I guess we’re all kind of mean and have this tortuous side to us or something. And I think that that sort of straightforward, mean sense of humor with these cute characters really resonated with a lot of people. You could drag them around, throw them in the air, drown them, and that’s it. I think that when the app first came out we had only put like a week’s worth of development time into the initial update. So it’s cool that we’re reaching a new audience with it as well.ĭave – Well, I think the main thing is the humor. And it’s encouraging too that I’m seeing more and more these days new people coming on board and saying “hey there’s this game called Pocket God on Facebook that’s really awesome” and it’s clear that they’ve never even heard of the iPhone game. But everyone that’s tried the Facebook game so far loves it. I think theres definitely two camps of thought out there. There’s functionality on Facebook that we couldn’t do on iPhone like customizing your pygmies and dress them up and buy different outfits for them. There’s a couple that are the hardcore audience that says “why do you waste your time on all these different things, I don’t want to play on the PC, you guys should spend more time on Pocket God on iPhone.” But then there’s other guys that once they try out the Facebook game they’re like “wow, this is pretty awesome.” There’s sacrifices that we couldn’t get on the iPhone like the venus flytrap. Somebody that comes to us and says “hey, we’re fans of Pocket God, we want to do this.” And they talk to us about the things we’re doing right now and we can tell that they’re having a good time with it, rather than a typical biz dev that’s like “oh yeah, I heard about that game and that’s a really good game I’ll have to check it out on my phone sometime.” It just really felt like a high comfort level: they were fans, they understood the property, and we could work with them pretty easily.ĭave – There’s different segments of audiences. Whenever we decide to work with a partner that counts for a lot. It just really seemed like Frima was hungry for it and had a lot fo great expertise on their team and that they really wanted to do it and they were fans of Pocket God. Helen is great, I felt confident that she going to make sure that things got done and that they were high quality. We met the project manager that was going to work on it. We went to Quebec to meet with them and they showed us a really great time, were really hospitable. And I think our main game Pocket God would probably suffer from that.ĭave – We met Frima about a year ago, the GDC before last, and they just seemed to be really cool guys. Rather than if we were to try to expand I think my role would change drastically and we’d be looking for office space, we’d be spending a lot of time recruiting, we’d be trying to build that expertise from the ground up. So licensing helps us find a company like Frima, do a licensing agreement with Frima, and then bring their expertise-they already have a team that knows this stuff hands-down-so that they can go and they can develop it. And so we’re really trying to leverage licensing in order to expand without having to really expand. That’s really where I get the most satisfaction from. I want to stay with the creative part of it and actually do a lot of the heavy lifting. We don’t want to go the typical route of getting funding-and believe me we’ve got a ton of offers for venture capital to try to blow this up to a huge company. So we decided to partner up with them and give them a shot.ĭave – Pocket God, for us, is more of a lifestyle business. POCKET GOD FREE DOWNLOAD FOR COMPUTER HOW TOWe first had to figure out who’s going to be a good partner? Are we going to have a chance of success with this? And we just happened to run across Frima and they seemed to have a really solid team and a lot of people internally that really know game design and how to market an app like this. We really believe in not doing something for the sake of doing it. And so I just felt that it would actually make a pretty good Facebook game. So I always thought that, you know, Digital Chocolate came out with Island God, which kind of riffed on some of our ideas, things like shocking people with lightning and stuff. And so ever since we had our peak on the App Store we wanted to branch Pocket God out, try to hit new game genres, try to extend what the brand means so that we’re not always pigeonholed to the same kind of sandbox game that it is right now on iOS. Dave – As we’re developing Pocket God we kind of realized that a lot of the appeal of Pocket God is with the humor and the cute characters.
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