Think different – it's still extremely up to date: Marcin Iwiński and Michał Kiciński at TEDxKraków
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0:00 - 0:02OK. Hello, everyone.
-
0:03 - 0:04It's a pleasure being here.
-
0:04 - 0:08It was a really well-designed
presentation, so to say. -
0:08 - 0:12I hope ours will not look badly,
compared to that. -
0:12 - 0:17It will be hard to measure up
to a person that specializes in design. -
0:19 - 0:22OK, so hopefully everything works, yes?
-
0:22 - 0:24We were just trying out
some remote-control software, -
0:24 - 0:26that's why I'm holding this device.
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0:27 - 0:31We would like to tell you a little bit
about the Black Sheep strategy. -
0:32 - 0:34We'll try to keep it very simple,
-
0:34 - 0:37and we'll try to come up
with some practical cases, -
0:37 - 0:38to make it all a bit interesting.
-
0:38 - 0:44And, of course, the black sheep
is really black here, actually. -
0:44 - 0:45(Laughter)
-
0:45 - 0:48Yeah, it's so black
that you can hardly see it. -
0:50 - 0:53I hope that Zynga --
-
0:53 - 0:55That's a black sheep
that I found on the Internet. -
0:55 - 0:57It's from Farmville.
I hope they will not sue us. -
0:57 - 0:59I didn't ask them for permission.
-
0:59 - 1:01There was not enough time for it.
-
1:01 - 1:04So actually, with Michał,
we started following this strategy -
1:04 - 1:06unconsciously,
when we were in high school. -
1:06 - 1:08So, it was the Black Sheep strategy.
-
1:08 - 1:11It didn't reflect well
on our grades, you know? -
1:12 - 1:14We were the black sheep of the class.
-
1:14 - 1:17It was the two of us,
and we were apart from the herd. -
1:17 - 1:20So, let's... (Laughter)
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1:20 - 1:23Michał Kiciński:
What actually resulted was that I, -
1:23 - 1:26for example, didn't finish high school.
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1:26 - 1:29Marcin Iwiński: You did, in another way.
M.K.: In a sense, yes. -
1:29 - 1:30(Laughter)
-
1:30 - 1:32M.I.: I did, but I had to
change the class. -
1:32 - 1:36So, it's not easy,
what we're going to tell you about. -
1:36 - 1:38So that's a flaw,
because you see it's very nice, -
1:38 - 1:42it's warm, it's cuddly, you feel safe.
-
1:43 - 1:46Actually, we changed
the Farmville black sheep, -
1:46 - 1:48as they have only black sheep, into white.
-
1:48 - 1:51So right now,
you'll see the black sheep... -
1:51 - 1:52(Laughter)
-
1:52 - 1:55You just see the eyes of it.
-
1:56 - 1:58You just see the eyes
of this little sheep. -
1:58 - 2:02But it means it's really not
a very cool place to be in, -
2:02 - 2:03at least on the slide.
-
2:03 - 2:05So, how do we see that?
-
2:05 - 2:10we really see that there are two
main problems with the herd. -
2:12 - 2:14Let's start with the first one.
-
2:15 - 2:18Following the herd is easy,
it's very easy for everyone. -
2:18 - 2:20And what we really see,
-
2:20 - 2:22as we are in business,
we are entrepreneurs, -
2:23 - 2:25it's all about delivering value.
-
2:25 - 2:28With the herd, people just follow.
-
2:28 - 2:33So whenever there is a certain solution,
they just follow, because... -
2:34 - 2:37They feel safe,
and that's the second thing. -
2:37 - 2:40M.K.: You can see that everywhere
on the market. -
2:40 - 2:45For example, Marcin has an iPad here,
-
2:45 - 2:48and right now everyone is doing
pads on the market, right? -
2:48 - 2:51And it was very difficult
for the first company, -
2:51 - 2:53in this case Apple,
-
2:53 - 2:57quite often being the black sheep,
in our opinion, -
2:57 - 2:59to invent this device.
-
2:59 - 3:04But now, every hardware manufacturer
is doing some kind of pad. -
3:04 - 3:09So it's pretty easy to follow
the one who set the trend. -
3:10 - 3:14M.I.: Yeah, that's really funny,
because, I mean, -
3:14 - 3:17in our 15 years in business,
we talked to a lot of experts, -
3:17 - 3:20a lot of analysts,
-
3:20 - 3:23a lot of, so to say, knowledgeable people.
