 Speaker 2: you know they were in development that project for many 63 00:03:32,360 --> 00:03:35,880 Speaker 2: many years because they were trying to find you know, 64 00:03:36,040 --> 00:03:37,760 Speaker 2: the fun. They were trying to find something that was 65 00:03:37,800 --> 00:03:40,200 Speaker 2: not just a game. There's lots of games that launch, 66 00:03:40,360 --> 00:03:42,120 Speaker 2: you know, every day, and all kinds of different platforms, 67 00:03:42,160 --> 00:03:44,840 Speaker 2: but it's like, what can resident really resonate, right, Like 68 00:03:44,880 --> 00:03:48,720 Speaker 2: what can appeal to to consumers that know and love 69 00:03:48,840 --> 00:03:51,640 Speaker 2: the Monopoly brand but also more importantly they feel like 70 00:03:51,680 --> 00:03:53,360 Speaker 2: they can come back to on a daily basis. And 71 00:03:53,400 --> 00:03:56,200 Speaker 2: so this game was in development for many, many years. 72 00:03:56,200 --> 00:03:59,080 Speaker 2: They had several design iterations within the game, but they 73 00:03:59,200 --> 00:04:04,320 Speaker 2: ultimately said, on an experience that is not your traditional 74 00:04:04,480 --> 00:04:09,840 Speaker 2: Monopoly experience, and kudos to Hasbro. Hasbro was very willing 75 00:04:09,840 --> 00:04:12,640 Speaker 2: to go on that journey with us. You know. You know, 76 00:04:12,720 --> 00:04:16,440 Speaker 2: sometimes we understand as an owner of a brand, you know, 77 00:04:16,960 --> 00:04:20,800 Speaker 2: especially a very large brand that's known around the world 78 00:04:20,960 --> 00:04:22,480 Speaker 2: and has been around for as long as this man 79 00:04:22,560 --> 00:04:26,760 Speaker 2: has excuse me, sometimes you know, you will have very 80 00:04:27,320 --> 00:04:30,120 Speaker 2: specific and strict rules when it comes to that brand, right, 81 00:04:30,160 --> 00:04:32,520 Speaker 2: and how consumers think about it and how they engage 82 00:04:32,520 --> 00:04:35,880 Speaker 2: with it. And of course has has that there are 83 00:04:35,920 --> 00:04:38,960 Speaker 2: some you know, hard and steadfast rules that you you know, 84 00:04:39,279 --> 00:04:41,840 Speaker 2: that mister Monopoly should never do or you know, things 85 00:04:41,880 --> 00:04:44,719 Speaker 2: like that, which makes sense. But they were very open 86 00:04:44,760 --> 00:04:46,600 Speaker 2: to go with us on the journey of figuring out, 87 00:04:46,640 --> 00:04:49,680 Speaker 2: like what new experiences we could bring to a Monopoly 88 00:04:50,040 --> 00:04:53,240 Speaker 2: game in the market. That sure leverages some of the 89 00:04:53,240 --> 00:04:57,359 Speaker 2: things that fans know and love about the brand, but 90 00:04:57,480 --> 00:05:00,560 Speaker 2: maybe you wouldn't expect when it comes to a mobile game. 91 00:05:00,640 --> 00:05:05,159 Speaker 2: So apologies, I think things like the fact that you 92 00:05:05,200 --> 00:05:08,560 Speaker 2: know you can go and attack a friend in the game. 93 00:05:08,600 --> 00:05:12,560 Speaker 2: From a digital acy perspective is it's not what you 94 00:05:12,680 --> 00:05:20,679 Speaker 2: do in physical Monopoly, meaning you play against each other competitively. Sorry, 95 00:05:20,680 --> 00:05:24,279 Speaker 2: apologies you, that's something coming through. You play against people competitively, 96 00:05:24,600 --> 00:05:27,760 Speaker 2: for sure, but this concept of you actually attack someone 97 00:05:28,200 --> 00:05:31,320 Speaker 2: and go after their actual landmarks, it creates this sort 98 00:05:31,360 --> 00:05:34,280 Speaker 2: of like it's a different game pattern, but it still 99 00:05:34,360 --> 00:05:37,640 Speaker 2: leans into the things that people love about Monopoly. Meaning 100 00:05:37,760 --> 00:05:40,360 Speaker 2: if I land on Park Avenue, you own Park Avenue, 101 00:05:40,560 --> 00:05:42,000 Speaker 2: you know, you have to pay me rent and then 102 00:05:42,040 --> 00:05:43,520 Speaker 2: I'm kind of upset about it because I have to 103 00:05:43,560 --> 00:05:46,320 Speaker 2: pay you money. You get you know, you get agitated 104 00:05:46,400 --> 00:05:47,920 Speaker 2: or irritating in the game. We just did it in 105 00:05:48,000 --> 00:05:50,320 Speaker 2: a much different way, And I would say, like I said, 106 00:05:50,400 --> 00:05:53,480 Speaker 2: Hasbro was fantastic to work for, and I think that's 107 00:05:53,520 --> 00:05:56,080 Speaker 2: really what resonated with fans. So when we launched the game. 108 00:05:56,200 --> 00:05:59,159 Speaker 2: Of course people saw it's like, oh it's Monopoly, like 109 00:05:59,200 --> 00:06:01,279 Speaker 2: people I love, let me, let me check it out. 110 00:06:01,440 --> 00:06:03,560 Speaker 2: But I think what's kept them around is the fact 111 00:06:03,560 --> 00:06:07,400 Speaker 2: that we really were creative and imaginative when it comes 112 00:06:07,400 --> 00:06:10,560 Speaker 2: to what you experience when you actually play Monopoly in 113 00:06:10,600 --> 00:06:11,960 Speaker 2: this form. 114 00:06:12,400 --> 00:06:14,520 Speaker 3: I'll say one thing, you know, Like as a family, 115 00:06:14,720 --> 00:06:19,039 Speaker 3: Monopoly is a very tense game for my group. It 116 00:06:19,279 --> 00:06:22,040 Speaker 3: normally needs to get put away before we even finish it. 117 00:06:22,720 --> 00:06:29,200 Speaker 3: But Monopoly good. Yes, we love it and you forget 118 00:06:29,320 --> 00:06:32,919 Speaker 3: and then you play. But Monopoly Go does have that 119 00:06:33,040 --> 00:06:35,880 Speaker 3: quality where I feel like I can do it every day, 120 00:06:36,279 --> 00:06:39,360 Speaker 3: and it doesn't. It's still that fury with would be. 121 00:06:40,400 --> 00:06:42,720 Speaker 3: But there's also so many promotions that you all do, 122 00:06:42,800 --> 00:06:46,640 Speaker 3: so many in game events and partnerships like that, and 123 00:06:46,920 --> 00:06:49,160 Speaker 3: I want to know, you know how those really come about. 