Naud: We started the studio 10 years ago focused on the next-generation console Hitman. GamesBeat: How long has the studio been doing mobile games now? How have you seen mobile change during this time? We’ve talked about the fact that it was very much - lowering the price was worth it to bring in more users and more revenue after the initial sale. The more we lowered the price, the more people bought it. We were doing a lot more revenue for it after that, and even ad revenue, than with the initial payments. But obviously by converting Sniper into a live service, we started doing more price promotions, lowering the price. #Hitman go play store series#All the initial games we worked on, whether it was Hitman Sniper or the Go series games, were and are still all premium games. GamesBeat: Did that game start with a premium option? That’s why we strongly believe in the fact that Hitman Sniper: The Shadows is going to be even more successful, because we’re taking all the learnings from Hitman Sniper without the ceiling we had from the design we’d wedded ourselves to with the first game. That’s why year two for Hitman Sniper was better than year one, and year three was better than year two. #Hitman go play store how to#We learned how to tailor offers to specific players, making sure all the players could stay in the game as long as possible by catering to their needs. It’s how we learned how to properly operate service games. We’d see a lot of churned users coming back, and it was a good opportunity to bring in new users. Just by doing this, we saw an upraise in the active users. These were the five events, must-see events in the game that we started to do. We would have Halloween, Christmas, Chinese New Year, Golden Week in Japan, and the fourth of July. By operating Hitman Sniper as a service game - we started by doing events. Naud: I don’t know exactly what we’ve communicated, but I’ll put it this way. GamesBeat: Have you talked about how well Hitman Sniper has done over time? Both games have completely different approaches to gameplay, but they’re still two games that we believe will have a massive impact on the mobile space. Instead of taking the tailored approach of seeing what works in the market right now and doing more of the same, it’s finding out how we can craft new experiences on mobile that will become the next big thing, that will become the games that other developers might be strongly inspired to start cloning. We’re making the games that we believe will work in the free-to-play space. Naud: The way I’d describe our games is that - the beauty of what we do, and very close to the DNA we have, is we’re making the games that we want to make. GamesBeat: What general kind of game is that? What have you described about it so far? How can we use amazing AR technology to celebrate this legendary Space Invaders IP? I can’t talk too much about that right now, but that’s also part of our big push for early next year. And the second title we’ve announced is Space Invaders AR. But all the learnings we’ve found to make it more of a service game, taking that knowledge and bringing it to the free-to-play space with The Shadows. Based on the success we had with Hitman Sniper, which we released in 2015 - it was a premium game back then. Naud: We’ve announced Hitman Sniper: The Shadows. GamesBeat: What kind of games have come out here? What have you been working on? We’re celebrating what we’ve done, but we’re also on the verge of kicking off our future. It’s fun times right now for Square Enix Montreal. Through this, we had our 10-year celebration. We’re working to bring our first generation of free-to-play games to a global market. Patrick Naud: For us, I’m thinking short term. GamesBeat: What’s the main interest for you right now as far as topics?
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