-
3:23 - 3:24But they just follow the trend.
-
3:24 - 3:26So, in our opinion, they follow the herd.
-
3:27 - 3:30When something is set in stone,
there is a standard, -
3:30 - 3:33industry standards,
a certain way of [doing] certain things, -
3:33 - 3:35the most convenient way
is just to follow. -
3:35 - 3:38Because it's easy, and you feel safe.
-
3:38 - 3:42If you work in a big company,
if you don't cross the line, -
3:42 - 3:44you'll most probably not be fired,
you'll be safe. -
3:44 - 3:47Until the company
runs into some big trouble, -
3:47 - 3:50and then there's massive firing,
but that's another story. -
3:50 - 3:55M.K.: It's visible in very big companies,
where people are afraid to take decisions. -
3:55 - 4:00If they go the way
everyone else is going, they are safe. -
4:00 - 4:02Nobody can accuse them
-
4:02 - 4:04that they're doing something
the wrong way, -
4:04 - 4:07because they are doing it
the way everybody else is doing it. -
4:07 - 4:10M.I.: So if you look at the herd,
it's a really nice place to be in. -
4:10 - 4:11It's warm and safe.
-
4:11 - 4:12(Laughter)
-
4:13 - 4:19And, you know, we wanted
to ask you this question: -
4:19 - 4:21"Do you dare to be different?"
-
4:21 - 4:25We think that first of all,
it's a way of life, -
4:25 - 4:28and there is a big reward.
-
4:28 - 4:30I mean, whatever you do,
it can be business, -
4:30 - 4:32it can be just, you know, things in life.
-
4:32 - 4:35M.K.: Being in high school. M.I.: Yeah.
-
4:35 - 4:38In high school, it's kind of cool,
people like you. -
4:38 - 4:39(Laughter)
-
4:39 - 4:40Because you don't really care.
-
4:40 - 4:43But actually, you do,
because you have to change the school, -
4:43 - 4:45but it gets all complicated, so...
-
4:46 - 4:50So, as we are entrepreneurs, in business,
-
4:50 - 4:51there is a big reward.
-
4:51 - 4:54Because if you don't take the risk,
-
4:54 - 4:58if you don't try to come up with something
that really delivers the value -- -
4:58 - 5:01And what is important to stress here is,
-
5:01 - 5:04you have to try to be different
for a reason. -
5:04 - 5:06We are not talking
about rebels without a cause. -
5:06 - 5:09The high school example
taught us a lesson, you know. -
5:10 - 5:12"We're just rebels and, um..." Yeah.
-
5:13 - 5:14We were penalized for it.
-
5:14 - 5:16It didn't really make [so much] sense.
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5:16 - 5:18But in business, it does.
-
5:18 - 5:20It does if you have a cool idea.
-
5:20 - 5:22You have to go against the herd, you guys.
-
5:22 - 5:27You have to go against certain trends
which are set in stone, -
5:27 - 5:29and it's really hard
to break through them. -
5:29 - 5:30M.K.: So, it's important.
-
5:30 - 5:34It's not "to be different
for the sake of being different," -
5:34 - 5:35just like that.
-
5:36 - 5:38M.I.: So let's move to the next slide.
-
5:39 - 5:41And that's actually a practical example.
-
5:41 - 5:43"Black Sheep makes a computer game."
-
5:43 - 5:48So on the left
we have the flock, or the herd. -
5:48 - 5:51On the right,
we have the very black sheep. -
5:51 - 5:57And that's the example
of the first game we've developed, -
5:57 - 5:58"The Witcher."
-
5:59 - 6:04So at the time
when we started the process, -
6:05 - 6:07the main trend
was the gaming consoles, so... -
6:07 - 6:10Everybody who was talking to us
was saying, -
6:10 - 6:14"Hey, you have to make a console game,
or it will not make money. -
6:14 - 6:18You will go bust with the company."
-
6:18 - 6:19Then, the second trend was:
-
6:19 - 6:22"If you don't want to make a console game
you have to make an MMO." -
6:22 - 6:25A Massive Multiplayer Online game,
like World of Warcraft. -
6:25 - 6:26At a certain point in time,
-
6:27 - 6:30almost everybody in the world
was doing World of Warcraft clones. -
6:31 - 6:36That's a very "flockish" approach,
I would say. -
6:36 - 6:39And there is no reward at the end.
