WEBVTT - Scopely Exec on 'Monopoly Go's' $5B Milestone, Closing 'Pokemon Go' Deal

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<v Speaker 1>Welcome to Strictly Business, Variety's weekly podcast feature and conversations

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<v Speaker 1>with industry leaders about.

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<v Speaker 2>The business of media and entertainment.

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<v Speaker 1>I'm Jennifer Moz, Variety's senior business writer, TV and video games. Today,

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<v Speaker 1>my guest is Eric Wood, senior vice president of publishing

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<v Speaker 1>at mobile game giant scope Lee. Founding in twenty eleven,

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<v Speaker 1>Scopeley has already proven itself to be a major player

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<v Speaker 1>within the mobile gaming industry, but in May, the company

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<v Speaker 1>drew more eyes than ever when its worldwide hit Monopoly

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<v Speaker 1>Go became the fastest mobile game industry to surpass five

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<v Speaker 1>million dollars in lifetime revenue, doing so in just twenty

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<v Speaker 1>four months. Additionally, scop Lee recently closed the Nantic deal,

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<v Speaker 1>which brings another big hit into its full Pokemon Go,

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<v Speaker 1>among other games. Here to speak about the success that

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<v Speaker 1>Scopoly has experienced and where it's going in the future

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<v Speaker 1>within the larger mobile gaming industry is Eric Wood, Senior

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<v Speaker 1>vice president of publishing at scope Lay.

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<v Speaker 3>All right, well, thank you so much for joining me today, Eric,

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<v Speaker 3>I really appreciate it.

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<v Speaker 2>You're welcome, thanks for having me.

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<v Speaker 3>Of course, Well, we're going to go into you specifically

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<v Speaker 3>and all the inner workings at Scope Lay. But really

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<v Speaker 3>I just like to start off with one huge congratulations

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<v Speaker 3>on the five billion dollars in lifetime revenue that milestone

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<v Speaker 3>from Monopoly Go. That's truly a staggering number in twenty

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<v Speaker 3>four months. So I'd like to start there because that

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<v Speaker 3>was announced in May. That's a very recent milestone for

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<v Speaker 3>you all, and I just like to get an idea

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<v Speaker 3>first foremost what you think that means for scoply in general,

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<v Speaker 3>but also for the larger a larger mobile gaming industry

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<v Speaker 3>that hitting that milestone.

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<v Speaker 2>No thanks, I mean we've we're not only happy, but

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<v Speaker 2>phil incredibly blessed and fortunate. You know, we have a

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<v Speaker 2>to have a game that not only has reached that

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<v Speaker 2>major milestone, which is fantastic. But for us, I think

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<v Speaker 2>what's more important than the financial metric is it shows

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<v Speaker 2>us and tells us that, you know, players and consumers

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<v Speaker 2>are loving the game, right, they're loving it. They're they're

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<v Speaker 2>not only giving it, they're not only sort of giving

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<v Speaker 2>us there and in contributing their you know, their money

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<v Speaker 2>to the game, but more importantly, they're contributing their time. Right.

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<v Speaker 2>I think that's the thing that's most important to us,

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<v Speaker 2>Like we want to build experiences for consumers and for

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<v Speaker 2>fans that completely resonate with them and for them. They

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<v Speaker 2>have so many considerations. I would say, you know, when

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<v Speaker 2>you think about all the things that are coming at

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<v Speaker 2>them day after day, moment of the moment, whether it

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<v Speaker 2>be streaming to podcasts, what have you, which are all amazing,

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<v Speaker 2>but they give us just a little slice of their

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<v Speaker 2>time every day. And so with that we we are

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<v Speaker 2>so appreciative and grateful for.

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<v Speaker 3>Those who might not be familiar, which probably isn't as

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<v Speaker 3>because of that staggering five billion number. Can you give

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<v Speaker 3>a little overview of exactly what Monopoly Go is and

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<v Speaker 3>how you will have kind of incorporated partnerships and collaborations

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<v Speaker 3>that keep people coming back to the game.

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<v Speaker 2>Yeah, I would say, so Monopoly Go has really been

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<v Speaker 2>I would say a. I'll use the term labor of

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<v Speaker 2>love right for the team, and so I'll speak Hopeles.

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<v Speaker 2>It's okay, I'll speak on behalf of the team right

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<v Speaker 2>now when I say that the development team, and that

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<v Speaker 2>you know they were in development that project for many

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<v Speaker 2>many years because they were trying to find you know,

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<v Speaker 2>the fun. They were trying to find something that was

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<v Speaker 2>not just a game. There's lots of games that launch,

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<v Speaker 2>you know, every day, and all kinds of different platforms,

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<v Speaker 2>but it's like, what can resident really resonate, right, Like

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<v Speaker 2>what can appeal to to consumers that know and love

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<v Speaker 2>the Monopoly brand but also more importantly they feel like

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<v Speaker 2>they can come back to on a daily basis. And

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<v Speaker 2>so this game was in development for many, many years.

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<v Speaker 2>They had several design iterations within the game, but they

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<v Speaker 2>ultimately said, on an experience that is not your traditional

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<v Speaker 2>Monopoly experience, and kudos to Hasbro. Hasbro was very willing

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<v Speaker 2>to go on that journey with us. You know. You know,

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<v Speaker 2>sometimes we understand as an owner of a brand, you know,

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<v Speaker 2>especially a very large brand that's known around the world

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<v Speaker 2>and has been around for as long as this man

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<v Speaker 2>has excuse me, sometimes you know, you will have very

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<v Speaker 2>specific and strict rules when it comes to that brand, right,

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<v Speaker 2>and how consumers think about it and how they engage

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<v Speaker 2>with it. And of course has has that there are

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<v Speaker 2>some you know, hard and steadfast rules that you you know,

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<v Speaker 2>that mister Monopoly should never do or you know, things

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<v Speaker 2>like that, which makes sense. But they were very open

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<v Speaker 2>to go with us on the journey of figuring out,

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<v Speaker 2>like what new experiences we could bring to a Monopoly

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<v Speaker 2>game in the market. That sure leverages some of the

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<v Speaker 2>things that fans know and love about the brand, but

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<v Speaker 2>maybe you wouldn't expect when it comes to a mobile game.

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<v Speaker 2>So apologies, I think things like the fact that you

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<v Speaker 2>know you can go and attack a friend in the game.

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<v Speaker 2>From a digital acy perspective is it's not what you

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<v Speaker 2>do in physical Monopoly, meaning you play against each other competitively. Sorry,

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<v Speaker 2>apologies you, that's something coming through. You play against people competitively,

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<v Speaker 2>for sure, but this concept of you actually attack someone

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<v Speaker 2>and go after their actual landmarks, it creates this sort

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<v Speaker 2>of like it's a different game pattern, but it still

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<v Speaker 2>leans into the things that people love about Monopoly. Meaning

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<v Speaker 2>if I land on Park Avenue, you own Park Avenue,

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<v Speaker 2>you know, you have to pay me rent and then

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<v Speaker 2>I'm kind of upset about it because I have to

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<v Speaker 2>pay you money. You get you know, you get agitated

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<v Speaker 2>or irritating in the game. We just did it in

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<v Speaker 2>a much different way, And I would say, like I said,

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<v Speaker 2>Hasbro was fantastic to work for, and I think that's

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<v Speaker 2>really what resonated with fans. So when we launched the game.