124 00:06:49,200 --> 00:06:52,040 Speaker 3: You talked about, you know, things mister Monopoly would never do. 125 00:06:52,120 --> 00:06:54,680 Speaker 3: So thinking through what this brand is, who is a 126 00:06:54,680 --> 00:06:56,919 Speaker 3: good fit to partner with, and what makes sense for 127 00:06:57,000 --> 00:06:57,320 Speaker 3: you all. 128 00:06:57,920 --> 00:07:01,080 Speaker 2: Yeah, I think first and foremost when we think about brand, 129 00:07:01,320 --> 00:07:04,080 Speaker 2: let's say collaborations, right, which is what this is, because 130 00:07:04,120 --> 00:07:06,560 Speaker 2: this is not we already have a game in the 131 00:07:06,600 --> 00:07:08,640 Speaker 2: market where there is a brand that, you know, in 132 00:07:08,680 --> 00:07:11,760 Speaker 2: this case, Monopoly and mister Monopoly that's in it, and 133 00:07:11,800 --> 00:07:14,520 Speaker 2: then we start to think about does it make sense 134 00:07:14,880 --> 00:07:18,200 Speaker 2: to bring you know, a third party, let's just say it, 135 00:07:18,360 --> 00:07:21,160 Speaker 2: you know, in that way into this experience it, I think, 136 00:07:21,480 --> 00:07:24,960 Speaker 2: first and foremost it has to be authentic, right, like, 137 00:07:25,040 --> 00:07:27,600 Speaker 2: would it makes sense, Like sure you could. You could 138 00:07:27,640 --> 00:07:30,280 Speaker 2: do lots of different mashups of like just some amazing 139 00:07:30,320 --> 00:07:33,560 Speaker 2: brands you know in the marketplace, which people will be 140 00:07:33,560 --> 00:07:36,640 Speaker 2: go like, oh that's interesting, it's recognizable, but when they 141 00:07:36,680 --> 00:07:38,840 Speaker 2: show up, you want to make sure that it feels 142 00:07:38,880 --> 00:07:41,800 Speaker 2: authentic to both brands. And I think one of the 143 00:07:41,920 --> 00:07:45,880 Speaker 2: unique things that we have when it comes to Monopoly 144 00:07:46,160 --> 00:07:48,600 Speaker 2: is that mont Hasbro and Monopoly on the physical game 145 00:07:48,600 --> 00:07:52,120 Speaker 2: board side has a long history, right working with their 146 00:07:52,160 --> 00:07:56,320 Speaker 2: pretty brands many many different ones from Star Wars to 147 00:07:56,520 --> 00:07:59,920 Speaker 2: Friends to too many of the name right where they 148 00:08:00,120 --> 00:08:03,520 Speaker 2: actually have really sort of intermingled these sort of two 149 00:08:03,600 --> 00:08:06,680 Speaker 2: worlds together in a very authentic way. And so you know, 150 00:08:07,200 --> 00:08:09,720 Speaker 2: when we were thinking about the game, it wasn't something 151 00:08:09,720 --> 00:08:11,360 Speaker 2: that when we built the game, when we launched the game, 152 00:08:11,360 --> 00:08:13,120 Speaker 2: where we're like, oh, we're going to do you know 153 00:08:13,360 --> 00:08:16,800 Speaker 2: other through party ip collaborations. That was never the plan. 154 00:08:17,320 --> 00:08:19,800 Speaker 2: As the team was thinking about the roadmap for the game, 155 00:08:20,280 --> 00:08:21,880 Speaker 2: we were thinking about a lot of different angles, and 156 00:08:21,920 --> 00:08:24,040 Speaker 2: the marketing team was obviously thinking about things that we 157 00:08:24,040 --> 00:08:27,440 Speaker 2: could do, and what came up was what's authentic to 158 00:08:27,480 --> 00:08:29,880 Speaker 2: the brand? And that's when we're like, well, let's look 159 00:08:29,880 --> 00:08:32,280 Speaker 2: at what people think of when they think of physical 160 00:08:32,320 --> 00:08:34,080 Speaker 2: and they're like, what would make sense in our world? 161 00:08:34,160 --> 00:08:36,200 Speaker 2: And that's when sort of third party brands you know, 162 00:08:36,240 --> 00:08:38,280 Speaker 2: came about and we're like and we talked to Hasro 163 00:08:38,320 --> 00:08:40,439 Speaker 2: about it and they were like, yeah, actually we never 164 00:08:40,480 --> 00:08:43,400 Speaker 2: thought about that. That actually is super cool. Once again, 165 00:08:43,480 --> 00:08:48,040 Speaker 2: you're leaning into the fandom, right, the sort of history, 166 00:08:48,640 --> 00:08:51,280 Speaker 2: the ethos of the brand itself, and so that was 167 00:08:51,280 --> 00:08:53,200 Speaker 2: first and foremost we needed to make sure it felt 168 00:08:53,200 --> 00:08:56,400 Speaker 2: authentic to the actual the brand right itself. And then 169 00:08:56,559 --> 00:08:59,880 Speaker 2: the second thing is our marketing team, our community teams. 170 00:08:59,880 --> 00:09:03,760 Speaker 2: Be's a lot of time with the players and doing 171 00:09:03,880 --> 00:09:07,080 Speaker 2: constant sort of or having constant conversations with them about 172 00:09:07,200 --> 00:09:08,599 Speaker 2: where they like in the game, where they don't like 173 00:09:08,640 --> 00:09:10,680 Speaker 2: in the game, whichould they change, lots of feedback, which 174 00:09:10,679 --> 00:09:14,440 Speaker 2: we love feedback from our players, but specifically asking about 175 00:09:14,600 --> 00:09:17,360 Speaker 2: what would you like and one of the things you 176 00:09:17,440 --> 00:09:19,520 Speaker 2: because you gotta be careful about how you introduce or 177 00:09:19,559 --> 00:09:21,079 Speaker 2: talk to community because you don't want to kind of 178 00:09:21,080 --> 00:09:23,240 Speaker 2: tip your hat. But we were talking about just sort 179 00:09:23,240 --> 00:09:25,400 Speaker 2: of third party brands and what they resonate with and 180 00:09:25,440 --> 00:09:28,640 Speaker 2: that kind of stuff, and it was clear that the 181 00:09:28,679 --> 00:09:31,480 Speaker 2: fans of this game were excited about the idea of 182 00:09:31,559 --> 00:09:34,800 Speaker 2: us potentially partnering with different brands, and so we did 183 00:09:34,840 --> 00:09:36,600 Speaker 2: a lot of research, a lot of sort of consumer 184 00:09:36,600 --> 00:09:38,640 Speaker 2: insights work, and that's sort of how we got to 185 00:09:38,720 --> 00:09:41,040 Speaker 2: the place where we started to think about, okay, what 186 00:09:41,080 --> 00:09:42,760 Speaker 2: would be the you know, sort of first brands that 187 00:09:42,800 --> 00:09:45,240 Speaker 2: we would actually work with, and for us, you know, 188 00:09:45,280 --> 00:09:48,600 Speaker 2: we knew it would have to be globally recognizable brands, 189 00:09:48,920 --> 00:09:52,920 Speaker 2: you know, brands that once again resonate with I think 190 00:09:52,960 --> 00:09:55,439 Speaker 2: the Monopoly franchise right and have a history, and that's 191 00:09:55,480 --> 00:09:58,320 Speaker 2: obviously how we we landed in places like the first 192 00:09:58,320 --> 00:10:02,720 Speaker 2: collaboration last year was with with Marvel, which we actually executed, 193 00:10:02,720 --> 00:10:05,559 Speaker 2: which was fantastic. The Marvel team was amazing to work with. 194 00:10:05,920 --> 00:10:08,640 Speaker 2: I will say when we went to them and said, 195 00:10:08,720 --> 00:10:10,640 Speaker 2: what do you think about Monopoly Go. They were like 196 00:10:12,000 --> 00:10:14,000 Speaker 2: really like they were like one of those like it 197 00:10:14,040 --> 00:10:17,480 Speaker 2: never was obvious to them of us doing that, and 198 00:10:17,600 --> 00:10:19,400 Speaker 2: kudos to them once again. They were very open and 199 00:10:19,440 --> 00:10:21,400 Speaker 2: they're like, well, what would that even look like? And 200 00:10:21,440 --> 00:10:23,760 Speaker 2: we're like, here's how we think about honoring both brands, 201 00:10:23,800 --> 00:10:26,880 Speaker 2: