Publish your game without FOMO – MBC 2022

SuperSonic’s Danielle Cohen Reich attended the Mobidictum Business Conference and elaborated on how to test marketability and predict profitability from earlier builds.
A headshot of SuperSonic's Danielle Cohen Reich

Danielle Cohen Reich, VP of Gaming at SuperSonic, delivered a presentation at the Mobidictum Business Conference on publishing a game without fear of missing out on potential success.

The presentation opened up with an introduction of the team at SuperSonic, stating that over 75 games have been successfully launched within a span of two and a half years. The company reportedly launched 19 games in 2020, 26 in 2021, and Reich states that they’ve already reached 31 games in 2022 with a 125-person staff.

The successful VP explained FOMO with an example. Imagine a team working on a new game for a couple of months, starting to believe in the project, and having the drive to keep going. The KPIs are not there, and the playtime and retention are not right. She argues that FOMO is precisely where the team doesn’t know whether to quit or continue.

Reich stated that they think game development is 90% science and 10% art, even though they used to believe it was the complete opposite. She presented three ways to eliminate FOMO in her speech:

“Assigning a clear marketability score from one to five to give you an idea of a go or no-go for your game to reduce that FOMO effect. Using level analytics to make sure that every iteration you make is on point. The third way is automatic user acquisition. SuperSonic has the ability to release your game to the stores without any optimization or effort in order to make some good profit out of it while you work on your next hit.”

The marketability score is achieved by performing tests on Facebook, TikTok, and ironSource, respectively, and combining the results. Reich also provided some examples of how to calculate it in the presentation.

She also gave valuable advice on using analytics effectively to increase the game’s success rate. Optimizing level drops, level lengths, and crashes are achievable via creating multiple iterations of a game and analyzing thoroughly. You can reach Reich’s full speech along with more relevant content by clicking the button below.

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Posts