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<v Speaker 2>Of course people saw it's like, oh it's Monopoly, like

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<v Speaker 2>people I love, let me, let me check it out.

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<v Speaker 2>But I think what's kept them around is the fact

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<v Speaker 2>that we really were creative and imaginative when it comes

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<v Speaker 2>to what you experience when you actually play Monopoly in

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<v Speaker 2>this form.

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<v Speaker 3>I'll say one thing, you know, Like as a family,

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<v Speaker 3>Monopoly is a very tense game for my group. It

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<v Speaker 3>normally needs to get put away before we even finish it.

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<v Speaker 3>But Monopoly good. Yes, we love it and you forget

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<v Speaker 3>and then you play. But Monopoly Go does have that

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<v Speaker 3>quality where I feel like I can do it every day,

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<v Speaker 3>and it doesn't. It's still that fury with would be.

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<v Speaker 3>But there's also so many promotions that you all do,

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<v Speaker 3>so many in game events and partnerships like that, and

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<v Speaker 3>I want to know, you know how those really come about.

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<v Speaker 3>You talked about, you know, things mister Monopoly would never do.

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<v Speaker 3>So thinking through what this brand is, who is a

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<v Speaker 3>good fit to partner with, and what makes sense for

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<v Speaker 3>you all.

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<v Speaker 2>Yeah, I think first and foremost when we think about brand,

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<v Speaker 2>let's say collaborations, right, which is what this is, because

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<v Speaker 2>this is not we already have a game in the

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<v Speaker 2>market where there is a brand that, you know, in

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<v Speaker 2>this case, Monopoly and mister Monopoly that's in it, and

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<v Speaker 2>then we start to think about does it make sense

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<v Speaker 2>to bring you know, a third party, let's just say it,

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<v Speaker 2>you know, in that way into this experience it, I think,

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<v Speaker 2>first and foremost it has to be authentic, right, like,

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<v Speaker 2>would it makes sense, Like sure you could. You could

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<v Speaker 2>do lots of different mashups of like just some amazing

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<v Speaker 2>brands you know in the marketplace, which people will be

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<v Speaker 2>go like, oh that's interesting, it's recognizable, but when they

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<v Speaker 2>show up, you want to make sure that it feels

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<v Speaker 2>authentic to both brands. And I think one of the

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<v Speaker 2>unique things that we have when it comes to Monopoly

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<v Speaker 2>is that mont Hasbro and Monopoly on the physical game

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<v Speaker 2>board side has a long history, right working with their

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<v Speaker 2>pretty brands many many different ones from Star Wars to

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<v Speaker 2>Friends to too many of the name right where they

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<v Speaker 2>actually have really sort of intermingled these sort of two

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<v Speaker 2>worlds together in a very authentic way. And so you know,

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<v Speaker 2>when we were thinking about the game, it wasn't something

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<v Speaker 2>that when we built the game, when we launched the game,

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<v Speaker 2>where we're like, oh, we're going to do you know

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<v Speaker 2>other through party ip collaborations. That was never the plan.

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<v Speaker 2>As the team was thinking about the roadmap for the game,

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<v Speaker 2>we were thinking about a lot of different angles, and

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<v Speaker 2>the marketing team was obviously thinking about things that we

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<v Speaker 2>could do, and what came up was what's authentic to

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<v Speaker 2>the brand? And that's when we're like, well, let's look

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<v Speaker 2>at what people think of when they think of physical

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<v Speaker 2>and they're like, what would make sense in our world?

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<v Speaker 2>And that's when sort of third party brands you know,

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<v Speaker 2>came about and we're like and we talked to Hasro

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<v Speaker 2>about it and they were like, yeah, actually we never

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<v Speaker 2>thought about that. That actually is super cool. Once again,

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<v Speaker 2>you're leaning into the fandom, right, the sort of history,

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<v Speaker 2>the ethos of the brand itself, and so that was

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<v Speaker 2>first and foremost we needed to make sure it felt

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<v Speaker 2>authentic to the actual the brand right itself. And then

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<v Speaker 2>the second thing is our marketing team, our community teams.

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<v Speaker 2>Be's a lot of time with the players and doing

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<v Speaker 2>constant sort of or having constant conversations with them about

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<v Speaker 2>where they like in the game, where they don't like

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<v Speaker 2>in the game, whichould they change, lots of feedback, which

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<v Speaker 2>we love feedback from our players, but specifically asking about

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<v Speaker 2>what would you like and one of the things you

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<v Speaker 2>because you gotta be careful about how you introduce or

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<v Speaker 2>talk to community because you don't want to kind of

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<v Speaker 2>tip your hat. But we were talking about just sort

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<v Speaker 2>of third party brands and what they resonate with and

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<v Speaker 2>that kind of stuff, and it was clear that the

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<v Speaker 2>fans of this game were excited about the idea of

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<v Speaker 2>us potentially partnering with different brands, and so we did

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<v Speaker 2>a lot of research, a lot of sort of consumer

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<v Speaker 2>insights work, and that's sort of how we got to

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<v Speaker 2>the place where we started to think about, okay, what

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<v Speaker 2>would be the you know, sort of first brands that

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<v Speaker 2>we would actually work with, and for us, you know,

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<v Speaker 2>we knew it would have to be globally recognizable brands,

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<v Speaker 2>you know, brands that once again resonate with I think

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<v Speaker 2>the Monopoly franchise right and have a history, and that's

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<v Speaker 2>obviously how we we landed in places like the first

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<v Speaker 2>collaboration last year was with with Marvel, which we actually executed,

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<v Speaker 2>which was fantastic. The Marvel team was amazing to work with.

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<v Speaker 2>I will say when we went to them and said,

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<v Speaker 2>what do you think about Monopoly Go. They were like

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<v Speaker 2>really like they were like one of those like it

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<v Speaker 2>never was obvious to them of us doing that, and

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<v Speaker 2>kudos to them once again. They were very open and

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<v Speaker 2>they're like, well, what would that even look like? And

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<v Speaker 2>we're like, here's how we think about honoring both brands,

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<v Speaker 2>and they're like, that's amazing. Uh, and you know, and

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<v Speaker 2>well we've done since then. The next one that we

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<v Speaker 2>did is Star Wars, which is now live in the game,

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<v Speaker 2>and I would say the fans have been responding so

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<v Speaker 2>positive to positively to that integration. They've done an amazing

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<v Speaker 2>They've they've you know, when it comes to their actual

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<v Speaker 2>engagement in the game, but also just what we hear

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<v Speaker 2>in social and through community channels, like they're all kind

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<v Speaker 2>of trying to anticipate what element or aspect of Star

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<v Speaker 2>Wars is going to show up next in the game itself,

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<v Speaker 2>which to us is that's rewarding because that means they're

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<v Speaker 2>enjoying it. They're loving it.

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<v Speaker 3>Now I've taken a step back here. You know, obviously

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<v Speaker 3>Monopoly Go is a huge one ferial, It's probably what

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<v Speaker 3>you're best known for at the moment, but looking at

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<v Speaker 3>Scopoly as a whole if you can, you kind of

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<v Speaker 3>give an over here what you guys do when you

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<v Speaker 3>came on the scene and what else do you have

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<v Speaker 3>to offer?

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<v Speaker 2>Yeah, specifically you're asking about IP collaborations.

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<v Speaker 3>No scope, Lee just in general as a company.