and they're like, that's amazing. Uh, and you know, and 202 00:10:27,360 --> 00:10:29,680 Speaker 2: well we've done since then. The next one that we 203 00:10:29,720 --> 00:10:32,160 Speaker 2: did is Star Wars, which is now live in the game, 204 00:10:32,200 --> 00:10:36,240 Speaker 2: and I would say the fans have been responding so 205 00:10:36,440 --> 00:10:40,360 Speaker 2: positive to positively to that integration. They've done an amazing 206 00:10:41,000 --> 00:10:43,240 Speaker 2: They've they've you know, when it comes to their actual 207 00:10:43,280 --> 00:10:45,320 Speaker 2: engagement in the game, but also just what we hear 208 00:10:45,720 --> 00:10:48,800 Speaker 2: in social and through community channels, like they're all kind 209 00:10:48,800 --> 00:10:52,240 Speaker 2: of trying to anticipate what element or aspect of Star 210 00:10:52,280 --> 00:10:54,920 Speaker 2: Wars is going to show up next in the game itself, 211 00:10:54,920 --> 00:10:57,880 Speaker 2: which to us is that's rewarding because that means they're 212 00:10:57,960 --> 00:10:59,319 Speaker 2: enjoying it. They're loving it. 213 00:11:00,360 --> 00:11:02,920 Speaker 3: Now I've taken a step back here. You know, obviously 214 00:11:03,000 --> 00:11:05,440 Speaker 3: Monopoly Go is a huge one ferial, It's probably what 215 00:11:05,480 --> 00:11:07,880 Speaker 3: you're best known for at the moment, but looking at 216 00:11:07,920 --> 00:11:10,160 Speaker 3: Scopoly as a whole if you can, you kind of 217 00:11:10,160 --> 00:11:12,680 Speaker 3: give an over here what you guys do when you 218 00:11:12,720 --> 00:11:14,640 Speaker 3: came on the scene and what else do you have 219 00:11:14,760 --> 00:11:15,120 Speaker 3: to offer? 220 00:11:15,840 --> 00:11:19,080 Speaker 2: Yeah, specifically you're asking about IP collaborations. 221 00:11:18,800 --> 00:11:21,880 Speaker 3: No scope, Lee just in general as a company. 222 00:11:21,920 --> 00:11:25,319 Speaker 2: Oh, got it. Yes, I would say there's really a 223 00:11:25,400 --> 00:11:27,280 Speaker 2: couple of things that are really important to us, right 224 00:11:27,280 --> 00:11:31,079 Speaker 2: as a company. Obviously, we're the number one mobile game 225 00:11:31,120 --> 00:11:32,000 Speaker 2: company in the world today. 226 00:11:32,080 --> 00:11:32,200 Speaker 3: Right. 227 00:11:32,240 --> 00:11:34,160 Speaker 2: You talked about some of the actual major milestones that 228 00:11:34,160 --> 00:11:36,679 Speaker 2: we've had over the last couple of years, which is fantastic. 229 00:11:36,960 --> 00:11:39,559 Speaker 2: But I think the thing that for us is incredibly 230 00:11:39,600 --> 00:11:41,679 Speaker 2: important is that we want to make sure that we're 231 00:11:41,679 --> 00:11:47,160 Speaker 2: designing games that are blending narrative, you know, social mechanics 232 00:11:47,160 --> 00:11:49,959 Speaker 2: that make sense for different games, and then at the 233 00:11:50,040 --> 00:11:52,520 Speaker 2: end of the day, doing that for bloff print or 234 00:11:52,559 --> 00:11:55,800 Speaker 2: fan bases, right, and whether that's in working with other 235 00:11:56,120 --> 00:11:58,800 Speaker 2: IP partners. We have a long history right of working 236 00:11:59,120 --> 00:12:04,160 Speaker 2: with IP partners, right, everything from Hasro Mattel to Disney 237 00:12:04,320 --> 00:12:07,960 Speaker 2: to WWE to it feels kind of like you name it, 238 00:12:08,080 --> 00:12:10,000 Speaker 2: we've kind of have worked with them. And it doesn't 239 00:12:10,000 --> 00:12:12,839 Speaker 2: mean that we work with everyone, but we really kind 240 00:12:12,880 --> 00:12:16,480 Speaker 2: of try to figure out like, where are there extremely 241 00:12:16,679 --> 00:12:21,800 Speaker 2: passionate fans and consumers that love right in IP And 242 00:12:21,800 --> 00:12:23,840 Speaker 2: we figure out, like, Okay, how do we actually bring 243 00:12:24,000 --> 00:12:26,199 Speaker 2: what's important to us in great game making? Right has 244 00:12:26,280 --> 00:12:29,319 Speaker 2: great creative and then really bring those two things together 245 00:12:29,480 --> 00:12:32,640 Speaker 2: and marry them. I say that's one, and that's that's 246 00:12:32,720 --> 00:12:35,080 Speaker 2: you know, of utmost important to us. And then the 247 00:12:35,080 --> 00:12:37,520 Speaker 2: other thing is, you know, how do we actually do 248 00:12:37,600 --> 00:12:41,720 Speaker 2: that in a forever franchise sort of like manner, meaning 249 00:12:42,440 --> 00:12:45,160 Speaker 2: we're not looking to just build games and to build 250 00:12:45,200 --> 00:12:47,440 Speaker 2: games that like have a lifespan of three years or 251 00:12:47,480 --> 00:12:49,680 Speaker 2: four years. Our goal is like we want this game 252 00:12:49,720 --> 00:12:53,080 Speaker 2: to be around and not just around, but in consumers 253 00:12:53,200 --> 00:12:56,600 Speaker 2: lives for ten plus years. That is like the utmost 254 00:12:56,600 --> 00:12:59,040 Speaker 2: important to us. And we take a lot of pride 255 00:12:59,080 --> 00:13:01,480 Speaker 2: in that and and we were really committed to actually 256 00:13:01,480 --> 00:13:04,160 Speaker 2: doing that for fans on a daily basis. 257 00:13:05,640 --> 00:13:08,559 Speaker 3: I'd love to know about your background specifically, and then 258 00:13:08,600 --> 00:13:10,760 Speaker 3: if you can speak to you know what your role 259 00:13:11,120 --> 00:13:13,599 Speaker 3: as seen your vice president publishing at Scope looks like 260 00:13:13,679 --> 00:13:15,760 Speaker 3: on a day to day basis, what is your purview? 261 00:13:16,400 --> 00:13:19,640 Speaker 2: Sure exactly, I have no problem. So I have been 262 00:13:19,920 --> 00:13:23,559 Speaker 2: in the digital entertainment space, I would say for the 263 00:13:23,640 --> 00:13:27,400 Speaker 2: last twenty plus years. Started early in my career at 264 00:13:27,400 --> 00:13:30,320 Speaker 2: EA and worked at EA. I had the pleasure of 265 00:13:30,320 --> 00:13:32,760 Speaker 2: working at Disney for a period of time, and then 266 00:13:33,080 --> 00:13:35,240 Speaker 2: moved into the free to play gaming space with Zinga 267 00:13:35,800 --> 00:13:38,680 Speaker 2: back when Zinga was early days on Facebook. Think of 268 00:13:38,720 --> 00:13:42,760 Speaker 2: games like Farmville and Cityville, which was amazing when you 269 00:13:42,840 --> 00:13:44,800 Speaker 2: think about the move to free to play. I then 270 00:13:44,840 --> 00:13:46,600 Speaker 2: had a short departure where I left and went to 271 00:13:46,679 --> 00:13:48,880 Speaker 2: Nikate working in the digital and direct consumer space, and 272 00:13:48,920 --> 00:13:51,680 Speaker 2: then saw my way back the games that was missing 273 00:13:51,679 --> 00:13:55,040 Speaker 2: it and have spent now the last five and a 274 00:13:55,080 --> 00:13:57,600 Speaker 2: half years split between Activision Blizzard. In the last two 275 00:13:57,600 --> 00:13:59,199 Speaker 2: and a half years here at Scopoly. 