Originally Posted by Fongletto
I don't think this about "game companies" Just companies
. I mean pragmatically speaking at the end of the day you are a company. You exist to make profit. All of your choices are based around what you think will make you the most profit overall.
I mean you can make the best game or product in the world, but if it doesn't make money there will be no one to sell it.
Edit: though this isn't a bad thing. Because what makes something popular and good is generally what makes something sell and thus turn a profit. Just pointing out if you had an option to add a really cool feature that everyone would enjoy but would actually cost you money in the long run. You would not add it. (if such a thing was possible)
It depends - in the strictest sense, yes, we're a company and therefore "conduct business," but I think how we view
business is unique. Basically, we tend to think the following way when making decisions on this stuff:
If we make a game people actually really just love, and update it and keep it engaging, then people will play our game a lot. When people like something a lot, they want to engage more and more with it, and then monetizing it is simpler - just sell stuff people want (note: not NEED) and if they like it, they'll buy it.
So a lot of things we do are focused on this - think of eSports. "That's not making us money" is the biggest understatement I could share, but it makes the game more engaging
. And since engagement for us is directly tied to us being successful, then it's a smart thing to do.
I think the reason this works is because it's an honest business model - make stuff people like, get paid to make stuff, use that money to make more stuff, etc.
And honestly, a ton of this is because Tryndamere and Ryze started this thing up because they were gamers that were fed up with how games were being ran and managed. That in and of itself is pretty unique, and something that flows through our internal culture even years later.