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Studio Spotlight

Studio Spotlight: Six Degrees of Connectivity - The Origins of GREE

June 20, 2013 — by Vincent Carrella

He was twenty-six years old when he built it. The year was 2004 and if you remember, the term social network still meant your actual in-the-flesh peer group; though it was not a term used by real people in the real world. Perhaps psychologists bandied it about, but at that time there was no Facebook and no Twitter, so the idea that we would communicate and interact virtually using computers and cell phones was just a gleam in the eyes of a handful of visionary entrepreneurs. One of those young visionaries was Yoshikazu Tanaka.

On the Computer
At the time, the idea that we would communicate and interact virtually using computers and cell phones was just a gleam in the eyes of a handful of visionary entrepreneurs.

That ‘it’ that Mr. Tanaka built was called SNS-GREE. It was an early social network launched by the young Tanaka in Japan at a time when ubiquitous connectivity was still more fiction than science. But it was, by the standards of those early days, a success. Initially, SNS-GREE was a PC-only experience, but Mr. Tanaka, in his prescience, envisioned a hyper-connected future unencumbered by wires and desktop PCs, so he executed a masterful pivot. In 2005, the young company made the risky technological leap to mobile.

Working
Technology time is like dog-years.

Such a move at such a time was incredibly bold. Though it does not seem so long ago, in terms of the pace of rapidly developing hardware and software, technology time is like dog-years. A decade in tech is an eternity. And hindsight tends to obscure courage and under-appreciate genius. There are very few mobile developers today who can say they were out in front of the mobile wave nine years ago.

GREE is short for degree. In 2005, they dropped the SNS prefix and, in a tip of the hat to a social psychologist named Stanley Milgram, paid homage to the concept of Six Degrees of Separation, a term widely credited to Milgram but that actually traces it’s origins back to Guglielmo Marconi, the inventor of the radio, Hungarian author Frigyes Karinthy, and the Polish math genius Benoit Mandelbrot (trust me, it’s complicated). But it was Milgram’s famous ‘Small-World’ experiments in 1967 that led to the early theories on social networks that would become the foundations for Facebook.

But back to GREE, a social-network developer newly focused on mobile. In 2007, they launched one of the first social-mobile games in Japan to great success. That game was Fishing Star. What followed was series of hits: Haconiwa™, Odoriko™,  Cerberus Age™ and Monster Planet™, to name a few. GREE, and Tanaka, was vindicated. The social-to-mobile shift was proving to be the correct strategy. They had grown to dominate the then booming Japanese social-mobile market. But they were after larger fish. Japan was a big market, but the U.S. was the real catch. The leviathan lay east.

Office
Japan was a big market, but the U.S. was the real catch.

In 2011, GREE International, Inc. opened its doors in San Francisco (they have since opened offices in the UK and Canada). But simply opening an office in the city of Twitter and Zynga is no guarantee of success here. GREE invested tremendous amounts of time and resources in developing and perfecting a live-ops strategy in Japan, but transitioning that knowledge to the US was not going to be easy - and they knew it. They had the foundational knowledge that was essential to building and maintaining hit social games on mobile, but content was another thing entirely. Gree understood their Japanese audiences very well, but the US consumer was a fish of a different color. They needed some help.

Enter Funzio. In 2012, GREE acquired the maker of Crime City, Modern War and Kingdom Age for more cash than Zynga paid for OMGPOP ($210M). Why? Because they were smart, that’s why. They not only bolstered their IP portfolio, they got themselves a studio with know-how and proven insight into the minds (and wallets) of US gamers. Now, GREE can enjoy Funzio’s insight into what works in its games, and Funzio can benefit from GREE’s investment in process and technology.

Office Space
They not only bolstered their IP portfolio, they got themselves a studio with know-how and proven insight into the minds (and wallets) of US gamers.

“We’ve integrated GREE’s live-ops best practices into our RPGs - games like Kingdom Age, Crime City, and Modern War,” said former Funzio President, Storm-8 co-founder and now GREE COO Anil Dharni. “Because of that, we have seen those games, the oldest which has been out for over a year-and-a-half, rise up the top-grossing charts.”

GREE’s San Francisco office now employees over 400 people and since the acquisition, four of their games have charted in the top 50 in the AppStore and three in the Android top 25. So clearly something is working. What’s more telling is that, a year after the acquisition, all of the Funzio executives are still around. It’s not easy to make a Japanese-owned US studio work, but GREE’s doing it, and they’re doing it by focusing on the games and on the players.