276 00:14:00,760 --> 00:14:02,400 Speaker 3: Oh yeah, sorry, go ahead, you know. 277 00:14:02,440 --> 00:14:04,440 Speaker 2: From and then as far as my role and what 278 00:14:04,480 --> 00:14:07,600 Speaker 2: I'm responsible responsible for here at Scope Lee one, my 279 00:14:07,679 --> 00:14:10,880 Speaker 2: team works with all of our distribution relationships on a 280 00:14:10,920 --> 00:14:15,200 Speaker 2: day to day basis, so from everyone from Xbox, PlayStation, Steam, 281 00:14:15,400 --> 00:14:17,640 Speaker 2: you name it when it comes to distribution or contents. 282 00:14:18,320 --> 00:14:20,880 Speaker 2: I also lead our director consumer sort of operations for 283 00:14:20,920 --> 00:14:24,040 Speaker 2: the company, but also I'm responsible for everything we do 284 00:14:24,080 --> 00:14:27,520 Speaker 2: from a business development perspective, so obviously working with IP 285 00:14:27,640 --> 00:14:29,560 Speaker 2: partners on a day to day basis. Is one of 286 00:14:29,640 --> 00:14:32,240 Speaker 2: the main priorities that I am my team focus on. 287 00:14:34,240 --> 00:14:36,240 Speaker 3: As we've already mentioned a couple of times here, scope 288 00:14:36,360 --> 00:14:38,600 Speaker 3: ly is a giant in the mobile gaming industry, but 289 00:14:38,640 --> 00:14:42,560 Speaker 3: you all got even bigger with the Pokemon Go and 290 00:14:42,680 --> 00:14:46,040 Speaker 3: Nantech acquisition here, So I'd like to talk about that 291 00:14:46,120 --> 00:14:48,440 Speaker 3: and you know how you will see that in positioning 292 00:14:48,480 --> 00:14:51,800 Speaker 3: yourselves even further as a leader within the mobile gaming 293 00:14:51,840 --> 00:14:54,200 Speaker 3: industry and what you plan to do with that brand 294 00:14:54,200 --> 00:14:54,840 Speaker 3: moving forward. 295 00:14:55,560 --> 00:15:00,520 Speaker 2: Yeah, I look weird so excited about the being part 296 00:15:00,520 --> 00:15:04,440 Speaker 2: of the team. Obviously that brings part of that acquisition. 297 00:15:04,480 --> 00:15:08,080 Speaker 2: It brings a global, you know phenomenon when you think 298 00:15:08,080 --> 00:15:09,920 Speaker 2: about Pokemon Go. When think about when that game watched 299 00:15:09,920 --> 00:15:12,640 Speaker 2: in twenty sixteen, like it was everywhere and it still is. 300 00:15:12,680 --> 00:15:15,600 Speaker 2: It's a massive game. But it brings that game as 301 00:15:15,600 --> 00:15:18,640 Speaker 2: well as other great games to our portfolio, which is fantastic. 302 00:15:19,400 --> 00:15:24,040 Speaker 2: But those games attract today over one hundred million unique players, right, 303 00:15:24,320 --> 00:15:28,280 Speaker 2: That's that's an incredible privilege for us to bring that 304 00:15:28,320 --> 00:15:31,320 Speaker 2: into the portfolio and how we actually help serve them 305 00:15:31,520 --> 00:15:35,800 Speaker 2: on a daily basis. They have today over thirty million 306 00:15:35,800 --> 00:15:38,560 Speaker 2: in AU When you think about scale, and even just 307 00:15:38,640 --> 00:15:40,480 Speaker 2: looking at their business last year, it's been over a 308 00:15:40,480 --> 00:15:43,200 Speaker 2: billion dollars in revenue. Like so like when we talk 309 00:15:43,240 --> 00:15:46,520 Speaker 2: about some of the you know, success, I would say 310 00:15:46,520 --> 00:15:49,760 Speaker 2: that Scope Plays had recently, which is amazing. Then we're 311 00:15:49,920 --> 00:15:53,000 Speaker 2: pairing that the opportunity to pair that with another amazing 312 00:15:53,000 --> 00:15:56,000 Speaker 2: company that has some amazing franchises. It's like like, in 313 00:15:56,040 --> 00:15:58,160 Speaker 2: some ways it kind of pinch ourselves and say, I 314 00:15:58,160 --> 00:16:00,080 Speaker 2: can't believe that we actually get to partner together. The 315 00:16:00,920 --> 00:16:03,600 Speaker 2: other thing I would say is that's I think it's 316 00:16:03,600 --> 00:16:05,840 Speaker 2: why it's a great such a great fit is that 317 00:16:06,280 --> 00:16:08,520 Speaker 2: we focus on as a company. One of the things 318 00:16:08,520 --> 00:16:10,880 Speaker 2: we focus on as a company is player engagement, meaning 319 00:16:11,280 --> 00:16:14,360 Speaker 2: like how much how often do players play in the game, 320 00:16:14,560 --> 00:16:17,440 Speaker 2: and how often do they come back? Like not sure, 321 00:16:17,640 --> 00:16:19,760 Speaker 2: we're a business, and so revenue is obviously things that 322 00:16:19,760 --> 00:16:22,720 Speaker 2: have that keeps the lights on, but really if players 323 00:16:22,720 --> 00:16:25,320 Speaker 2: are giving us their time, right, that's the most important thing. 324 00:16:25,560 --> 00:16:28,320 Speaker 2: And when we look at Pokemon Go, I mean they 325 00:16:28,360 --> 00:16:30,920 Speaker 2: spend on average forty minutes in the game on a 326 00:16:30,960 --> 00:16:34,240 Speaker 2: daily basis. That is pretty phenomenal. And so once again 327 00:16:34,560 --> 00:16:37,000 Speaker 2: the idea of them coming into the into the mix 328 00:16:37,040 --> 00:16:40,040 Speaker 2: and being part of our portfolio is amazing and our 329 00:16:40,080 --> 00:16:42,560 Speaker 2: hope is that we we're going to be here to 330 00:16:42,560 --> 00:16:46,320 Speaker 2: support them, you know, help give them all the resource 331 00:16:46,480 --> 00:16:48,520 Speaker 2: or all the help that they can actually ever need 332 00:16:48,560 --> 00:16:51,680 Speaker 2: to hope they continue to notly you know, you know, 333 00:16:52,080 --> 00:16:54,520 Speaker 2: make fans appreciate the game, but hopefully grow that game 334 00:16:54,560 --> 00:16:56,480 Speaker 2: even more. So we're credibly excited about that. 335 00:16:56,840 --> 00:17:04,880 Speaker 3: We'll be backed more from Scopely after this break. When 336 00:17:04,880 --> 00:17:07,760 Speaker 3: you look at, you know, the the overall gaming industry 337 00:17:07,760 --> 00:17:09,480 Speaker 3: at the moment, you know, there's a lot that it's 338 00:17:09,520 --> 00:17:12,400 Speaker 3: gone through just in the past couple of years. There 339 00:17:12,440 --> 00:17:15,000 Speaker 3: was a pandemic boom, then there were changes, there was 340 00:17:15,040 --> 00:17:17,959 Speaker 3: a lot of stuff, and no one's really been immune 341 00:17:17,960 --> 00:17:20,040 Speaker 3: to that. But one thing I want to focus on 342 00:17:20,080 --> 00:17:22,440 Speaker 3: here is just the mobile gaming industry and the amount 343 00:17:22,440 --> 00:17:24,880 