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<v Speaker 2>Oh, got it. Yes, I would say there's really a

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<v Speaker 2>couple of things that are really important to us, right

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<v Speaker 2>as a company. Obviously, we're the number one mobile game

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<v Speaker 2>company in the world today.

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<v Speaker 3>Right.

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<v Speaker 2>You talked about some of the actual major milestones that

0:11:34.160 --> 0:11:36.679
<v Speaker 2>we've had over the last couple of years, which is fantastic.

0:11:36.960 --> 0:11:39.559
<v Speaker 2>But I think the thing that for us is incredibly

0:11:39.600 --> 0:11:41.679
<v Speaker 2>important is that we want to make sure that we're

0:11:41.679 --> 0:11:47.160
<v Speaker 2>designing games that are blending narrative, you know, social mechanics

0:11:47.160 --> 0:11:49.959
<v Speaker 2>that make sense for different games, and then at the

0:11:50.040 --> 0:11:52.520
<v Speaker 2>end of the day, doing that for bloff print or

0:11:52.559 --> 0:11:55.800
<v Speaker 2>fan bases, right, and whether that's in working with other

0:11:56.120 --> 0:11:58.800
<v Speaker 2>IP partners. We have a long history right of working

0:11:59.120 --> 0:12:04.160
<v Speaker 2>with IP partners, right, everything from Hasro Mattel to Disney

0:12:04.320 --> 0:12:07.960
<v Speaker 2>to WWE to it feels kind of like you name it,

0:12:08.080 --> 0:12:10.000
<v Speaker 2>we've kind of have worked with them. And it doesn't

0:12:10.000 --> 0:12:12.839
<v Speaker 2>mean that we work with everyone, but we really kind

0:12:12.880 --> 0:12:16.480
<v Speaker 2>of try to figure out like, where are there extremely

0:12:16.679 --> 0:12:21.800
<v Speaker 2>passionate fans and consumers that love right in IP And

0:12:21.800 --> 0:12:23.840
<v Speaker 2>we figure out, like, Okay, how do we actually bring

0:12:24.000 --> 0:12:26.199
<v Speaker 2>what's important to us in great game making? Right has

0:12:26.280 --> 0:12:29.319
<v Speaker 2>great creative and then really bring those two things together

0:12:29.480 --> 0:12:32.640
<v Speaker 2>and marry them. I say that's one, and that's that's

0:12:32.720 --> 0:12:35.080
<v Speaker 2>you know, of utmost important to us. And then the

0:12:35.080 --> 0:12:37.520
<v Speaker 2>other thing is, you know, how do we actually do

0:12:37.600 --> 0:12:41.720
<v Speaker 2>that in a forever franchise sort of like manner, meaning

0:12:42.440 --> 0:12:45.160
<v Speaker 2>we're not looking to just build games and to build

0:12:45.200 --> 0:12:47.440
<v Speaker 2>games that like have a lifespan of three years or

0:12:47.480 --> 0:12:49.680
<v Speaker 2>four years. Our goal is like we want this game

0:12:49.720 --> 0:12:53.080
<v Speaker 2>to be around and not just around, but in consumers

0:12:53.200 --> 0:12:56.600
<v Speaker 2>lives for ten plus years. That is like the utmost

0:12:56.600 --> 0:12:59.040
<v Speaker 2>important to us. And we take a lot of pride

0:12:59.080 --> 0:13:01.480
<v Speaker 2>in that and and we were really committed to actually

0:13:01.480 --> 0:13:04.160
<v Speaker 2>doing that for fans on a daily basis.

0:13:05.640 --> 0:13:08.559
<v Speaker 3>I'd love to know about your background specifically, and then

0:13:08.600 --> 0:13:10.760
<v Speaker 3>if you can speak to you know what your role

0:13:11.120 --> 0:13:13.599
<v Speaker 3>as seen your vice president publishing at Scope looks like

0:13:13.679 --> 0:13:15.760
<v Speaker 3>on a day to day basis, what is your purview?

0:13:16.400 --> 0:13:19.640
<v Speaker 2>Sure exactly, I have no problem. So I have been

0:13:19.920 --> 0:13:23.559
<v Speaker 2>in the digital entertainment space, I would say for the

0:13:23.640 --> 0:13:27.400
<v Speaker 2>last twenty plus years. Started early in my career at

0:13:27.400 --> 0:13:30.320
<v Speaker 2>EA and worked at EA. I had the pleasure of

0:13:30.320 --> 0:13:32.760
<v Speaker 2>working at Disney for a period of time, and then

0:13:33.080 --> 0:13:35.240
<v Speaker 2>moved into the free to play gaming space with Zinga

0:13:35.800 --> 0:13:38.680
<v Speaker 2>back when Zinga was early days on Facebook. Think of

0:13:38.720 --> 0:13:42.760
<v Speaker 2>games like Farmville and Cityville, which was amazing when you

0:13:42.840 --> 0:13:44.800
<v Speaker 2>think about the move to free to play. I then

0:13:44.840 --> 0:13:46.600
<v Speaker 2>had a short departure where I left and went to

0:13:46.679 --> 0:13:48.880
<v Speaker 2>Nikate working in the digital and direct consumer space, and

0:13:48.920 --> 0:13:51.680
<v Speaker 2>then saw my way back the games that was missing

0:13:51.679 --> 0:13:55.040
<v Speaker 2>it and have spent now the last five and a

0:13:55.080 --> 0:13:57.600
<v Speaker 2>half years split between Activision Blizzard. In the last two

0:13:57.600 --> 0:13:59.199
<v Speaker 2>and a half years here at Scopoly.

0:14:00.760 --> 0:14:02.400
<v Speaker 3>Oh yeah, sorry, go ahead, you know.

0:14:02.440 --> 0:14:04.440
<v Speaker 2>From and then as far as my role and what

0:14:04.480 --> 0:14:07.600
<v Speaker 2>I'm responsible responsible for here at Scope Lee one, my

0:14:07.679 --> 0:14:10.880
<v Speaker 2>team works with all of our distribution relationships on a

0:14:10.920 --> 0:14:15.200
<v Speaker 2>day to day basis, so from everyone from Xbox, PlayStation, Steam,

0:14:15.400 --> 0:14:17.640
<v Speaker 2>you name it when it comes to distribution or contents.

0:14:18.320 --> 0:14:20.880
<v Speaker 2>I also lead our director consumer sort of operations for

0:14:20.920 --> 0:14:24.040
<v Speaker 2>the company, but also I'm responsible for everything we do

0:14:24.080 --> 0:14:27.520
<v Speaker 2>from a business development perspective, so obviously working with IP

0:14:27.640 --> 0:14:29.560
<v Speaker 2>partners on a day to day basis. Is one of

0:14:29.640 --> 0:14:32.240
<v Speaker 2>the main priorities that I am my team focus on.

0:14:34.240 --> 0:14:36.240
<v Speaker 3>As we've already mentioned a couple of times here, scope

0:14:36.360 --> 0:14:38.600
<v Speaker 3>ly is a giant in the mobile gaming industry, but

0:14:38.640 --> 0:14:42.560
<v Speaker 3>you all got even bigger with the Pokemon Go and

0:14:42.680 --> 0:14:46.040
<v Speaker 3>Nantech acquisition here, So I'd like to talk about that

0:14:46.120 --> 0:14:48.440
<v Speaker 3>and you know how you will see that in positioning

0:14:48.480 --> 0:14:51.800
<v Speaker 3>yourselves even further as a leader within the mobile gaming

0:14:51.840 --> 0:14:54.200
<v Speaker 3>industry and what you plan to do with that brand

0:14:54.200 --> 0:14:54.840
<v Speaker 3>moving forward.

