I 49'S WELL PAST MIDNIGHT ON A TUESDAY,
andi'm chasing a Candy Cruskhigh again
/- Staring at my iphone, Jam trying to de-
| cide which of the game's neon yellow
_gurndrops to swipe nto oblivion. 'vebeen
Tearranging the same pieces of candy on
thesame square grid for three days, and]
amfinally about to score enough points to
‘win, My pulse quickens. My finger licks
*Sugar crush” booms a voice from the
‘hone as rainbow colored fireworks ex-
plode onscreen, Thirty-six levels down—
andseveral hundred to go.
Tmay be addicted, but at east 'm not
alone. In the past year, Candy Crush Saga
hhas been downloaded some 500 million
times and played more than 150 billion
times, The game got of toa slow start as
an online game two years ago, but after
some design changes expressly intended
‘to thwart players tempted to put it down,
it has become a global phenomenon—
popular everywhere from Brazil to Hong
Kong. It isthe first game of the smart
phone era to top the most-downloaded
Charts for Applei0, Google Android and
Facebook simultaneously.
‘The rules of play are simple: line up
three candies of the same color and re
peat. But within that basic premise, Candy
Crusis maker, a London-based software
company called King, has devised an appa
ratus thatis almost frighteningly effective
at turning new players intofanatics—and
making money too. Which isa particu
Ianly sweet trick considering that Candy
‘Grushis free to download and ree to play.
“Heres how King doesit Players getfive
lives-—or attempts to solveeach board —to
start,Oncea user runs ut of lives, atimer
begins counting down, and after half an
hour the game gives them another free
admission ticket. (You can also beg your
Facebook friends to donate their extra
lives) But for the impatient there’s a cash
shoricut, Players can spend money—in
‘99¢ inerementsto improve their perfor
sance or skip the halfhour wait to play
‘gain, Candy Crush has an eerie knack for
asking you for money just atthe moment.
youre most willing to pay.
King, ofcourse, is hardly the first com:
26
‘pany to come up with a hit app. Rovio,
creator of Angry Birds, and Mojang,
maker of Minecraft, have spawned lucra
tive franchises based on their popular
games, Worldwide mobile-game revenue
through Apple and Google platforms is
‘expected to exceed s10 billion this year,
according to Eilers Research. But King’s
ability tomakemoney from free gamesin
an industry littered with firms that have
failed to translate popularity into contin-
‘uous profit is unique. The privately held
‘company doesn't release sales figures, but
‘analytics firm Think Gaming estimates
that Candy Crush alone rakes in nearly
$900,000 every day. “Angry Birds’ claim to
fame is number of downloads? explains
‘Michael Pachter, an analyst at research
firm Wedbush Securities. “But King?
‘They're making money”
But it's more than that. In the age of
binge media—think full television sea
sonson Netflix—Candy Crushand its 500
levels are a diversion seemingly tailored
to our times, a phosphorescent Rubik’s
Cube with 2 coin slot. Candy Crush is
by no means the world’s most popular
vvideo game, but it may well be the most
habit forming. Consider Andy Jarc, who
47'S ALO
SMALL, SEEMINGLY
INSIGNIFICANT DESIGN
DECISIONS THAT REALL)
MAKE IT WORK.’
TOMMY PAL, Kings mobile bead on
what makes Candy Crush adie
(
™
2s
has made it to the upper echelons of the
game, level 440. (King adds more levels
every twoweeks) I started, and at first
‘waslike, Whatever’ But as played more
and mare, it got addicting." says Jarc, a
22-year-old financial adviser in New
York, who adds that, like many users,
he often finds himself thinking about
‘the game even when he's not playing.
“Eventually, my life began running in
3o-minute segments.”
‘CANDY LAND
‘10 UNDERSTAND WHY CANDY CRUSH 1S 50
hypnotic, you have to talk to the man |
‘whom King employees now as the gure.
‘Tommy Palm, a 39-year-ld Swede, isthe
chief architect of Candy Crush’ success.
Palm began programming asa hobby in
3986. He founded his own mobile-game
studio, Fabrication Games, in 2009, Three
years later, King acguired the company
foran undisclosed sum to getits handson
Palm's expertisein mobile games.