Speaker 3: of growth and the amount that that really takes up 344 00:17:24,920 --> 00:17:28,320 Speaker 3: within overall gaming. And I feel like that goes unnoticed 345 00:17:28,359 --> 00:17:30,879 Speaker 3: every now and then because we look at Splashy, Triple A, 346 00:17:31,400 --> 00:17:33,680 Speaker 3: we look at big titles, we look at big players, 347 00:17:33,840 --> 00:17:38,040 Speaker 3: and forget how much of the overall gaming is made 348 00:17:38,080 --> 00:17:40,359 Speaker 3: up by mobile. So I want to get kind of 349 00:17:40,400 --> 00:17:43,680 Speaker 3: your take, especially on a potential stigma there for what 350 00:17:43,760 --> 00:17:45,639 Speaker 3: mobile gaming is, because I know I'll talk to like 351 00:17:46,080 --> 00:17:48,439 Speaker 3: my parents when they're like, I'm talking about games with 352 00:17:48,480 --> 00:17:50,439 Speaker 3: them and they're like, oh, I don't game, and I'm like, okay, 353 00:17:50,720 --> 00:17:53,760 Speaker 3: the games you're playing on your phone those are games, guys. 354 00:17:53,760 --> 00:17:56,320 Speaker 3: And they're like, oh, okay, well then in that case, yes, 355 00:17:57,680 --> 00:18:00,400 Speaker 3: I'm a gamer. So I'd like to get your take 356 00:18:00,440 --> 00:18:00,679 Speaker 3: on that. 357 00:18:01,480 --> 00:18:04,439 Speaker 2: Look, I have similar story with my mom. I remember 358 00:18:04,520 --> 00:18:06,520 Speaker 2: years ago where she was we were talking about the 359 00:18:06,520 --> 00:18:09,120 Speaker 2: industry and she did she was like, I don't really understand. 360 00:18:09,119 --> 00:18:10,919 Speaker 2: She goes, I'm not a gamer, and I lily said, well, 361 00:18:11,160 --> 00:18:12,560 Speaker 2: open up your phone. What do you have on your phone? 362 00:18:12,560 --> 00:18:14,280 Speaker 2: And it was one of those and I can't remember 363 00:18:14,280 --> 00:18:15,960 Speaker 2: what she had, but she had a casual game on 364 00:18:16,000 --> 00:18:18,760 Speaker 2: her phone. I'm like, you are a Gamer's like, no, 365 00:18:18,920 --> 00:18:21,480 Speaker 2: i'm not. And I'm like, you are a gamer. I'm like, 366 00:18:21,480 --> 00:18:23,200 Speaker 2: why do you think that? She goes and she has 367 00:18:23,240 --> 00:18:25,639 Speaker 2: the stigma and that sort of like idea of like 368 00:18:25,680 --> 00:18:30,400 Speaker 2: a gamer looks like this and plays in this way. 369 00:18:31,000 --> 00:18:33,000 Speaker 2: You know, plays in front of a big screen, right, 370 00:18:33,080 --> 00:18:35,720 Speaker 2: plays on a console, plays on a PC, which, look, 371 00:18:35,760 --> 00:18:40,080 Speaker 2: those are amazing mediums to deliver amazing stories and franchises. 372 00:18:40,119 --> 00:18:43,520 Speaker 2: Like I there are some amazing games that I personally 373 00:18:43,640 --> 00:18:46,400 Speaker 2: my kids play on a on a constant basis. When 374 00:18:46,400 --> 00:18:48,480 Speaker 2: it comes to like Triple A, I would say, the 375 00:18:48,520 --> 00:18:51,960 Speaker 2: thing that makes mobile so unique, and specifically from a 376 00:18:51,960 --> 00:18:56,159 Speaker 2: gaming perspective is thinks are obvious, but it's on a 377 00:18:56,200 --> 00:18:59,840 Speaker 2: device that's in your pocket all day every day. It's accessible. 378 00:19:00,119 --> 00:19:02,560 Speaker 2: Everyone has it. Like while console on a PC is 379 00:19:02,600 --> 00:19:05,439 Speaker 2: amazing because it's amazing piece of hardware that can deliver 380 00:19:05,600 --> 00:19:10,080 Speaker 2: some fantastic experiences, it does have, you know, a barrier, 381 00:19:10,280 --> 00:19:13,520 Speaker 2: right when not everyone can actually afford it from a 382 00:19:13,520 --> 00:19:15,920 Speaker 2: pricing perspective, or just maybe they don't have like the 383 00:19:16,080 --> 00:19:19,760 Speaker 2: space or what have you. A phone is everyone has one. 384 00:19:19,920 --> 00:19:23,040 Speaker 2: It's democratized, right, And the fact that we can actually 385 00:19:23,080 --> 00:19:25,160 Speaker 2: leverage that piece of hardware and that device to actually 386 00:19:25,160 --> 00:19:29,840 Speaker 2: bring amazing experiences to consumers is it's amazing. Right. So 387 00:19:29,840 --> 00:19:33,639 Speaker 2: that sort of solves like the distribution scale problem when 388 00:19:33,680 --> 00:19:36,480 Speaker 2: you think about mobile. And then another thing that I 389 00:19:36,520 --> 00:19:40,439 Speaker 2: think makes mobile very unique is that you know, we 390 00:19:40,480 --> 00:19:44,960 Speaker 2: are focused on building amazing experiences. I would say sometimes 391 00:19:45,040 --> 00:19:48,760 Speaker 2: Triple A, they're amazing games, but they're very much focused 392 00:19:48,800 --> 00:19:52,560 Speaker 2: on the visual quality, right, which is great, I think 393 00:19:52,600 --> 00:19:55,439 Speaker 2: what mobile and we deliver great visual quality, but we 394 00:19:55,560 --> 00:19:58,000 Speaker 2: over index on I think is really are we making 395 00:19:58,000 --> 00:20:00,520 Speaker 2: sure that we engage the player? Like, what do the 396 00:20:00,560 --> 00:20:03,920 Speaker 2: behavior patterns that we see? Do players like this experience? 397 00:20:03,960 --> 00:20:06,520 Speaker 2: Does that actually motivate them to come back and give 398 00:20:06,600 --> 00:20:10,000 Speaker 2: us more time and play you know tomorrow? Well? And 399 00:20:10,080 --> 00:20:13,000 Speaker 2: so we have this, We're constantly iterating and testing different 400 00:20:13,040 --> 00:20:15,560 Speaker 2: concepts and ideas, and the goal for us is just like, 401 00:20:15,920 --> 00:20:18,000 Speaker 2: how are once again going to my twitarlier point, how 402 00:20:18,040 --> 00:20:20,600 Speaker 2: are consumers showing us that they love something with their time? 403 00:20:20,960 --> 00:20:23,520 Speaker 2: And I think that's the unique thing that mobile provides 404 00:20:23,600 --> 00:20:27,080 Speaker 2: us that maybe Triple A just does not. It's scale 405 00:20:27,560 --> 00:20:31,919 Speaker 2: right in democratization of actually access to the consumer. And two, 406 00:20:32,760 --> 00:20:34,760 Speaker 2: I would say that the patterns of play patterns for 407 00:20:34,800 --> 00:20:37,400 Speaker 2: consumers on mobile, or if it's my mom, your mom, 408 00:20:37,880 --> 00:20:41,320 Speaker 2: they're not expecting a Triple A sort of like experience 409 00:20:41,359 --> 00:20:43,960 Speaker 2: it needs to look and feel this way. They're much 410 00:20:44,000 --> 00:20:45,840 Speaker 2: more open to, you know, sort of what a game 411 00:20:45,840 --> 00:20:48,080 Speaker 2: will look like. And I think mobile game developers have 412 00:20:48,160 --> 00:20:50,479 Speaker 2: really leaned into that in a way and said, Okay, 413 00:20:50,720 --> 00:20:53,400 Speaker 2: a game doesn't have to look just like this, which 414 00:20:53,440 --> 00:20:55,400 Speaker 2: I think has allowed us to really sort of open 415 00:20:55,440 --> 00:20:56,200 Speaker 2: up play patterns. 