0:14:55.560 --> 0:15:00.520
<v Speaker 2>Yeah, I look weird so excited about the being part

0:15:00.520 --> 0:15:04.440
<v Speaker 2>of the team. Obviously that brings part of that acquisition.

0:15:04.480 --> 0:15:08.080
<v Speaker 2>It brings a global, you know phenomenon when you think

0:15:08.080 --> 0:15:09.920
<v Speaker 2>about Pokemon Go. When think about when that game watched

0:15:09.920 --> 0:15:12.640
<v Speaker 2>in twenty sixteen, like it was everywhere and it still is.

0:15:12.680 --> 0:15:15.600
<v Speaker 2>It's a massive game. But it brings that game as

0:15:15.600 --> 0:15:18.640
<v Speaker 2>well as other great games to our portfolio, which is fantastic.

0:15:19.400 --> 0:15:24.040
<v Speaker 2>But those games attract today over one hundred million unique players, right,

0:15:24.320 --> 0:15:28.280
<v Speaker 2>That's that's an incredible privilege for us to bring that

0:15:28.320 --> 0:15:31.320
<v Speaker 2>into the portfolio and how we actually help serve them

0:15:31.520 --> 0:15:35.800
<v Speaker 2>on a daily basis. They have today over thirty million

0:15:35.800 --> 0:15:38.560
<v Speaker 2>in AU When you think about scale, and even just

0:15:38.640 --> 0:15:40.480
<v Speaker 2>looking at their business last year, it's been over a

0:15:40.480 --> 0:15:43.200
<v Speaker 2>billion dollars in revenue. Like so like when we talk

0:15:43.240 --> 0:15:46.520
<v Speaker 2>about some of the you know, success, I would say

0:15:46.520 --> 0:15:49.760
<v Speaker 2>that Scope Plays had recently, which is amazing. Then we're

0:15:49.920 --> 0:15:53.000
<v Speaker 2>pairing that the opportunity to pair that with another amazing

0:15:53.000 --> 0:15:56.000
<v Speaker 2>company that has some amazing franchises. It's like like, in

0:15:56.040 --> 0:15:58.160
<v Speaker 2>some ways it kind of pinch ourselves and say, I

0:15:58.160 --> 0:16:00.080
<v Speaker 2>can't believe that we actually get to partner together. The

0:16:00.920 --> 0:16:03.600
<v Speaker 2>other thing I would say is that's I think it's

0:16:03.600 --> 0:16:05.840
<v Speaker 2>why it's a great such a great fit is that

0:16:06.280 --> 0:16:08.520
<v Speaker 2>we focus on as a company. One of the things

0:16:08.520 --> 0:16:10.880
<v Speaker 2>we focus on as a company is player engagement, meaning

0:16:11.280 --> 0:16:14.360
<v Speaker 2>like how much how often do players play in the game,

0:16:14.560 --> 0:16:17.440
<v Speaker 2>and how often do they come back? Like not sure,

0:16:17.640 --> 0:16:19.760
<v Speaker 2>we're a business, and so revenue is obviously things that

0:16:19.760 --> 0:16:22.720
<v Speaker 2>have that keeps the lights on, but really if players

0:16:22.720 --> 0:16:25.320
<v Speaker 2>are giving us their time, right, that's the most important thing.

0:16:25.560 --> 0:16:28.320
<v Speaker 2>And when we look at Pokemon Go, I mean they

0:16:28.360 --> 0:16:30.920
<v Speaker 2>spend on average forty minutes in the game on a

0:16:30.960 --> 0:16:34.240
<v Speaker 2>daily basis. That is pretty phenomenal. And so once again

0:16:34.560 --> 0:16:37.000
<v Speaker 2>the idea of them coming into the into the mix

0:16:37.040 --> 0:16:40.040
<v Speaker 2>and being part of our portfolio is amazing and our

0:16:40.080 --> 0:16:42.560
<v Speaker 2>hope is that we we're going to be here to

0:16:42.560 --> 0:16:46.320
<v Speaker 2>support them, you know, help give them all the resource

0:16:46.480 --> 0:16:48.520
<v Speaker 2>or all the help that they can actually ever need

0:16:48.560 --> 0:16:51.680
<v Speaker 2>to hope they continue to notly you know, you know,

0:16:52.080 --> 0:16:54.520
<v Speaker 2>make fans appreciate the game, but hopefully grow that game

0:16:54.560 --> 0:16:56.480
<v Speaker 2>even more. So we're credibly excited about that.

0:16:56.840 --> 0:17:04.880
<v Speaker 3>We'll be backed more from Scopely after this break. When

0:17:04.880 --> 0:17:07.760
<v Speaker 3>you look at, you know, the the overall gaming industry

0:17:07.760 --> 0:17:09.480
<v Speaker 3>at the moment, you know, there's a lot that it's

0:17:09.520 --> 0:17:12.400
<v Speaker 3>gone through just in the past couple of years. There

0:17:12.440 --> 0:17:15.000
<v Speaker 3>was a pandemic boom, then there were changes, there was

0:17:15.040 --> 0:17:17.959
<v Speaker 3>a lot of stuff, and no one's really been immune

0:17:17.960 --> 0:17:20.040
<v Speaker 3>to that. But one thing I want to focus on

0:17:20.080 --> 0:17:22.440
<v Speaker 3>here is just the mobile gaming industry and the amount

0:17:22.440 --> 0:17:24.880
<v Speaker 3>of growth and the amount that that really takes up

0:17:24.920 --> 0:17:28.320
<v Speaker 3>within overall gaming. And I feel like that goes unnoticed

0:17:28.359 --> 0:17:30.879
<v Speaker 3>every now and then because we look at Splashy, Triple A,

0:17:31.400 --> 0:17:33.680
<v Speaker 3>we look at big titles, we look at big players,

0:17:33.840 --> 0:17:38.040
<v Speaker 3>and forget how much of the overall gaming is made

0:17:38.080 --> 0:17:40.359
<v Speaker 3>up by mobile. So I want to get kind of

0:17:40.400 --> 0:17:43.680
<v Speaker 3>your take, especially on a potential stigma there for what

0:17:43.760 --> 0:17:45.639
<v Speaker 3>mobile gaming is, because I know I'll talk to like

0:17:46.080 --> 0:17:48.439
<v Speaker 3>my parents when they're like, I'm talking about games with

0:17:48.480 --> 0:17:50.439
<v Speaker 3>them and they're like, oh, I don't game, and I'm like, okay,

0:17:50.720 --> 0:17:53.760
<v Speaker 3>the games you're playing on your phone those are games, guys.

0:17:53.760 --> 0:17:56.320
<v Speaker 3>And they're like, oh, okay, well then in that case, yes,

0:17:57.680 --> 0:18:00.400
<v Speaker 3>I'm a gamer. So I'd like to get your take

0:18:00.440 --> 0:18:00.679
<v Speaker 3>on that.