-
6:39 - 6:41A lot of these guys really went bust,
-
6:41 - 6:44and that was happening during the crisis,
-
6:44 - 6:46and a little bit afterwards.
-
6:46 - 6:50M.K.: So when we started
the development of The Witcher, -
6:50 - 6:54somebody [calculated]
that there were 200 projects, -
6:54 - 6:57MMO projects, started in the world.
-
6:57 - 6:59So everyone was doing MMOs,
-
6:59 - 7:02because analysts, consultants,
-
7:02 - 7:04everyone was advising
that that's the future of gaming. -
7:04 - 7:07M.I.: I remember the reports
we were getting from big publishers, -
7:07 - 7:09and the reports were saying, like,
-
7:09 - 7:11"Make a console MMO,
that would be the best. -
7:12 - 7:14It would really kick ass,
and you would rule." -
7:14 - 7:16"And make sure
that it appeals to everyone, -
7:16 - 7:19so then you have
all the market in the world, -
7:19 - 7:20and you will make a lot of money."
-
7:20 - 7:22So what we did...
-
7:22 - 7:24We did a PC game.
-
7:24 - 7:25A dying platform.
-
7:26 - 7:28So PC computers versus consoles, I mean,
-
7:28 - 7:30the retail having its problems.
-
7:30 - 7:33We do not have time to elaborate,
but yeah, it was tough. -
7:33 - 7:38It was almost like that sentence.
-
7:38 - 7:39And then, we did single-player,
-
7:39 - 7:41because we wanted to tell a story,
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7:41 - 7:44the story of an iconic hero,
-
7:44 - 7:45Geralt, the monster slayer.
-
7:46 - 7:48And then, we designed it
for a specific audience, -
7:48 - 7:50a mature audience.
-
7:50 - 7:52So, the whole story
-
7:52 - 7:56was written in a way
that a mature audience would enjoy, -
7:56 - 7:59and would find it witty,
would find it intelligent. -
8:00 - 8:02I don't want to say that other games
are not intelligent, -
8:02 - 8:04but if you're making a game
designed for all, -
8:04 - 8:07which is getting an R rating
or 12 rating in the US, -
8:08 - 8:11I mean, it has to be pretty flat
in many places, -
8:11 - 8:14or you'll not get this rating,
so it won't appeal to this group. -
8:14 - 8:16M.K.: And one of the hardest parts
of making this game -
8:16 - 8:18was not actually making the game itself,
-
8:18 - 8:21it was to sell this game to a publisher.
-
8:21 - 8:23Because we were approaching
different companies, -
8:23 - 8:25and they were asking us questions.
-
8:25 - 8:29It was a standard set,
from all the publishers. -
8:29 - 8:31"What about the multiplayer mode?"
-
8:31 - 8:33And we were like,
"We are telling the story, you know. -
8:33 - 8:35It doesn't fit in this kind of game.
-
8:35 - 8:37So, we decided to make it single-player."
-
8:37 - 8:41And people looked at us like,
are we crazy or something? -
8:41 - 8:44And the other question was,
"Do you plan it for consoles?" -
8:44 - 8:47"No, we would like to focus on the PC."
-
8:47 - 8:49And then, it was end of story, basically.
-
8:49 - 8:52M.I.: We were coming with a story
based on Andrzej Sapkowski's books. -
8:52 - 8:54It's defined.
-
8:54 - 8:56It makes sense, it's a believable world,
-
8:56 - 8:58millions of people
read the book, and so on. -
8:58 - 9:00We didn't come up with it.
-
9:00 - 9:01And they were asking us:
-
9:01 - 9:04"Could the main protagonist be a female?
-
9:04 - 9:06Maybe a dwarf? How about that?" (Laughter)
-
9:06 - 9:09And we said, "Yeah, maybe we could
tweak it a little bit, -
9:09 - 9:11so let's talk another time."
-
9:11 - 9:15But really, people come up
with these kinds of ideas, -
9:15 - 9:19because it comes out
of a certain market service. -
9:20 - 9:23M.K.: This female character
is kind of a company story, -
9:23 - 9:26it's told from person to person,
-
9:26 - 9:29because that was what actually happened.
