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Think different – it's still extremely up to date: Marcin Iwiński and Michał Kiciński at TEDxKraków

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

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
18:31
  • 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.

English subtitles

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