0:18:01.480 --> 0:18:04.439
<v Speaker 2>Look, I have similar story with my mom. I remember

0:18:04.520 --> 0:18:06.520
<v Speaker 2>years ago where she was we were talking about the

0:18:06.520 --> 0:18:09.120
<v Speaker 2>industry and she did she was like, I don't really understand.

0:18:09.119 --> 0:18:10.919
<v Speaker 2>She goes, I'm not a gamer, and I lily said, well,

0:18:11.160 --> 0:18:12.560
<v Speaker 2>open up your phone. What do you have on your phone?

0:18:12.560 --> 0:18:14.280
<v Speaker 2>And it was one of those and I can't remember

0:18:14.280 --> 0:18:15.960
<v Speaker 2>what she had, but she had a casual game on

0:18:16.000 --> 0:18:18.760
<v Speaker 2>her phone. I'm like, you are a Gamer's like, no,

0:18:18.920 --> 0:18:21.480
<v Speaker 2>i'm not. And I'm like, you are a gamer. I'm like,

0:18:21.480 --> 0:18:23.200
<v Speaker 2>why do you think that? She goes and she has

0:18:23.240 --> 0:18:25.639
<v Speaker 2>the stigma and that sort of like idea of like

0:18:25.680 --> 0:18:30.400
<v Speaker 2>a gamer looks like this and plays in this way.

0:18:31.000 --> 0:18:33.000
<v Speaker 2>You know, plays in front of a big screen, right,

0:18:33.080 --> 0:18:35.720
<v Speaker 2>plays on a console, plays on a PC, which, look,

0:18:35.760 --> 0:18:40.080
<v Speaker 2>those are amazing mediums to deliver amazing stories and franchises.

0:18:40.119 --> 0:18:43.520
<v Speaker 2>Like I there are some amazing games that I personally

0:18:43.640 --> 0:18:46.400
<v Speaker 2>my kids play on a on a constant basis. When

0:18:46.400 --> 0:18:48.480
<v Speaker 2>it comes to like Triple A, I would say, the

0:18:48.520 --> 0:18:51.960
<v Speaker 2>thing that makes mobile so unique, and specifically from a

0:18:51.960 --> 0:18:56.159
<v Speaker 2>gaming perspective is thinks are obvious, but it's on a

0:18:56.200 --> 0:18:59.840
<v Speaker 2>device that's in your pocket all day every day. It's accessible.

0:19:00.119 --> 0:19:02.560
<v Speaker 2>Everyone has it. Like while console on a PC is

0:19:02.600 --> 0:19:05.439
<v Speaker 2>amazing because it's amazing piece of hardware that can deliver

0:19:05.600 --> 0:19:10.080
<v Speaker 2>some fantastic experiences, it does have, you know, a barrier,

0:19:10.280 --> 0:19:13.520
<v Speaker 2>right when not everyone can actually afford it from a

0:19:13.520 --> 0:19:15.920
<v Speaker 2>pricing perspective, or just maybe they don't have like the

0:19:16.080 --> 0:19:19.760
<v Speaker 2>space or what have you. A phone is everyone has one.

0:19:19.920 --> 0:19:23.040
<v Speaker 2>It's democratized, right, And the fact that we can actually

0:19:23.080 --> 0:19:25.160
<v Speaker 2>leverage that piece of hardware and that device to actually

0:19:25.160 --> 0:19:29.840
<v Speaker 2>bring amazing experiences to consumers is it's amazing. Right. So

0:19:29.840 --> 0:19:33.639
<v Speaker 2>that sort of solves like the distribution scale problem when

0:19:33.680 --> 0:19:36.480
<v Speaker 2>you think about mobile. And then another thing that I

0:19:36.520 --> 0:19:40.439
<v Speaker 2>think makes mobile very unique is that you know, we

0:19:40.480 --> 0:19:44.960
<v Speaker 2>are focused on building amazing experiences. I would say sometimes

0:19:45.040 --> 0:19:48.760
<v Speaker 2>Triple A, they're amazing games, but they're very much focused

0:19:48.800 --> 0:19:52.560
<v Speaker 2>on the visual quality, right, which is great, I think

0:19:52.600 --> 0:19:55.439
<v Speaker 2>what mobile and we deliver great visual quality, but we

0:19:55.560 --> 0:19:58.000
<v Speaker 2>over index on I think is really are we making

0:19:58.000 --> 0:20:00.520
<v Speaker 2>sure that we engage the player? Like, what do the

0:20:00.560 --> 0:20:03.920
<v Speaker 2>behavior patterns that we see? Do players like this experience?

0:20:03.960 --> 0:20:06.520
<v Speaker 2>Does that actually motivate them to come back and give

0:20:06.600 --> 0:20:10.000
<v Speaker 2>us more time and play you know tomorrow? Well? And

0:20:10.080 --> 0:20:13.000
<v Speaker 2>so we have this, We're constantly iterating and testing different

0:20:13.040 --> 0:20:15.560
<v Speaker 2>concepts and ideas, and the goal for us is just like,

0:20:15.920 --> 0:20:18.000
<v Speaker 2>how are once again going to my twitarlier point, how

0:20:18.040 --> 0:20:20.600
<v Speaker 2>are consumers showing us that they love something with their time?

0:20:20.960 --> 0:20:23.520
<v Speaker 2>And I think that's the unique thing that mobile provides

0:20:23.600 --> 0:20:27.080
<v Speaker 2>us that maybe Triple A just does not. It's scale

0:20:27.560 --> 0:20:31.919
<v Speaker 2>right in democratization of actually access to the consumer. And two,

0:20:32.760 --> 0:20:34.760
<v Speaker 2>I would say that the patterns of play patterns for

0:20:34.800 --> 0:20:37.400
<v Speaker 2>consumers on mobile, or if it's my mom, your mom,

0:20:37.880 --> 0:20:41.320
<v Speaker 2>they're not expecting a Triple A sort of like experience

0:20:41.359 --> 0:20:43.960
<v Speaker 2>it needs to look and feel this way. They're much

0:20:44.000 --> 0:20:45.840
<v Speaker 2>more open to, you know, sort of what a game

0:20:45.840 --> 0:20:48.080
<v Speaker 2>will look like. And I think mobile game developers have

0:20:48.160 --> 0:20:50.479
<v Speaker 2>really leaned into that in a way and said, Okay,

0:20:50.720 --> 0:20:53.400
<v Speaker 2>a game doesn't have to look just like this, which

0:20:53.440 --> 0:20:55.400
<v Speaker 2>I think has allowed us to really sort of open

0:20:55.440 --> 0:20:56.200
<v Speaker 2>up play patterns.

0:20:57.600 --> 0:20:59.320
<v Speaker 3>One thing that I know can be a little bit

0:20:59.359 --> 0:21:01.640
<v Speaker 3>of a barrier to people who want to get into

0:21:01.640 --> 0:21:04.600
<v Speaker 3>mobile gaming is saying, like there's a million micro transactions.