416 00:20:57,600 --> 00:20:59,320 Speaker 3: One thing that I know can be a little bit 417 00:20:59,359 --> 00:21:01,640 Speaker 3: of a barrier to people who want to get into 418 00:21:01,640 --> 00:21:04,600 Speaker 3: mobile gaming is saying, like there's a million micro transactions. 419 00:21:05,200 --> 00:21:06,399 Speaker 3: I feel like I'm going to spend a lot of 420 00:21:06,400 --> 00:21:08,440 Speaker 3: money playing this game in order to enjoy the game 421 00:21:08,520 --> 00:21:10,920 Speaker 3: or to beat the game or whatever. So I'd like 422 00:21:11,000 --> 00:21:13,200 Speaker 3: to know how you all, let scopely look at handling 423 00:21:13,240 --> 00:21:16,280 Speaker 3: that what you give for free versus what's paywalled, and 424 00:21:16,320 --> 00:21:18,560 Speaker 3: then also kind of a sub question about how you 425 00:21:18,640 --> 00:21:20,880 Speaker 3: handle that when it comes to like younger players as well, 426 00:21:20,920 --> 00:21:22,640 Speaker 3: because I know there's people who are like, I can't 427 00:21:22,720 --> 00:21:24,320 Speaker 3: let me hip play this game. I don't know what 428 00:21:24,359 --> 00:21:24,800 Speaker 3: they're going to. 429 00:21:24,800 --> 00:21:27,760 Speaker 2: Spend on it. So yeah, yeah, I would say when 430 00:21:27,760 --> 00:21:30,760 Speaker 2: it comes to your first question, I would say, we 431 00:21:30,840 --> 00:21:33,800 Speaker 2: have a philosophy that anything you can pay for in 432 00:21:33,840 --> 00:21:35,520 Speaker 2: the game, you should also be able to earn it, 433 00:21:35,680 --> 00:21:38,320 Speaker 2: meaning you know, I mean, we're not going to block 434 00:21:38,359 --> 00:21:41,640 Speaker 2: you from progress only through payments, right, Like that's that's 435 00:21:41,640 --> 00:21:44,159 Speaker 2: a choice that a consumer makes, Like it's almost like 436 00:21:44,200 --> 00:21:47,840 Speaker 2: a you know, a value for money or time for money, 437 00:21:47,960 --> 00:21:50,360 Speaker 2: sort of like exchange right, Like, our view is that 438 00:21:50,800 --> 00:21:53,160 Speaker 2: it shouldn't be the sort of pay to win sort 439 00:21:53,160 --> 00:21:55,359 Speaker 2: of model. It's to be one that's really should be 440 00:21:55,400 --> 00:21:58,919 Speaker 2: enjoyable to everyone. If you decide that, you're like, listen, 441 00:21:59,240 --> 00:22:01,399 Speaker 2: I want to I want to be the best. I 442 00:22:01,440 --> 00:22:03,240 Speaker 2: want to top the leader boards, and I want to 443 00:22:03,240 --> 00:22:05,480 Speaker 2: be there first. I got want to do that first. Like, 444 00:22:05,560 --> 00:22:08,840 Speaker 2: that's my that's my goal. You're a maximizer, Fine, then 445 00:22:09,080 --> 00:22:11,880 Speaker 2: we'll give them the mechanisms to do that. That's their choice. 446 00:22:12,000 --> 00:22:13,400 Speaker 2: But if for someone who is like to your point, 447 00:22:13,480 --> 00:22:15,879 Speaker 2: like I will never pay. I mean, my mom's that way. 448 00:22:15,880 --> 00:22:17,640 Speaker 2: She's like, I will never pay. I think she actually has, 449 00:22:17,680 --> 00:22:20,639 Speaker 2: but she will tell me that, but I will never pay. Fine, 450 00:22:20,880 --> 00:22:24,200 Speaker 2: you should still have a great pleasurable experience. So I 451 00:22:24,240 --> 00:22:26,480 Speaker 2: think that's how we think about it. One is not 452 00:22:26,560 --> 00:22:31,119 Speaker 2: better than the other. It's choice, right from a consumer perspective. 453 00:22:31,400 --> 00:22:34,159 Speaker 2: And then apologies. Your second question was well again, oh. 454 00:22:34,080 --> 00:22:36,679 Speaker 3: Talking about younger players and how you have to handle that. 455 00:22:36,800 --> 00:22:40,560 Speaker 2: Yeah, yeah, I would say first or foremost, if there's 456 00:22:40,600 --> 00:22:45,960 Speaker 2: a game that we think, uh and or we see 457 00:22:46,240 --> 00:22:49,520 Speaker 2: that is potentially resonating with kids, we take that very serious. 458 00:22:49,600 --> 00:22:52,320 Speaker 2: And so typically we're always implementing some type of age game, right. 459 00:22:52,440 --> 00:22:54,399 Speaker 2: I'll be honest, Like, if you think of my Monopoly Go, 460 00:22:55,480 --> 00:22:58,480 Speaker 2: we didn't think the target audience at all was going 461 00:22:58,520 --> 00:23:01,520 Speaker 2: to be kids. And not that we have a lot 462 00:23:01,520 --> 00:23:03,080 Speaker 2: of kids playing a game. I'm not saying we do, 463 00:23:03,440 --> 00:23:04,960 Speaker 2: but when you look at the data early on, we 464 00:23:05,000 --> 00:23:07,000 Speaker 2: saw that there was actually some younger, you know, kids 465 00:23:07,000 --> 00:23:09,239 Speaker 2: that were playing and we're like, oh geez, wow, And 466 00:23:09,520 --> 00:23:11,359 Speaker 2: we responded to it very quickly, said, okay, we need 467 00:23:11,400 --> 00:23:14,200 Speaker 2: to implement an age game right to make sure that 468 00:23:14,359 --> 00:23:17,000 Speaker 2: we are not surfacing certain features in the game that 469 00:23:17,040 --> 00:23:19,680 Speaker 2: would not be appropriate to someone of a certain age. 470 00:23:19,760 --> 00:23:22,239 Speaker 2: So we take it very serious. We want to make 471 00:23:22,280 --> 00:23:25,960 Speaker 2: sure that we are, you know, doing what's right by 472 00:23:25,960 --> 00:23:29,480 Speaker 2: the player based upon their age. 473 00:23:30,800 --> 00:23:34,640 Speaker 3: Going back to partnerships, talking about a different title from Monopolygo. 474 00:23:35,359 --> 00:23:37,679 Speaker 3: This episode of the podcast will come out just around 475 00:23:37,760 --> 00:23:39,879 Speaker 3: the Jurassic World release, and I know you guys have 476 00:23:39,960 --> 00:23:43,200 Speaker 3: a big partnership coming up with Stumble guys, so i'd 477 00:23:43,240 --> 00:23:45,000 Speaker 3: like to, you know, go into that a little bit, 478 00:23:45,040 --> 00:23:47,440 Speaker 3: how that came about and another reason why you feel 479 00:23:47,440 --> 00:23:49,440 Speaker 3: like that partnership is a good fit for the Scope 480 00:23:49,480 --> 00:23:49,920 Speaker 3: Lee brand. 