“At the end of the day, our focus is on the players and for them, content is king,” said Dharni. “Our aim is to constantly deliver something new by focusing on live-ops and creating new features. Earlier this year, we experimented with a new feature in Modern War called ‘World Domination’ that allowed players to create teams and participate in a 72-hour live event where they battled other teams. It was a huge success, with the launch weekend resulting in the highest revenue ever in the game’s year-and-a-half-long history.”

Working Buddy
GREE was formed, partly, to help enhance those connections through play, through games.

GREE’s goal is to build strong franchises - not just one-off experiences. And that jibes with Mr. Tanaka’s early vision; which was simply to make the best, most innovative mobile-social games, games that consistently deliver new content. But that in itself isn’t unique or particularly visionary. What is unique is the social networking DNA in GREE’s genes and their longevity in the market. They have seen and done A LOT and they have found in Funzio a partner that complements their core strengths.

The mechanics of social networks revolve around the ideas of connectedness. We are all much more closely connected to one another than we might believe. There are only a handful of individuals who bridge me to you, or you to any other person in the world. Think about that. Whether that bridge be six degrees, or three, or eight really doesn’t matter. What matters is that we are not islands. We just think we are sometimes. GREE was formed, partly, to help enhance those connections through play, through games. In 2004, that was visionary. Nine years later, they’re not only still here, they’re thriving, still innovating; and they’re having fun doing it.

PR & Marketing

Nevosoft’s Julia Lebedeva on creative PR, reviewing games and developers from Mars

November 10, 2010 — by Vlad Micu

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Nevosoft's Julia Lebedeva“I never imagined that I would work at an IT company,” Nevosoft’s PR manager Julia Lebedeva admits. Before joining Nevosoft and making her first plunge into the games biz, Lebedeva was a radio talkshow host at the Europe Pulse radio station in Tomsk, Siberia. “But now I’m here, I feel like it was my fate. I loved radio, for sure, but games are another field of entertainment. Like with listening to radio, people who play our games feel better, feel happier.” We sat down with the lively miss Lebedeva to talk about her creative PR work, reviewing games and making games for women.

Express yourself

Julia Lebedeva and her colleagues posing with the 2010 'best TYYCON/Sim Game of the year' Great Games Award  for Nevosoft's 'My Kingdom for the Princess'
Julia Lebedeva and her colleagues posing with the 2010 'best TYYCON/Sim Game of the year' Great Games Award for Nevosoft's My Kingdom for the Princess

When Lebedeva joined Russian casual game developer Nevosoft as a public relations manager, she was fresh out of her job at the radio station and looking for a new challenge.

”I have experience in another entertainment sphere and it let me bring ideas from another angle, a completely new perspective than what they were used to.”

”I didn’t have much experience in this sphere, but they hired me because they wanted a creative person,” she recalls. ”A person with ideas. That’s the great thing about Nevosoft. I have experience in another entertainment sphere and my job let me bring ideas from another angle, a completely new perspective than what they were used to.”

Catering to a very broad demographic due to Nevosoft’s casual titles, Lebedeva made sure she took every opportunity to come up new ideas that appealed to the developer’s loyal customers.

The game reviewer

Julia Lebedeva in the office's studio she set up to record her game reviews in
Julia Lebedeva in the office's studio she set up to record her game reviews in.

“The greatest thing about working at Nevosoft is that the guys, the bosses, the directors, they are really open to all ideas,” Lebedeva admits. Most recently, Lebedeva started making reviews of the games that are launched on Nevosoft’s own game portal, partially returning to the ambience of her old radio studio. “It was just an idea, I offered to do it and they said, ‘Ok, do it’. It has been pretty successful.” Lebedeva’s reviews not only turned her into a popular figure within Nevosoft.ru’s own community of approximately 600,000 Russian speaking registered users, but has rewarded her with hundreds of comments about her work by the community and thousands of views on her reviews on YouTube.

“People appreciate this honesty.”

Aside from purchasing professional gear and building a small studio in the Nevosoft office, Lebedeva takes her reviewing work very seriously. The reviews consist of a weekly top three of the four games Nevosoft releases each week, which she plays extensively to write up the biggest pros and cons of each project. “I try to show it from different angles,” she says. “People appreciate this honesty.”