0:21:05.200 --> 0:21:06.399
<v Speaker 3>I feel like I'm going to spend a lot of

0:21:06.400 --> 0:21:08.440
<v Speaker 3>money playing this game in order to enjoy the game

0:21:08.520 --> 0:21:10.920
<v Speaker 3>or to beat the game or whatever. So I'd like

0:21:11.000 --> 0:21:13.200
<v Speaker 3>to know how you all, let scopely look at handling

0:21:13.240 --> 0:21:16.280
<v Speaker 3>that what you give for free versus what's paywalled, and

0:21:16.320 --> 0:21:18.560
<v Speaker 3>then also kind of a sub question about how you

0:21:18.640 --> 0:21:20.880
<v Speaker 3>handle that when it comes to like younger players as well,

0:21:20.920 --> 0:21:22.640
<v Speaker 3>because I know there's people who are like, I can't

0:21:22.720 --> 0:21:24.320
<v Speaker 3>let me hip play this game. I don't know what

0:21:24.359 --> 0:21:24.800
<v Speaker 3>they're going to.

0:21:24.800 --> 0:21:27.760
<v Speaker 2>Spend on it. So yeah, yeah, I would say when

0:21:27.760 --> 0:21:30.760
<v Speaker 2>it comes to your first question, I would say, we

0:21:30.840 --> 0:21:33.800
<v Speaker 2>have a philosophy that anything you can pay for in

0:21:33.840 --> 0:21:35.520
<v Speaker 2>the game, you should also be able to earn it,

0:21:35.680 --> 0:21:38.320
<v Speaker 2>meaning you know, I mean, we're not going to block

0:21:38.359 --> 0:21:41.640
<v Speaker 2>you from progress only through payments, right, Like that's that's

0:21:41.640 --> 0:21:44.159
<v Speaker 2>a choice that a consumer makes, Like it's almost like

0:21:44.200 --> 0:21:47.840
<v Speaker 2>a you know, a value for money or time for money,

0:21:47.960 --> 0:21:50.360
<v Speaker 2>sort of like exchange right, Like, our view is that

0:21:50.800 --> 0:21:53.160
<v Speaker 2>it shouldn't be the sort of pay to win sort

0:21:53.160 --> 0:21:55.359
<v Speaker 2>of model. It's to be one that's really should be

0:21:55.400 --> 0:21:58.919
<v Speaker 2>enjoyable to everyone. If you decide that, you're like, listen,

0:21:59.240 --> 0:22:01.399
<v Speaker 2>I want to I want to be the best. I

0:22:01.440 --> 0:22:03.240
<v Speaker 2>want to top the leader boards, and I want to

0:22:03.240 --> 0:22:05.480
<v Speaker 2>be there first. I got want to do that first. Like,

0:22:05.560 --> 0:22:08.840
<v Speaker 2>that's my that's my goal. You're a maximizer, Fine, then

0:22:09.080 --> 0:22:11.880
<v Speaker 2>we'll give them the mechanisms to do that. That's their choice.

0:22:12.000 --> 0:22:13.400
<v Speaker 2>But if for someone who is like to your point,

0:22:13.480 --> 0:22:15.879
<v Speaker 2>like I will never pay. I mean, my mom's that way.

0:22:15.880 --> 0:22:17.640
<v Speaker 2>She's like, I will never pay. I think she actually has,

0:22:17.680 --> 0:22:20.639
<v Speaker 2>but she will tell me that, but I will never pay. Fine,

0:22:20.880 --> 0:22:24.200
<v Speaker 2>you should still have a great pleasurable experience. So I

0:22:24.240 --> 0:22:26.480
<v Speaker 2>think that's how we think about it. One is not

0:22:26.560 --> 0:22:31.119
<v Speaker 2>better than the other. It's choice, right from a consumer perspective.

0:22:31.400 --> 0:22:34.159
<v Speaker 2>And then apologies. Your second question was well again, oh.

0:22:34.080 --> 0:22:36.679
<v Speaker 3>Talking about younger players and how you have to handle that.

0:22:36.800 --> 0:22:40.560
<v Speaker 2>Yeah, yeah, I would say first or foremost, if there's

0:22:40.600 --> 0:22:45.960
<v Speaker 2>a game that we think, uh and or we see

0:22:46.240 --> 0:22:49.520
<v Speaker 2>that is potentially resonating with kids, we take that very serious.

0:22:49.600 --> 0:22:52.320
<v Speaker 2>And so typically we're always implementing some type of age game, right.

0:22:52.440 --> 0:22:54.399
<v Speaker 2>I'll be honest, Like, if you think of my Monopoly Go,

0:22:55.480 --> 0:22:58.480
<v Speaker 2>we didn't think the target audience at all was going

0:22:58.520 --> 0:23:01.520
<v Speaker 2>to be kids. And not that we have a lot

0:23:01.520 --> 0:23:03.080
<v Speaker 2>of kids playing a game. I'm not saying we do,

0:23:03.440 --> 0:23:04.960
<v Speaker 2>but when you look at the data early on, we

0:23:05.000 --> 0:23:07.000
<v Speaker 2>saw that there was actually some younger, you know, kids

0:23:07.000 --> 0:23:09.239
<v Speaker 2>that were playing and we're like, oh geez, wow, And

0:23:09.520 --> 0:23:11.359
<v Speaker 2>we responded to it very quickly, said, okay, we need

0:23:11.400 --> 0:23:14.200
<v Speaker 2>to implement an age game right to make sure that

0:23:14.359 --> 0:23:17.000
<v Speaker 2>we are not surfacing certain features in the game that

0:23:17.040 --> 0:23:19.680
<v Speaker 2>would not be appropriate to someone of a certain age.

0:23:19.760 --> 0:23:22.239
<v Speaker 2>So we take it very serious. We want to make

0:23:22.280 --> 0:23:25.960
<v Speaker 2>sure that we are, you know, doing what's right by

0:23:25.960 --> 0:23:29.480
<v Speaker 2>the player based upon their age.

0:23:30.800 --> 0:23:34.640
<v Speaker 3>Going back to partnerships, talking about a different title from Monopolygo.

0:23:35.359 --> 0:23:37.679
<v Speaker 3>This episode of the podcast will come out just around

0:23:37.760 --> 0:23:39.879
<v Speaker 3>the Jurassic World release, and I know you guys have

0:23:39.960 --> 0:23:43.200
<v Speaker 3>a big partnership coming up with Stumble guys, so i'd

0:23:43.240 --> 0:23:45.000
<v Speaker 3>like to, you know, go into that a little bit,

0:23:45.040 --> 0:23:47.440
<v Speaker 3>how that came about and another reason why you feel

0:23:47.440 --> 0:23:49.440
<v Speaker 3>like that partnership is a good fit for the Scope

0:23:49.480 --> 0:23:49.920
<v Speaker 3>Lee brand.

0:23:50.440 --> 0:23:57.400
<v Speaker 2>Yeah, So excited to announce that we're collaborating with Universal

0:23:57.400 --> 0:24:00.840
<v Speaker 2>Products and Experiences and part of their digital team on

0:24:00.880 --> 0:24:03.040
<v Speaker 2>a Drastic World experience that's going to be coming to

0:24:03.119 --> 0:24:06.320
<v Speaker 2>stumble Guys next month. That's awesome, super excited about it.