-
9:29 - 9:31One of the representatives
came from the second meeting, -
9:31 - 9:34and told us
that they had done the research, -
9:34 - 9:37and gamers would love
to play a female character. -
9:37 - 9:40And could we change the witcher Geralt
from Sapkowski's books -
9:40 - 9:42into an elvish woman?
-
9:42 - 9:45Because that was something that gamers
supposedly expected. (Laughter) -
9:45 - 9:48M.I.: We are already running 10 minutes,
-
9:48 - 9:50and we are halfway there,
so let's end here. -
9:50 - 9:52So what's the result?
-
9:52 - 9:53Just very briefly.
-
9:53 - 9:55So the flock was saying:
-
9:55 - 9:58"Working in a dying genre,
on a dying platform." -
9:58 - 10:00That's pretty much the verdict.
-
10:00 - 10:02And we sold 1.5 million units worldwide,
-
10:02 - 10:04and received over 100 awards.
-
10:04 - 10:06Why? Because...
-
10:06 - 10:09(Applause)
-
10:13 - 10:17Simply because the game was different,
it was appealing to a certain audience, -
10:17 - 10:19We delivered what we wanted to,
-
10:19 - 10:22and not some mass-market "blah-blah" pulp,
-
10:22 - 10:24which we really hate, by the way.
-
10:24 - 10:26Oh and by the way, the game was good, too.
-
10:26 - 10:28That's kind of important.
-
10:28 - 10:30M.K.: That's important too, yeah.
-
10:30 - 10:35So the next example is:
"Black Sheep does digital distribution." -
10:35 - 10:37So, direct delivery of games.
-
10:37 - 10:39We are gamers,
we're running a gaming company. -
10:39 - 10:43And again, you have the flock,
-
10:44 - 10:48and you have the very black sheep,
on the right. -
10:48 - 10:52And what was the flock doing and saying?
-
10:52 - 10:54So, "only new games."
-
10:54 - 10:55Digital distribution is, basically,
-
10:55 - 10:58the concept of downloading the game
directly to your computer, -
10:58 - 11:00and playing it, in one way or another,
-
11:00 - 11:04without the necessity of going to a store
and buying the game. -
11:05 - 11:07So basically, Video on Demand,
but in the gaming world. -
11:08 - 11:09So, only new games.
-
11:09 - 11:12High price points,
because new games are expensive, -
11:12 - 11:14so that's the best market.
-
11:14 - 11:16If it's a high price point,
-
11:16 - 11:18and you have a certain share
of the revenue, -
11:18 - 11:19you'll obviously get higher revenue.
-
11:20 - 11:21The region restriction.
-
11:21 - 11:25The platforms were usually originated
in western Europe and the US, -
11:25 - 11:28and quite often you were not able,
being a Polish customer, -
11:28 - 11:30Thai customer, Russian customer,
-
11:31 - 11:34whatever that was, really,
outside the US and Western Europe, -
11:34 - 11:37you weren't able to buy the games because
there wasn't a license for the region. -
11:37 - 11:41M.K.: It works pretty similar
to what we know from iTunes. -
11:41 - 11:43You cannot buy many things.
-
11:43 - 11:44M.I.: Or it doesn't work.
-
11:44 - 11:47M.K.: Yeah, you cannot buy many things
which US customers can buy. -
11:47 - 11:49M.I.: And different region pricing.
-
11:49 - 11:52So, in the US, the game was 50 dollars,
-
11:52 - 11:54in Europe it was 50 euros. Kind of unfair.
-
11:54 - 11:56Of course,
depending on the period of time. -
11:56 - 11:59And the last thing,
which is very important, DRM protection. -
11:59 - 12:01So you'd download a game,
-
12:01 - 12:04and it's protected,
you have to be online to play it, -
12:04 - 12:05even though it's single-player.
-
12:05 - 12:08It just makes your life
really difficult and cumbersome. -
12:08 - 12:11If you're traveling with a laptop,
you cannot play the game. -
12:11 - 12:13And what did we come up with?
-
12:14 - 12:15PC classics.
-
12:15 - 12:16Why? A few reasons.
-
12:16 - 12:18Because we found it a perfect niche,
-
12:18 - 12:21we had experience in it
in our Eastern-European markets, -
12:21 - 12:23in our retail, brick-and-mortar activity.