481 00:23:50,440 --> 00:23:57,400 Speaker 2: Yeah, So excited to announce that we're collaborating with Universal 482 00:23:57,400 --> 00:24:00,840 Speaker 2: Products and Experiences and part of their digital team on 483 00:24:00,880 --> 00:24:03,040 Speaker 2: a Drastic World experience that's going to be coming to 484 00:24:03,119 --> 00:24:06,320 Speaker 2: stumble Guys next month. That's awesome, super excited about it. 485 00:24:06,440 --> 00:24:08,639 Speaker 2: We've been working with that team for for quite some 486 00:24:08,720 --> 00:24:11,840 Speaker 2: time now. The cool thing about it is it's going 487 00:24:11,840 --> 00:24:14,119 Speaker 2: to be timed with the release of the new film 488 00:24:14,800 --> 00:24:16,679 Speaker 2: that's in the franchise, which is going to be Drastic 489 00:24:16,720 --> 00:24:19,520 Speaker 2: World Rebirth. Super excited about that film film. I've been 490 00:24:19,520 --> 00:24:21,399 Speaker 2: seeing a lot of the trailers. I definitely will go 491 00:24:21,400 --> 00:24:24,359 Speaker 2: see with my kids, and that collaboration is going to 492 00:24:24,520 --> 00:24:28,480 Speaker 2: basically be aligned with the launch of the movie, and 493 00:24:28,520 --> 00:24:30,639 Speaker 2: we're going to The idea is that how we bring 494 00:24:30,720 --> 00:24:34,600 Speaker 2: that experience to life for players and for consumers within 495 00:24:34,640 --> 00:24:37,159 Speaker 2: the world of Stumble Guys. So we think it's going 496 00:24:37,240 --> 00:24:39,879 Speaker 2: to be amazing. It's obviously going to give us ability 497 00:24:39,880 --> 00:24:42,960 Speaker 2: to night a global audience that exists in Stumble Guys. 498 00:24:43,359 --> 00:24:48,879 Speaker 2: You bring the iconic sort of Drastic World cinematic storytelling adventure, 499 00:24:49,440 --> 00:24:51,920 Speaker 2: you know, drama. Like the idea that how we bring 500 00:24:51,960 --> 00:24:55,080 Speaker 2: that all to life. We're super excited. We think we 501 00:24:55,080 --> 00:24:57,360 Speaker 2: think the team is done on our side in partnership 502 00:24:57,359 --> 00:25:00,040 Speaker 2: with the Universal team, an amazing job of doing. I 503 00:25:00,080 --> 00:25:01,520 Speaker 2: mean that in a way that once again it's going 504 00:25:01,560 --> 00:25:05,080 Speaker 2: to feel authentic and of the time when you think 505 00:25:05,080 --> 00:25:08,760 Speaker 2: about the universe or the Jurassic Park franchise. 506 00:25:09,760 --> 00:25:13,119 Speaker 3: Asking just in general the mobile gaming space, you know 507 00:25:13,200 --> 00:25:15,880 Speaker 3: what scopely looks at in terms of continuing to own 508 00:25:15,960 --> 00:25:20,680 Speaker 3: that area when there are constantly others getting into that game. 509 00:25:20,880 --> 00:25:23,040 Speaker 3: Netflix is making a big push for that right now. 510 00:25:23,080 --> 00:25:25,880 Speaker 3: They have a lot of really strong IP but there's 511 00:25:25,880 --> 00:25:28,440 Speaker 3: only so much time that people have in a day, 512 00:25:28,720 --> 00:25:32,119 Speaker 3: and there's already so many titles. So I want to 513 00:25:32,160 --> 00:25:34,960 Speaker 3: know how you keep coming at people coming back to 514 00:25:35,040 --> 00:25:39,520 Speaker 3: Monopoly Go, keep coming people coming. And then also when 515 00:25:39,560 --> 00:25:42,119 Speaker 3: you look at developing new games, the ROI in that 516 00:25:42,280 --> 00:25:44,240 Speaker 3: are you really looking at you know, we already have 517 00:25:44,320 --> 00:25:46,679 Speaker 3: this good slate, let's invest in this, let's invest in 518 00:25:46,680 --> 00:25:49,640 Speaker 3: Pokemon Go that we now have, or do you look 519 00:25:49,680 --> 00:25:51,040 Speaker 3: to create new titles? 520 00:25:51,400 --> 00:25:54,240 Speaker 2: Yeah, when it comes to your first question about how 521 00:25:54,280 --> 00:25:57,080 Speaker 2: we bring them back daily, Look, I think this is 522 00:25:57,240 --> 00:26:00,600 Speaker 2: a combination and really a tight combination of partship between 523 00:26:00,600 --> 00:26:03,359 Speaker 2: both the game team constantly thinking about what's important to 524 00:26:03,400 --> 00:26:05,199 Speaker 2: the game that we think is going to be interesting 525 00:26:05,200 --> 00:26:10,320 Speaker 2: and fun and exciting, unique, right, inspiring for players. But 526 00:26:10,400 --> 00:26:13,359 Speaker 2: couple that with the marketing team and the community team 527 00:26:13,400 --> 00:26:16,920 Speaker 2: constantly talking to the actual player base. Now, it doesn't 528 00:26:16,960 --> 00:26:19,520 Speaker 2: mean we do everything the players tell us, because obviously 529 00:26:19,800 --> 00:26:22,639 Speaker 2: not everything makes sense, but I would say there's a 530 00:26:22,680 --> 00:26:24,720 Speaker 2: great marriage between the two of how we bring those 531 00:26:24,760 --> 00:26:27,120 Speaker 2: insights in from the consumers and from the players into 532 00:26:27,119 --> 00:26:30,320 Speaker 2: the product team. The product team's constantly thinking about, you know, 533 00:26:30,520 --> 00:26:32,960 Speaker 2: different inspiration that they get, not only from other games. 534 00:26:33,240 --> 00:26:36,320 Speaker 2: I think that's something that games have done many many years, 535 00:26:36,320 --> 00:26:38,600 Speaker 2: Like how do I take inspiration from either a game 536 00:26:38,640 --> 00:26:41,400 Speaker 2: that's in the market now or a game that's it 537 00:26:41,440 --> 00:26:43,160 Speaker 2: was in the market ten years ago that I loved 538 00:26:43,200 --> 00:26:45,760 Speaker 2: as a child? Right? Are there elements of those games 539 00:26:45,800 --> 00:26:48,280 Speaker 2: or mechanics in those games that I can bring forward 540 00:26:48,280 --> 00:26:50,960 Speaker 2: in this game, but maybe reimagine in a new way. 541 00:26:51,080 --> 00:26:52,560 Speaker 2: And then how do you couple that once again with 542 00:26:52,600 --> 00:26:56,240 Speaker 2: insights Like that's that's something that's constantly going on, and 543 00:26:56,280 --> 00:27:00,440 Speaker 2: we're I would say, always testing a b testing new 544 00:27:00,480 --> 00:27:03,600 Speaker 2: features and functionality for players to see what resonates. I 545 00:27:03,640 --> 00:27:05,560 Speaker 2: think that's also one of the things that is very 546 00:27:05,640 --> 00:27:09,119 Speaker 2: unique to mobile games versus Triple A is that we 547 00:27:09,200 --> 00:27:12,040 Speaker 2: have this ability to constantly and it's in our DNA 548 00:27:12,359 --> 00:27:15,520 Speaker 2: to kind of test and iterate versus like say, this 549 00:27:15,640 --> 00:27:17,440 Speaker 2: is what it is and that's what we're bringing the market. 550 00:27:18,119 --> 00:27:19,879 Speaker 2: You know, if we think something's great and we go 551 00:27:19,960 --> 00:27:23,000 Speaker 2: test it with like you know, basic consumers are like, eh, 552 00:27:23,080 --> 00:27:25,440 Speaker 2: it's not really resonating. It's like, okay, we go back 553 00:27:25,440 --> 00:27:27,480 Speaker 2: to the drawing board, right, and we get their feedback. 