0:24:06.440 --> 0:24:08.639
<v Speaker 2>We've been working with that team for for quite some

0:24:08.720 --> 0:24:11.840
<v Speaker 2>time now. The cool thing about it is it's going

0:24:11.840 --> 0:24:14.119
<v Speaker 2>to be timed with the release of the new film

0:24:14.800 --> 0:24:16.679
<v Speaker 2>that's in the franchise, which is going to be Drastic

0:24:16.720 --> 0:24:19.520
<v Speaker 2>World Rebirth. Super excited about that film film. I've been

0:24:19.520 --> 0:24:21.399
<v Speaker 2>seeing a lot of the trailers. I definitely will go

0:24:21.400 --> 0:24:24.359
<v Speaker 2>see with my kids, and that collaboration is going to

0:24:24.520 --> 0:24:28.480
<v Speaker 2>basically be aligned with the launch of the movie, and

0:24:28.520 --> 0:24:30.639
<v Speaker 2>we're going to The idea is that how we bring

0:24:30.720 --> 0:24:34.600
<v Speaker 2>that experience to life for players and for consumers within

0:24:34.640 --> 0:24:37.159
<v Speaker 2>the world of Stumble Guys. So we think it's going

0:24:37.240 --> 0:24:39.879
<v Speaker 2>to be amazing. It's obviously going to give us ability

0:24:39.880 --> 0:24:42.960
<v Speaker 2>to night a global audience that exists in Stumble Guys.

0:24:43.359 --> 0:24:48.879
<v Speaker 2>You bring the iconic sort of Drastic World cinematic storytelling adventure,

0:24:49.440 --> 0:24:51.920
<v Speaker 2>you know, drama. Like the idea that how we bring

0:24:51.960 --> 0:24:55.080
<v Speaker 2>that all to life. We're super excited. We think we

0:24:55.080 --> 0:24:57.360
<v Speaker 2>think the team is done on our side in partnership

0:24:57.359 --> 0:25:00.040
<v Speaker 2>with the Universal team, an amazing job of doing. I

0:25:00.080 --> 0:25:01.520
<v Speaker 2>mean that in a way that once again it's going

0:25:01.560 --> 0:25:05.080
<v Speaker 2>to feel authentic and of the time when you think

0:25:05.080 --> 0:25:08.760
<v Speaker 2>about the universe or the Jurassic Park franchise.

0:25:09.760 --> 0:25:13.119
<v Speaker 3>Asking just in general the mobile gaming space, you know

0:25:13.200 --> 0:25:15.880
<v Speaker 3>what scopely looks at in terms of continuing to own

0:25:15.960 --> 0:25:20.680
<v Speaker 3>that area when there are constantly others getting into that game.

0:25:20.880 --> 0:25:23.040
<v Speaker 3>Netflix is making a big push for that right now.

0:25:23.080 --> 0:25:25.880
<v Speaker 3>They have a lot of really strong IP but there's

0:25:25.880 --> 0:25:28.440
<v Speaker 3>only so much time that people have in a day,

0:25:28.720 --> 0:25:32.119
<v Speaker 3>and there's already so many titles. So I want to

0:25:32.160 --> 0:25:34.960
<v Speaker 3>know how you keep coming at people coming back to

0:25:35.040 --> 0:25:39.520
<v Speaker 3>Monopoly Go, keep coming people coming. And then also when

0:25:39.560 --> 0:25:42.119
<v Speaker 3>you look at developing new games, the ROI in that

0:25:42.280 --> 0:25:44.240
<v Speaker 3>are you really looking at you know, we already have

0:25:44.320 --> 0:25:46.679
<v Speaker 3>this good slate, let's invest in this, let's invest in

0:25:46.680 --> 0:25:49.640
<v Speaker 3>Pokemon Go that we now have, or do you look

0:25:49.680 --> 0:25:51.040
<v Speaker 3>to create new titles?

0:25:51.400 --> 0:25:54.240
<v Speaker 2>Yeah, when it comes to your first question about how

0:25:54.280 --> 0:25:57.080
<v Speaker 2>we bring them back daily, Look, I think this is

0:25:57.240 --> 0:26:00.600
<v Speaker 2>a combination and really a tight combination of partship between

0:26:00.600 --> 0:26:03.359
<v Speaker 2>both the game team constantly thinking about what's important to

0:26:03.400 --> 0:26:05.199
<v Speaker 2>the game that we think is going to be interesting

0:26:05.200 --> 0:26:10.320
<v Speaker 2>and fun and exciting, unique, right, inspiring for players. But

0:26:10.400 --> 0:26:13.359
<v Speaker 2>couple that with the marketing team and the community team

0:26:13.400 --> 0:26:16.920
<v Speaker 2>constantly talking to the actual player base. Now, it doesn't

0:26:16.960 --> 0:26:19.520
<v Speaker 2>mean we do everything the players tell us, because obviously

0:26:19.800 --> 0:26:22.639
<v Speaker 2>not everything makes sense, but I would say there's a

0:26:22.680 --> 0:26:24.720
<v Speaker 2>great marriage between the two of how we bring those

0:26:24.760 --> 0:26:27.120
<v Speaker 2>insights in from the consumers and from the players into

0:26:27.119 --> 0:26:30.320
<v Speaker 2>the product team. The product team's constantly thinking about, you know,

0:26:30.520 --> 0:26:32.960
<v Speaker 2>different inspiration that they get, not only from other games.

0:26:33.240 --> 0:26:36.320
<v Speaker 2>I think that's something that games have done many many years,

0:26:36.320 --> 0:26:38.600
<v Speaker 2>Like how do I take inspiration from either a game

0:26:38.640 --> 0:26:41.400
<v Speaker 2>that's in the market now or a game that's it

0:26:41.440 --> 0:26:43.160
<v Speaker 2>was in the market ten years ago that I loved

0:26:43.200 --> 0:26:45.760
<v Speaker 2>as a child? Right? Are there elements of those games

0:26:45.800 --> 0:26:48.280
<v Speaker 2>or mechanics in those games that I can bring forward

0:26:48.280 --> 0:26:50.960
<v Speaker 2>in this game, but maybe reimagine in a new way.

0:26:51.080 --> 0:26:52.560
<v Speaker 2>And then how do you couple that once again with

0:26:52.600 --> 0:26:56.240
<v Speaker 2>insights Like that's that's something that's constantly going on, and

0:26:56.280 --> 0:27:00.440
<v Speaker 2>we're I would say, always testing a b testing new

0:27:00.480 --> 0:27:03.600
<v Speaker 2>features and functionality for players to see what resonates. I

0:27:03.640 --> 0:27:05.560
<v Speaker 2>think that's also one of the things that is very

0:27:05.640 --> 0:27:09.119
<v Speaker 2>unique to mobile games versus Triple A is that we

0:27:09.200 --> 0:27:12.040
<v Speaker 2>have this ability to constantly and it's in our DNA

0:27:12.359 --> 0:27:15.520
<v Speaker 2>to kind of test and iterate versus like say, this

0:27:15.640 --> 0:27:17.440
<v Speaker 2>is what it is and that's what we're bringing the market.

0:27:18.119 --> 0:27:19.879
<v Speaker 2>You know, if we think something's great and we go

0:27:19.960 --> 0:27:23.000
<v Speaker 2>test it with like you know, basic consumers are like, eh,

0:27:23.080 --> 0:27:25.440
<v Speaker 2>it's not really resonating. It's like, okay, we go back

0:27:25.440 --> 0:27:27.480
<v Speaker 2>to the drawing board, right, and we get their feedback.

0:27:28.280 --> 0:27:30.800
<v Speaker 2>So that's definitely I would say a big priority for us.

0:27:31.720 --> 0:27:33.320
<v Speaker 2>And then on the second question again, what was it

0:27:33.560 --> 0:27:34.240
<v Speaker 2>that again? Sorry?