-
12:24 - 12:27And also, the big battle of the big guys
was happening in the new games. -
12:27 - 12:31So why enter there and you know,
fight with the big guys. -
12:31 - 12:33Then, we introduced lower price points.
-
12:33 - 12:36So 5 to 10 dollars, pretty much.
-
12:36 - 12:40No restrictions, and one price for all.
-
12:40 - 12:42"All different customers,"
-
12:42 - 12:43I lost that in this presentation.
-
12:45 - 12:47So, no regional restrictions.
-
12:47 - 12:51Actually, I was very proud
that we had some customers from Cambodia. -
12:52 - 12:55We are still looking
for some customers from Somalia. -
12:55 - 12:57I think, you know, in a few years
we'll get one or two. -
12:59 - 13:01And 100% DRM-free.
-
13:01 - 13:03So you download it,
and have a feeling of ownership. -
13:03 - 13:06Although it's a license,
it's a real feeling of ownership. -
13:06 - 13:08You own the game, you can back it up,
-
13:08 - 13:10you can install in on your notebook.
-
13:10 - 13:12M.K.: This is quite important,
-
13:12 - 13:16because most companies are afraid
to give the file to the end customer, -
13:16 - 13:20because they imagine that the customer
will start copying it endlessly, -
13:20 - 13:22and broadcasting it on the Internet.
-
13:22 - 13:26M.I.: "The customer will steal it."
(Laughter) -
13:26 - 13:30And they can go at any time
to the torrent sites, -
13:30 - 13:33and download any of the new games
totally for free. -
13:33 - 13:37And quite often,
because these pirated games are cracked, -
13:37 - 13:40so they have no protection,
the functionality for the user is better. -
13:40 - 13:42So this is a really sick concept.
-
13:44 - 13:46And what is the result?
-
13:48 - 13:51M.K.: So GOG, because that's our platform,
-
13:51 - 13:53started two years ago.
-
13:53 - 13:57So that's actually the youngest
digital distribution platform -
13:57 - 14:00of the top digital distribution platforms
right now, -
14:00 - 14:01working in the world.
-
14:01 - 14:06We showed here the 5 biggest
digital distribution platforms. -
14:06 - 14:08The first one, the biggest,
is Steampowered. -
14:08 - 14:11They were the first on the market,
and they are the leader. -
14:11 - 14:13M.I.: That's the pioneer premium.
-
14:13 - 14:16So if you are different, and a pioneer,
you'll really rock the world. -
14:16 - 14:19M.K.: And the other ones
are the followers. -
14:19 - 14:22And our GOG is the blue one.
-
14:22 - 14:25Just recently, a few weeks ago,
-
14:26 - 14:28we came to the position
of number one, as you can see. -
14:29 - 14:30And what is important --
-
14:30 - 14:33For example,
the one that we overcome here, -
14:33 - 14:37the yellow one, it's Direct2Drive.
-
14:37 - 14:38That's the platform which is connected
-
14:39 - 14:44with one of the biggest gaming magazines,
websites, in the world. -
14:44 - 14:46So they have very big leverage
-
14:46 - 14:49from the fact that they are connected
with the online magazine. -
14:49 - 14:52M.I.: [It says] "15 minutes" there,
it sounds kind of scary. -
14:52 - 14:54We still have 25 slides more to go, so...
-
14:54 - 14:55(Laughter)
-
14:55 - 14:56Give us a moment.
-
14:57 - 14:58Black Sheep makes PR.
-
14:58 - 15:02And that's about the platform,
about what we did recently. -
15:02 - 15:08So, a lot of people we were talking to
about signing deals for our platform -
15:09 - 15:10were asking about our marketing spend.
-
15:10 - 15:13And we'd say,
"We don't spend on marketing." -
15:13 - 15:15And they were like, "Hm, kind of strange.
-
15:15 - 15:18Because everybody spends on marketing,
and it really works." -
15:18 - 15:20But we have a different approach.
-
15:20 - 15:23We really think that PR builds more value.
-
15:23 - 15:25This is the way we've handled The Witcher,
-
15:25 - 15:27and the same way we approached GOG.
-
15:28 - 15:29So, what we did...
-
15:29 - 15:31We planned a big relaunch,
-
15:31 - 15:32getting out of beta,
-
15:32 - 15:36because the site ran in beta
for two years. -
15:37 - 15:40We planned to announce the new version,
come up with new features. -
15:40 - 15:42We signed really exceptional content,
great RPG games, -
15:42 - 15:47and wanted to use this opportunity
to boost the traffic -
15:47 - 15:49and get more customers going.