Candy Crush had been a simple beat-
the-lock game on Kingcom without any
ingame extras to purchase. A later Face- |
book version aineda somewhat argerfol-
lowing. King executives knew they would
hrave to make the game available on hot
selling mobile devices to get bigger. But
the company had run into problems mak
inga version ofanother ttle, Bubble Witch
‘Saga, for phones saysSebastian Kmutsson,
King’s co-founder and chief creative off
cer “Ttwasn' designed forasmall screen,”
he says, “We brought Tommy in because
Ihe had mobile experience”
‘That's when Palm and his team began
retooling Candy Crush. They started by
tweaking the interface, resizing the icons
andmaking the game usable in both land-
scapeand portraitorientations. That made
Gandy Crush playable with one hand—a
rminor change but one that helped turn
it into a favorite of subway commuters
and office workers holding their phone
beneath a conference-room table. Says
Palm: "Ra lot ofthese small, seemingly
insignificant design decisions that really
makeitwor
Candy Crush also became one of thers price
Wace
User ean eas <——
‘sea sve
rece
sei
ers
pas
ute tengo
compl.
first gamesin which almost every aspect
of playing was synched across platforms.
Buy an extra life on your phone, for in-
stance, anditautomatically appears ifyou
pick up the game on Facebook. What's
Tore, users can play offline, without a
cellphone or wii signal, and have their
progress saved once they have service
again. That meansa game of Candy Crush
is accessible almost anytime, anywhere.
Knutsson credits this feature with amas-
sive uptick in the number of players.
‘Then there are the innovations aimed
at taking advantage of human psychol-
ogy. Candy Crush essentially offers all of
itself up front for free. But it also makes
players pace themselves, forcing them
‘to wait to replenish their store of lives,
or access certain levels—or pay extra
to proceed. “That makes you not burn
out straightaway.” explains Palm, make
ing it more likely players will stay with
the game over the long haul. Or as Jar,
the player, pus it, “You want what you
can't have. I can‘t have more lives, and
Iwant them.” (Some high-level players
have even taken to gaming the system
by changing the clockon their phonesto
accrue free lives more quickly)
‘On top of that. there's a surplus of
relentlessly positive feedback. When
players match pieces, encouragements
ke *Sweet!” of “Delicious!” pop up. In
THE SWEET SPOTS
Why Canay Crash sticks with players
fact, nearly every click or tap is met with
somekind of ebullient response from the
‘game. "Positive rewardsare the main rea.
son people become addicted to things,”
says Dr. Kimberly Young, a psychologist
‘and expert on Internet and gaming ad-
diction, Palm says the game also alter-
nates between difficultand easy levelsto
Dalance players’ frustration with asense
ofmastery.
By January of this year, the design
changes had hooked some 70 million
players a month. By May, that number of
people were playing every day. According
to figures provided by King, the vast ma-
jority are playing on their mobile devices.
ONCE YOU'RE LUCKY
[EVEN WITH ITS WINNING FORMULA, CANDY
(Crush isn’t guaranteed to stay on top. The
fall of once hot Zynga looms over King
and other mobile gamemakers’ every
‘business decision. Famous for the success
ofits popular Facebook game FarmVil,
San Francisco-based Zynga went public
‘in December 2or1 to great fanfare. Since
then the company’s revenue and stocle
price have slumped. “Investors have
soured on the social-gaming category be-
cause of one company,” says Steve Swasey,
vice president of gamemaker Kabam, re
{erring to Zynga. The company stumbled
in part because it could not translate the
enng
‘haat 0
neh cere
nee
sues vou ear
te gee
(ven sch
Cady Os pe
cee cove be
(ees nd abo,
success ofits Facebook based gamestomo-
bilephones.
‘That has led game companies to look
for other sources of revenue. Angry Birds
creator Rovio, for instance, now profits
from merchandise ranging from lunch.
‘boxes to bedspreads, as wells an animat-
ed television show. So far, Candy Crush has
not entitselfto these kinds oflucrative ex
tensions in the US, save fora line of gum-
mies and chocolate balls sold at boutique
store Dylan's Candy Bar.
‘King’s Knutsson says the company is |
now focused on making games that are
mobile fist” and that it has a long tra-
dition of finding colorful new premises.
“According toreports by multiple financial
news sources, the company filed confi
dential paperwork for an initial public
offering earier this year. A King spokes-
‘person declined to comment.
One thing is certain: King must find
a way to port the Candy Crush magic to
other titles.“ think that all games have
a lifespan,” says Palm, In November the
company released Papa Fear Saga for mo:
Dile devices. Though it differs from its
predecessorin some ways,the game bears
‘more thana passing resemblance to Candy
Crush. Itis brightly colored, filled with
peppy congratulationsand syncs between
‘mobile and Facebook versions. I'm already
‘upto level 2, =)