0:27:34.320 --> 0:27:39.439
<v Speaker 3>Yeah, it's looking at the ROI for existing franchises versus

0:27:39.480 --> 0:27:41.680
<v Speaker 3>developing a new game. You know, if I go explore

0:27:41.680 --> 0:27:43.440
<v Speaker 3>a new game created by Scope Play, that's the less

0:27:43.480 --> 0:27:45.240
<v Speaker 3>time I'm playing on Monopoly Go kind of thing.

0:27:45.800 --> 0:27:50.960
<v Speaker 2>Yeah, I think we look we continue to build forever franchises.

0:27:51.000 --> 0:27:54.200
<v Speaker 2>That's our big priority, right And that's why obviously the

0:27:54.200 --> 0:27:56.840
<v Speaker 2>the Niantic acquisition with Pokemon Go and there are other

0:27:56.920 --> 0:28:00.800
<v Speaker 2>franchise like Monster Hunter makes such a makes such made

0:28:00.840 --> 0:28:07.080
<v Speaker 2>so much sense. We are always thinking about new opportunities. Now,

0:28:07.359 --> 0:28:09.639
<v Speaker 2>it's not about we need to launch X number of

0:28:09.720 --> 0:28:13.040
<v Speaker 2>games per year. That's definitely not the priority for us.

0:28:13.119 --> 0:28:15.840
<v Speaker 2>It's more about, do we think there's a unique idea

0:28:15.840 --> 0:28:19.040
<v Speaker 2>and opportunity that a creative team on our side is

0:28:19.119 --> 0:28:22.679
<v Speaker 2>excited about that we think fills a need a void

0:28:23.280 --> 0:28:27.080
<v Speaker 2>right from a consumer perspective, from a genre perspective. And

0:28:27.200 --> 0:28:30.040
<v Speaker 2>do we have the right team, the studio team, the

0:28:30.080 --> 0:28:32.639
<v Speaker 2>right development team that actually we feel like do an

0:28:32.680 --> 0:28:35.920
<v Speaker 2>amazing job and bringing that to market. And so those

0:28:35.960 --> 0:28:38.800
<v Speaker 2>two things are incredibly important for us, even if it's

0:28:38.840 --> 0:28:41.920
<v Speaker 2>in a space that you could say is like maybe crowded, right,

0:28:41.920 --> 0:28:44.560
<v Speaker 2>because there's other gains in the space. If we have

0:28:44.600 --> 0:28:46.040
<v Speaker 2>a conviction around it, because we think we've come up

0:28:46.080 --> 0:28:48.400
<v Speaker 2>a really unique sort of angle and an idea that

0:28:48.440 --> 0:28:51.040
<v Speaker 2>a creative team is excited about, that we've sort of

0:28:51.080 --> 0:28:53.560
<v Speaker 2>validated with consumers. And then we have a team that

0:28:54.280 --> 0:28:56.880
<v Speaker 2>not just can build a game, but let's say I'm

0:28:56.880 --> 0:28:59.640
<v Speaker 2>making it up, it's like an RPG, right, Let's say genre,

0:29:00.240 --> 0:29:02.880
<v Speaker 2>what does that team have credibility? Do they have a

0:29:03.000 --> 0:29:07.520
<v Speaker 2>history of building great RPG games that fans love. When

0:29:07.520 --> 0:29:09.480
<v Speaker 2>we sort of bring those two things together, that's when

0:29:09.520 --> 0:29:11.480
<v Speaker 2>we know, like, okay, that makes sense for us to

0:29:11.560 --> 0:29:14.160
<v Speaker 2>invest in that project moving forward. Like I said, it's

0:29:14.160 --> 0:29:17.280
<v Speaker 2>not about having a specific slate where we have a

0:29:17.320 --> 0:29:19.800
<v Speaker 2>specific number of titles that we were launching every year,

0:29:19.840 --> 0:29:23.840
<v Speaker 2>because once again, our job is to really grow the

0:29:23.840 --> 0:29:26.280
<v Speaker 2>existing franchises we have. So for us, when we think

0:29:26.280 --> 0:29:29.040
<v Speaker 2>about any new project, it's really an opportunity cost right,

0:29:29.280 --> 0:29:31.760
<v Speaker 2>So we need to have really strong conviction that we

0:29:31.800 --> 0:29:34.560
<v Speaker 2>think that that project has a big opportunity to actually

0:29:34.600 --> 0:29:35.600
<v Speaker 2>really resonate with fans.

0:29:36.440 --> 0:29:38.640
<v Speaker 3>Well, those are all my questions for you today, Eric,

0:29:38.680 --> 0:29:40.480
<v Speaker 3>I just didn't know if there's anything else. Maybe you

0:29:40.520 --> 0:29:43.480
<v Speaker 3>feel like our listeners would want to know about you

0:29:43.520 --> 0:29:45.800
<v Speaker 3>all at this time, or something in particular we didn't

0:29:45.840 --> 0:29:46.040
<v Speaker 3>get to.

0:29:46.880 --> 0:29:50.719
<v Speaker 2>Yeah, look, I think I think we want our fans

0:29:50.760 --> 0:29:53.880
<v Speaker 2>and consumers to know that we appreciate everything that they

0:29:53.880 --> 0:29:56.040
<v Speaker 2>do when it comes to giving us their time and attention.

0:29:56.120 --> 0:29:59.280
<v Speaker 2>We think it's fantastic, and you know, we just can't

0:29:59.280 --> 0:30:02.800
<v Speaker 2>wait to deliver some amazing new experiences to consumers. We

0:30:02.800 --> 0:30:04.640
<v Speaker 2>have some new things in the works, and obviously stuff

0:30:04.640 --> 0:30:06.840
<v Speaker 2>that we can talk about now we'll see when it's written.

0:30:06.880 --> 0:30:09.320
<v Speaker 2>But you know, we have more stuff that's coming and

0:30:09.400 --> 0:30:12.240
<v Speaker 2>we're super excited about what that's gonna what that's gonna

0:30:12.240 --> 0:30:14.920
<v Speaker 2>look like, and so look, obviously for anyone that's interested,

0:30:15.120 --> 0:30:17.360
<v Speaker 2>just follow along, you know, follow us on LinkedIn, follow

0:30:17.440 --> 0:30:19.680
<v Speaker 2>us on scopey dot com, and you'll you'll get more

0:30:19.720 --> 0:30:20.920
<v Speaker 2>updates on everything that's coming.

0:30:21.440 --> 0:30:23.840
<v Speaker 3>All right, we'll talk when you can talk about that.

0:30:24.200 --> 0:30:30.280
<v Speaker 3>We'll talk when Monopoly gocrosses ten billion in revenue. So

0:30:28.720 --> 0:30:32.960
<v Speaker 3>thank you for your time today, Eric sounds good, Take.

0:30:32.800 --> 0:30:39.200
<v Speaker 4>Care, Thanks for listening. Be sure to leave us a

0:30:39.240 --> 0:30:43.160
<v Speaker 4>review at Apple Podcasts or Amazon Music. We love to

0:30:43.200 --> 0:30:46.239
<v Speaker 4>hear from listeners. Please go to Variety dot com and

0:30:46.320 --> 0:30:50.239
<v Speaker 4>sign up for the free weekly Strictly Business newsletter, and

0:30:50.360 --> 0:30:54.000
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0:30:54.080 --> 0:30:55.600
<v Speaker 4>of Strictly Business