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*And now, a word from our lawyers: Currently we have no plans to take
over the world.
2 3
Where we’re comin’ from... Sweet success
It all started about ten years ago, in an attic with three It’s been a decade since Bejeweled arrived on the Did you know?
beta-testing moms and $30K worth of credit card scene. Since then, the game has appeared nearly • Every 4.3 seconds another copy of Bejeweled
debt. Casual games were barely a blip on the gaming everywhere — from computers, to iPhones, to lottery is purchased somewhere in the world!
map when PopCap’s three founders, John Vechey, tickets… and just beyond Saturn! • The Bejeweled franchise has sold more than
Jason Kapalka and Brian Fiete, decided to combine 50 million units across all platforms.
their experience from other game companies with The success of Bejeweled empowered PopCap • Bejeweled has been played by more than half
their passion for simple, fun games. to experiment. As a small game studio in the early a billion people worldwide!
2000s, PopCap dreamed up a bunch of different
The plan was to make cool little Java games supported ideas, and eventually created a bevy of other great
by online advertising, so customers could play for free, games — like Bookworm™ and Zuma. People all over
and the trio could afford to move out of their attic and the world were playing PopCap games, and they
get a real office. But when the Internet bubble burst, S
Sexy Action
A Cool were amazed that a small Seattle game studio with
ad income dried up, and they were left holding their PopCap’s founders originally dubbed their a fraction of a big studio’s budget could create hit
first great online hit — Bejeweled — with no way to company Sexy Action Cool (inspired by a after hit. (Of course, we must admit we got a little
bus ad for the film Desperado). Fortunately,
profit from it. (In fact, a few prospective buyers said, lucky… everyone that played a PopCap game told
they soon realized they’d need a name
“It’s not even a game!”) their friends!)
!
that could appeal to the masses. They
liked the word “pop” — because it
l l e nt
exce
That’s when the radical idea struck like a lightning suggested games that are “popular” for
gem at midnight: “Why not let people try a basic everyone. Leafing through a battered
version of Bejeweled online for free, and entice them dictionary, they stopped at “popcap” —
the top to a soda bottle, something that
to buy a deluxe version with better graphics, more
evoked refreshing fun and childhood play!
levels and other awesome additions?”
“PopCap’s ult
imate achiev
taking simple ement is in
elements tha
can learn and t anyone
turning them
overwhelmin into raging,
g obsessions
commercial g . It’s somethin
ames with 50 g
budget often times the
can’t match.”
— Computer G
aming World
4 5
“Creatin
g ca
The PopCap way differen sual games tha
wirl t than w t are
Fancy S previou hat ha s
sly relea
Shortly after PopCap came into existence, we became importa sed is ha been
nt and it rd, but it
known as the leaders of the casual games industry, h ’s worth ’s
Stomac Not Su
re — Jason d oin
not just because we pioneered the try-before-you-buy Kapalka
,P
g.”
business model, but also because we consistently Eyeball opCap fo
under
made the most captivating and memorable games
around. Games like Chuzzle™, Bookworm Adventures, Toe
Feeding Frenzy™, Peggle, Plants vs. Zombies, and
Zuma’s Revenge!™
Cheek
We’ve often been asked about our secret to success.
Well, here it is: Once upon a time, we found an Tongue
abandoned oil lamp. When you rub it three… okay,
never mind that. Actually, PopCap’s success has The anatomy of a PopCap game
always hinged on three basics: hard work; attention There’s no one-size-fits-all definition of
to detail; and a fearless passion for making simple, a PopCap Game, but they do share a few
common genes. They’re easy to learn, but
fun games that are… well… simply fun!
tough to master. They may grow more
complex as you play and you may suddenly
infinite dedication
discover winning new strategies. PopCap
(simple gameplay + games don’t require specialized knowledge
t
h d if feren
it
e rim ent w lways to
m a y exp r g o al is a anyone
“We s
u
, but o at literall o best.”
y
gen re th d
k e g ames ’s what we r
ma y. That ap fo
unde
l a p C
can p Po
alka,
n Kap
o
— Jas
6 7
Growing up fast
As PopCap continued to find success, so did Did you know?
the casual games industry itself. And with that With annual revenue overver
$3 billion in 2009, the casual
popularity came lots of other opportunities — like
games sector is growingng faster
expanding from just online and PC games to a
than the video games industry
ndustry
variety of new platforms. as a whole.
A new record!
Plants vs. Zombies for iPhone had the best
iPhone product launch in history — selling
over 300,000 units in the first 10 days!
T H E
AT IES!
MOV m y t r ip
13–24 (8%)
on I S !
45–54 (19%) ON
t o P A R
65+ (14%)
FACEBOOK!
55–64 (23%)
on the
school bus!
10 11
Always changing,
always the same
No matter how many different types of customers we
find, we’re always careful to stay true to the PopCap
way. We still do “Mom Tests” to make sure our games
are easy to pick up and play. We don’t build games for
demographics — we build games for people. As our
founder Jason Kapalka says, “We’re willing to kill a
game at any point if it’s not fun.” Above all, everything
we do is in the name of fun.