554 00:27:28,280 --> 00:27:30,800 Speaker 2: So that's definitely I would say a big priority for us. 555 00:27:31,720 --> 00:27:33,320 Speaker 2: And then on the second question again, what was it 556 00:27:33,560 --> 00:27:34,240 Speaker 2: that again? Sorry? 557 00:27:34,320 --> 00:27:39,439 Speaker 3: Yeah, it's looking at the ROI for existing franchises versus 558 00:27:39,480 --> 00:27:41,680 Speaker 3: developing a new game. You know, if I go explore 559 00:27:41,680 --> 00:27:43,440 Speaker 3: a new game created by Scope Play, that's the less 560 00:27:43,480 --> 00:27:45,240 Speaker 3: time I'm playing on Monopoly Go kind of thing. 561 00:27:45,800 --> 00:27:50,960 Speaker 2: Yeah, I think we look we continue to build forever franchises. 562 00:27:51,000 --> 00:27:54,200 Speaker 2: That's our big priority, right And that's why obviously the 563 00:27:54,200 --> 00:27:56,840 Speaker 2: the Niantic acquisition with Pokemon Go and there are other 564 00:27:56,920 --> 00:28:00,800 Speaker 2: franchise like Monster Hunter makes such a makes such made 565 00:28:00,840 --> 00:28:07,080 Speaker 2: so much sense. We are always thinking about new opportunities. Now, 566 00:28:07,359 --> 00:28:09,639 Speaker 2: it's not about we need to launch X number of 567 00:28:09,720 --> 00:28:13,040 Speaker 2: games per year. That's definitely not the priority for us. 568 00:28:13,119 --> 00:28:15,840 Speaker 2: It's more about, do we think there's a unique idea 569 00:28:15,840 --> 00:28:19,040 Speaker 2: and opportunity that a creative team on our side is 570 00:28:19,119 --> 00:28:22,679 Speaker 2: excited about that we think fills a need a void 571 00:28:23,280 --> 00:28:27,080 Speaker 2: right from a consumer perspective, from a genre perspective. And 572 00:28:27,200 --> 00:28:30,040 Speaker 2: do we have the right team, the studio team, the 573 00:28:30,080 --> 00:28:32,639 Speaker 2: right development team that actually we feel like do an 574 00:28:32,680 --> 00:28:35,920 Speaker 2: amazing job and bringing that to market. And so those 575 00:28:35,960 --> 00:28:38,800 Speaker 2: two things are incredibly important for us, even if it's 576 00:28:38,840 --> 00:28:41,920 Speaker 2: in a space that you could say is like maybe crowded, right, 577 00:28:41,920 --> 00:28:44,560 Speaker 2: because there's other gains in the space. If we have 578 00:28:44,600 --> 00:28:46,040 Speaker 2: a conviction around it, because we think we've come up 579 00:28:46,080 --> 00:28:48,400 Speaker 2: a really unique sort of angle and an idea that 580 00:28:48,440 --> 00:28:51,040 Speaker 2: a creative team is excited about, that we've sort of 581 00:28:51,080 --> 00:28:53,560 Speaker 2: validated with consumers. And then we have a team that 582 00:28:54,280 --> 00:28:56,880 Speaker 2: not just can build a game, but let's say I'm 583 00:28:56,880 --> 00:28:59,640 Speaker 2: making it up, it's like an RPG, right, Let's say genre, 584 00:29:00,240 --> 00:29:02,880 Speaker 2: what does that team have credibility? Do they have a 585 00:29:03,000 --> 00:29:07,520 Speaker 2: history of building great RPG games that fans love. When 586 00:29:07,520 --> 00:29:09,480 Speaker 2: we sort of bring those two things together, that's when 587 00:29:09,520 --> 00:29:11,480 Speaker 2: we know, like, okay, that makes sense for us to 588 00:29:11,560 --> 00:29:14,160 Speaker 2: invest in that project moving forward. Like I said, it's 589 00:29:14,160 --> 00:29:17,280 Speaker 2: not about having a specific slate where we have a 590 00:29:17,320 --> 00:29:19,800 Speaker 2: specific number of titles that we were launching every year, 591 00:29:19,840 --> 00:29:23,840 Speaker 2: because once again, our job is to really grow the 592 00:29:23,840 --> 00:29:26,280 Speaker 2: existing franchises we have. So for us, when we think 593 00:29:26,280 --> 00:29:29,040 Speaker 2: about any new project, it's really an opportunity cost right, 594 00:29:29,280 --> 00:29:31,760 Speaker 2: So we need to have really strong conviction that we 595 00:29:31,800 --> 00:29:34,560 Speaker 2: think that that project has a big opportunity to actually 596 00:29:34,600 --> 00:29:35,600 Speaker 2: really resonate with fans. 597 00:29:36,440 --> 00:29:38,640 Speaker 3: Well, those are all my questions for you today, Eric, 598 00:29:38,680 --> 00:29:40,480 Speaker 3: I just didn't know if there's anything else. Maybe you 599 00:29:40,520 --> 00:29:43,480 Speaker 3: feel like our listeners would want to know about you 600 00:29:43,520 --> 00:29:45,800 Speaker 3: all at this time, or something in particular we didn't 601 00:29:45,840 --> 00:29:46,040 Speaker 3: get to. 602 00:29:46,880 --> 00:29:50,719 Speaker 2: Yeah, look, I think I think we want our fans 603 00:29:50,760 --> 00:29:53,880 Speaker 2: and consumers to know that we appreciate everything that they 604 00:29:53,880 --> 00:29:56,040 Speaker 2: do when it comes to giving us their time and attention. 605 00:29:56,120 --> 00:29:59,280 Speaker 2: We think it's fantastic, and you know, we just can't 606 00:29:59,280 --> 00:30:02,800 Speaker 2: wait to deliver some amazing new experiences to consumers. We 607 00:30:02,800 --> 00:30:04,640 Speaker 2: have some new things in the works, and obviously stuff 608 00:30:04,640 --> 00:30:06,840 Speaker 2: that we can talk about now we'll see when it's written. 609 00:30:06,880 --> 00:30:09,320 Speaker 2: But you know, we have more stuff that's coming and 610 00:30:09,400 --> 00:30:12,240 Speaker 2: we're super excited about what that's gonna what that's gonna 611 00:30:12,240 --> 00:30:14,920 Speaker 2: look like, and so look, obviously for anyone that's interested, 612 00:30:15,120 --> 00:30:17,360 Speaker 2: just follow along, you know, follow us on LinkedIn, follow 613 00:30:17,440 --> 00:30:19,680 Speaker 2: us on scopey dot com, and you'll you'll get more 614 00:30:19,720 --> 00:30:20,920 Speaker 2: updates on everything that's coming. 615 00:30:21,440 --> 00:30:23,840 Speaker 3: All right, we'll talk when you can talk about that. 616 00:30:24,200 --> 00:30:30,280 Speaker 3: We'll talk when Monopoly gocrosses ten billion in revenue. So 617 00:30:28,720 --> 00:30:32,960 Speaker 3: thank you for your time today, Eric sounds good, Take. 618 00:30:32,800 --> 00:30:39,200 Speaker 4: Care, Thanks for listening. Be sure to leave us a 619 00:30:39,240 --> 00:30:43,160 Speaker 4: review at Apple Podcasts or Amazon Music. We love to 620 00:30:43,200 --> 00:30:46,239 Speaker 4: hear from listeners. Please go to Variety dot com and 621 00:30:46,320 --> 00:30:50,239 Speaker 4: sign up for the free weekly Strictly Business newsletter, and 622 00:30:50,360 --> 00:30:54,000 Speaker 4: don't forget to tune in next week for another episode 623 00:30:54,080 --> 00:30:55,600 Speaker 4: of Strictly Business