Social engagement

Supercow, one of Nevosoft's mascots, doing the voice work for his own game.
Supercow, one of Nevosoft's mascots, doing the voice work for her own game.

The Nevosoft.ru website Lebedeva publishes her reviews on has turned into a full-fledged social network of players in the past couple of years. ”They write really great reviews of games,” she adds. Her reviews have proven to not only maintain that level of engagement, but spark a lot more in the process when Lebedeva sometimes quotes users on their reviews. “They’re happy that they are appreciated, valued and it even makes them want to write better and better,” she admits. Users can blog, play and do other activities that other users can give points for, resulting in a constructive community that Lebedeva has to deal with. “I think it’s important that they have this opportunity to give each other plusses or minuses on their activities.”

“I’m trying to make people know us and love us.”

Like any creative person, Lebedeva is not a fan of routine work. Talking to press and writing press releases are an acceptable part of the job, but hasn’t stopped her from looking for something that makes her proud of her work. Since her first game review video in June, the effort required to make her reviews hasn’t lost it’s flair. According to Lebedeva, one of the reasons it hasn’t become boring is the positive responses she’s received from the Nevosoft.ru community, closely reminding her of her own days at the radio station. The number of comments Lebedeva receives on her reviews and the Nevosoft development blog are easily comparable to any popular international game website. “I’m trying to make people know us and love us,” she admits.

No routine

Julia Lebedeva invited the winner of a competition (lady with the mushroom hat) on the Nevosoft.ru portal to receive her prize - a digital camera.

Most PR people would be surprised by the directions Lebedeva has taken in her job as a PR manager. But after seeing the results of her work, the success of her engaging and personal approach to PR is undeniable. “There’s always something new,” Lebedeva argues. But that’s not all. Lebedeva combines her PR work with being the partner relations manager at Nevosoft. “I’m looking for non-Russian developers who want to explore the Russian speaking market,” she says.

”Russian users really hate badly translated games.”

Her work with foreign developers doesn’t stop there, since Lebedeva also does the localization for projects that need to be translated into Russian. Her love for languages and a job as a translator during her last year of college took care of that for her. “Some people just translate the words, but the context is the most important thing,” argues Lebedeva. “To localize a game, you have to play it and like it. For me, it’ a matter of honor. Russian users really hate badly translated games.” Because of the expense of professionally localizing voice-over tracks for casual games, Lebedeva is currently also considering taking on this task. “I have my own microphone, I can do it,” she says. “It wouldn’t be for the money, I just like it.” Lebedeva can’t be happier about her job, which she feels was made for her.

Developers from Mars

“How do you guys, who do not understand our logic, thoughts and needs, make games for us to enjoy?”

When Lebedeva sat down to talk with us about her work at Nevosoft, she had just given a talk at Casual Connect Kyiv appropriately titled ‘What Martians Don’t Know? Mistakes Made by Alien Invaders.’ Her talk was the result of asking herself who actually made the games she was reviewing for the Nevosoft community. As an experiment, Lebedeva counted the game credits from 50 games. She found that 95% of the developers working on the casual games for the Nevosoft.ru portal are male, while more than 83% of Nevosoft.ru’s users are female.

Based on John Grey’s famous book, Lebedeva concluded that she was dealing with developers that truly came from Mars, while all the players come from Venus. So she asked herself “How do you guys, who do not understand our logic, thoughts and needs, make games for us to enjoy?” With a strong sense that this has lead to mistakes in some games, Lebedeva decided to prove her thesis by interviewing a large group of female Nevosoft.ru community members. “I took a camera and went to the streets to interview girls,” she recounts. “Then I invited some users from our portal to our offices.” She ended up spending three full weeks conducting interviews and making videos at the office, teaching herself how to operate a camera and edit videos.

Lebedeva presented her findings during her Casual Connect Kyiv presentation a couple of weeks ago. Most of the games directed at girls that Lebedeva looked at ended up being largely based on female stereotypes and had some design mistakes. In real life blonde girls turned out not to love pink, male characters could look more cute and hidden object games could use objects which are more familiar to women instead of wrenches or other power tools. Lebedeva also stole the show at Casual Connect when she turned the tables on all the male developers by showing a video where she asked the same female community members what the game developers looked like.

All the results of Lebedeva’s inquiries are available on the Nevosoft YouTube channel.

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