1 Gar th
525,0
00
2 Paula
405,
000 Hello from the future!
3 Ben
If you read this far, thanks! We hope you enjoyed
395,0
0 0 learning more about PopCap. After 10 years at the
4 Cathy
top, we’re still going strong. We’re excited about all
of the new games and fun changes we’re working
325,0 Bejeweled Blitz is the only branded
on for the new decade… so stay tuned!
0 0 game to rank in the top 10 Facebook
5 Yvet applications. It’s also the only game
te to earn a high ranking on Facebook and And now, there’s just one more thing to do: Go play
200, social networking sites in Korea, China our games! Hey, the only way we’re gonna take over
0 00 and Japan. And in 2010, we’re building the world is if everybody plays!
6 Eric on that success by launching localized
services for many Asian markets.
185,0
12 7 Amy
0 0
13
™
™ ™
™ Notable Computer Software for Children ™
Association for Library Service to Children Casual Game of the Year People’s Choice Award
Best Facebook Game Awards (2007) BREW 2006 Developer Awards (2006)
Digital Entertainment Media & Marketing
IGN.com (2009)
Top 49 Greatest Developers of PC Games Silver Award Excellence (DEMMX) Awards (2006) Editor’s Choice Award Runner-Up, Game of the Year
PC Gamer Magazine (2009) Top 20 Downloadable Games Pocketgamer.co.uk (2007) Mac Life Magazine (2009) IGN.com (2005)
CNET (2009)
Trailblazer Award (to Jason Kapalka) Puzzle Game of the Year Editor’s Choice Award Wireless Puzzle Game of the Year
Game Developer Magazine (2008) Nominee, Best New Social Game Computer Gaming World (2003) IGN.com (2009) IGN.com (2005)
Game Developers Choice Awards (2009) ™
Lifetime Achievement Award Top 5 PC Games of 2008 Nominee, Best Game (UK)
Nominee, Social Networking Game Top Shareware Games WIRED.com
(to Jason Kapalka) 5th Annual Mobile Choice Consumer
of the Year Adrenaline Vault (2004)
from the CGA Amsterdam Zeeby Awards Top 3 Finalist, Casual Game of the Year Awards (2005)
(2007) Academy of Interactive Arts & Sciences ™
(2009) Yahoo! Games (2008) Game of the Year
Maverick Award Staff Pick of the Year – Best Casual Game RealArcade (2004)
IGDA (inaugural award, 2004) Best Word & Trivia Game (People’s Choice Shockwave.com (2008) Top Shareware Games
Award), Best Game Design (Craft Award), Adrenaline Vault (2004)
Best Story/Narrative (Craft Award) ™ Nominee, Best PC Game of the Year
CGA Amsterdam Zeeby Awards (2007) 1up.com (2008)
™ Editor’s Choice Award
™
Notable Computer Software for Children IGN.com (2009)
Association for Library Service to Children
Editor’s Choice Award Awards (2007) Top 5 Most Addictive Games of All Time
Editor’s Choice Award, Best New PDA Game MSNBC.com (2007)
PC Magazine 2004 GamePro.com (2008)
Downloadable Game of the Year
Casual Game of the Year Top 10 Video Games of 2007 (#9) Editor’s Choice Award
AIAS Interactive Achievement ™
Yahoo! Games (2008) Games for Windows Magazine IGN.com (2009)
Awards (2006)
Top-Selling Software
Top 10 Video Games of 2007 (#8) Puzzle Game of the Year
Editor’s Choice Award Playhard.ru (2009)
™ PC Magazine (2008) Joystiq.com PC Gamer (2009)
Recommended – Score 82
Best Puzzle Game Top 100 Video Games of All Time (#40) Strategy Game of the Year
Top 10 Casual Games of 2008 (#5) PC Zone (2009)
PocketPC Magazine (2005) CasualInsider.com PC Gamer Magazine (UK) USAToday.com (2009)
™
Hall of Fame Inductee Nominee, Best Innovation in Game Design
Computer Gaming World (2004, first/only Gold Award Game Developers Choice Awards (2009)
puzzle game inducted since Tetris in 1988) Pocketgamer.co.uk (2007)
Nominee, Outstanding Achievement
Best Mobile Phone Game Casual Game of the Year in Game Design
G-Phoria (2004) Digital Entertainment & Media Excellence Academy of Interactive Arts & Sciences
(DEMX) Awards (2005) (2009)
Puzzle Game of the Year
Computer Gaming World (2001) Entertainment Product of the Year
Washington Software Alliance (2005)
Nominee, Best Strategy Game
BAFTA (2009)
15
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that are listed at www.popcap.com/trademarks are owned by PopCap Games, Inc. or its licensors
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trademarks of their respective owners and are used for the benefit of those owners.