The ENTIRE Story of Voodoo | Criticisms, Strategy, Games
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Voodoo is a company right? it is, my bad lol
In 2015 Voodoo appeared on the Appstore for their highly addicting yet simple mobile games. They weren’t too known at the time as getting into the market as a small company can be hard to compete against AAA companies and other well-known developers. This is where Voodoo shines throughout the rest. Because other games are arguably “higher quality” in terms of development and feature added, the time it takes must correlate to the success of the game, which usually happens, but what if you could not spend much time and still get the same outcome? This is exactly what voodoo did. By popularizing arguably less high-quality games, they were able to incorporate fewer resources and time. Voodoo saw insane growth, almost multiplying their market share by 400%, and also increased their staff to 80 members. Having more staff is essential in the hyper-casual business because you would need to branch, select and incorporate ideas from many places and most of the time, the ideas are scrapped or completely removed in the first place. In fact, in 2018 things were only going uphill for Voodoo, they OWNED the entire app store, and google play almost getting top charts for all their games. They were able to make many popular games including hole.io, aquapark.io, and crowd city. These games would, later on, be selling over 1 billion copies on mobile devices alone and not to mention the browser plays as well. After seeing such tremendous growth, Goldman Sachs, a well-known banking company with decades of investing experience offered 200 million dollars to invest in Voodoo, which increased hype above all other factors. Things were only growing exponentially from there, several other people saw Voodoo bask in the success of hyper-casual games, that they wanted to do the same, moreover, Voodoo STILL prevailed and crushed any opponent that comes near its way. Not only that but they expanded outside of Paris and into Montpellier and Strasbourg as well. This is highly significant as now, they would be able to hire even more employees which in turn decreases time per project which exponentially increases revenue.
And even, according to the CEO of Voodoo, he said, “By extending our networks, we have ensured that between Q4 2018 and Q1 2019, we outpaced our nearest hyper-casual rivals by 150 percent, with 771 million downloads in six months. Similarly, our major hits come from studios across the world: Helix Jump, Baseball Boy, Snake vs Block, Hole.io, Aquapark.io, Purple Diver, and Roller Splat.” A revenue increase of 150% compared to competitors will just continue to drive even more investors including Tencent. For all that don’t know, Tencent is a Chinese company that owns large companies including some of Epic Games, Wechat, Supercell, and even Riot Games, which are all that were owned by Tencent. Being one of the largest companies in china, 7.5% of all players are the people that play in china which boosts their games even more. But as the company rises in fame, many, many criticisms arise as well.
Resources:
https://alexandre.substack.com/p/-voo...
https://en.wikipedia.org/wiki/Voodoo_...)
https://web.archive.org/web/201908280...
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