-
15:49 - 15:52So what we did was,
we decided to shut the site down. -
15:52 - 15:56I mean, some of you are probably dealing
with Internet business. -
15:56 - 15:58If there is no site, it's kind of scary,
-
15:58 - 16:01because that's your only connection
to the end customer. -
16:02 - 16:05We shut it down, we posted
a really lame-looking screen, -
16:05 - 16:09saying that, you know,
there were too many challenges, -
16:09 - 16:12and a certain era had ended,
and blah-blah-blah. -
16:13 - 16:16We thought it was very straight-forward,
-
16:16 - 16:18a true hint for the people:
-
16:18 - 16:20"Hey, it's a game, you know, we'll reopen!
-
16:21 - 16:22We're just having fun here."
-
16:22 - 16:24A lot of people didn't get it this way.
-
16:25 - 16:27We had to say a big sorry afterwards.
-
16:27 - 16:31But one thing happened
in the social-media driven world, -
16:31 - 16:37and the mass-market
TV and Internet stations. -
16:37 - 16:42We were covered in every single
biggest gaming place in the world -
16:42 - 16:43as a top story.
-
16:43 - 16:44"GOG went bankrupt."
-
16:45 - 16:46"Why did they close?"
-
16:47 - 16:49And you know, all the different theories.
-
16:49 - 16:50We really loved that.
-
16:52 - 16:54Of course, we were really scared
at the same time. -
16:54 - 16:56(Laughter)
-
16:56 - 16:57Changing our diapers, so to say.
-
16:58 - 17:01So, we thought we planted
some hints on the shutdown page. -
17:01 - 17:04Some people thought we didn't.
-
17:04 - 17:08We were, of course,
trying to manage it somehow, -
17:08 - 17:11and we were posting hints
via Twitter and Facebook. -
17:12 - 17:14And then on the second day of the closure
-
17:14 - 17:17we posted a trailer,
which was already showing something. -
17:17 - 17:19"It's a glimpse,
there is something coming." -
17:19 - 17:20Some people still didn't get that.
-
17:20 - 17:28And then we hosted
a very unusual PR conference. -
17:28 - 17:29(Laughter)
-
17:29 - 17:30(Applause)
-
17:35 - 17:39So, we told everybody that on Wednesday,
-
17:39 - 17:41we'd host an unusual PR conference.
-
17:42 - 17:44That the management would have
an official statement. -
17:44 - 17:47"Management," "official statement,"
I like these words. -
17:47 - 17:50And so, we appeared --
I'm the guy on the left, actually -- -
17:51 - 17:53dressed as monks,
and we asked people for redemption. -
17:53 - 17:56We also had a couple of videos about that.
-
17:56 - 17:58We have to be going, so...
-
17:58 - 17:59M.K.: Just a short note.
-
17:59 - 18:00For the press conference,
-
18:00 - 18:04we had more than 600 journalists
from all over the world, -
18:04 - 18:06checking what's going on with GOG.
-
18:06 - 18:08So, a huge number of journalists.
-
18:08 - 18:11M.I.: So, as you see,
it was only the 23rd, -
18:11 - 18:14so we peaked,
and the final message to deliver: -
18:15 - 18:17Guys, dare to be different.
-
18:17 - 18:18We believe there is a lot of value
-
18:18 - 18:21and there is a lot of great things
to come up with. -
18:21 - 18:23So, we're begging you,
dare to be different. -
18:24 - 18:25Thank you.
-
18:25 - 18:28(Applause)
-
18:28 - 18:29Paul Klipp: Thank you very much.
-
18:29 - 18:32(Applause)
- Title:
- Think different – it's still extremely up to date: Marcin Iwiński and Michał Kiciński at TEDxKraków
- Description:
-
Marcin Iwiński and Michał Kiciński, video game developers known for the famous Witcher series and for the gaming website gog.com talk about the strategy they have always followed: being the black sheep.
- Video Language:
- English
- Team:
- closed TED
- Project:
- TEDxTalks
- Duration:
- 18:31
Emma Gon
I think in
1:36 -1:38 So that's a flaw
It should say flock, as in the following lines it refers to it to be nice, warm and so on.