WEBVTT 00:00:00.079 --> 00:00:01.539 OK. Hello, everyone. 00:00:02.572 --> 00:00:04.030 It's a pleasure being here. 00:00:04.192 --> 00:00:07.657 It was a really well-designed presentation, so to say. 00:00:07.682 --> 00:00:12.175 I hope ours will not look badly, compared to that. 00:00:12.200 --> 00:00:16.660 It will be hard to measure up to a person that specializes in design. 00:00:19.084 --> 00:00:21.632 OK, so hopefully everything works, yes? 00:00:21.657 --> 00:00:24.123 We were just trying out some remote-control software, 00:00:24.148 --> 00:00:26.153 that's why I'm holding this device. 00:00:26.781 --> 00:00:30.669 We would like to tell you a little bit about the Black Sheep strategy. 00:00:31.851 --> 00:00:33.857 We'll try to keep it very simple, 00:00:34.028 --> 00:00:36.846 and we'll try to come up with some practical cases, 00:00:36.871 --> 00:00:38.444 to make it all a bit interesting. 00:00:38.469 --> 00:00:43.619 And, of course, the black sheep is really black here, actually. 00:00:43.644 --> 00:00:45.337 (Laughter) 00:00:45.362 --> 00:00:47.582 Yeah, it's so black that you can hardly see it. 00:00:49.795 --> 00:00:52.502 I hope that Zynga -- 00:00:52.527 --> 00:00:54.900 That's a black sheep that I found on the Internet. 00:00:54.925 --> 00:00:57.308 It's from Farmville. I hope they will not sue us. 00:00:57.333 --> 00:00:58.965 I didn't ask them for permission. 00:00:59.286 --> 00:01:00.835 There was not enough time for it. 00:01:00.860 --> 00:01:03.830 So actually, with Michał, we started following this strategy 00:01:03.855 --> 00:01:05.917 unconsciously, when we were in high school. 00:01:05.942 --> 00:01:07.995 So, it was the Black Sheep strategy. 00:01:08.426 --> 00:01:11.462 It didn't reflect well on our grades, you know? 00:01:11.813 --> 00:01:13.551 We were the black sheep of the class. 00:01:13.576 --> 00:01:17.120 It was the two of us, and we were apart from the herd. 00:01:17.466 --> 00:01:20.348 So, let's... (Laughter) 00:01:20.373 --> 00:01:23.175 Michał Kiciński: What actually resulted was that I, 00:01:23.200 --> 00:01:25.537 for example, didn't finish high school. 00:01:25.562 --> 00:01:28.789 Marcin Iwiński: You did, in another way. M.K.: In a sense, yes. 00:01:28.814 --> 00:01:29.868 (Laughter) 00:01:29.893 --> 00:01:31.843 M.I.: I did, but I had to change the class. 00:01:31.868 --> 00:01:35.548 So, it's not easy, what we're going to tell you about. 00:01:36.020 --> 00:01:38.329 So that's a flaw, because you see it's very nice, 00:01:38.354 --> 00:01:41.550 it's warm, it's cuddly, you feel safe. 00:01:42.885 --> 00:01:45.940 Actually, we changed the Farmville black sheep, 00:01:45.965 --> 00:01:47.975 as they have only black sheep, into white. 00:01:48.000 --> 00:01:50.670 So right now, you'll see the black sheep... 00:01:50.695 --> 00:01:52.429 (Laughter) 00:01:52.454 --> 00:01:54.554 You just see the eyes of it. 00:01:55.504 --> 00:01:57.932 You just see the eyes of this little sheep. 00:01:58.122 --> 00:02:01.539 But it means it's really not a very cool place to be in, 00:02:01.564 --> 00:02:02.703 at least on the slide. 00:02:03.282 --> 00:02:04.986 So, how do we see that? 00:02:05.011 --> 00:02:09.580 we really see that there are two main problems with the herd. 00:02:11.780 --> 00:02:14.367 Let's start with the first one. 00:02:15.213 --> 00:02:17.961 Following the herd is easy, it's very easy for everyone. 00:02:18.311 --> 00:02:20.350 And what we really see, 00:02:20.375 --> 00:02:22.468 as we are in business, we are entrepreneurs, 00:02:22.986 --> 00:02:25.086 it's all about delivering value. 00:02:25.298 --> 00:02:27.702 With the herd, people just follow. 00:02:28.004 --> 00:02:33.100 So whenever there is a certain solution, they just follow, because... 00:02:33.837 --> 00:02:36.637 They feel safe, and that's the second thing. 00:02:37.467 --> 00:02:40.070 M.K.: You can see that everywhere on the market. 00:02:40.095 --> 00:02:44.856 For example, Marcin has an iPad here, 00:02:45.036 --> 00:02:48.326 and right now everyone is doing pads on the market, right? 00:02:48.351 --> 00:02:51.058 And it was very difficult for the first company, 00:02:51.083 --> 00:02:52.880 in this case Apple, 00:02:53.211 --> 00:02:56.711 quite often being the black sheep, in our opinion, 00:02:56.933 --> 00:02:59.400 to invent this device. 00:02:59.425 --> 00:03:03.847 But now, every hardware manufacturer is doing some kind of pad. 00:03:04.026 --> 00:03:09.127 So it's pretty easy to follow the one who set the trend. 00:03:09.861 --> 00:03:13.663 M.I.: Yeah, that's really funny, because, I mean, 00:03:13.936 --> 00:03:16.770 in our 15 years in business, we talked to a lot of experts, 00:03:16.795 --> 00:03:19.733 a lot of analysts, 00:03:20.032 --> 00:03:22.770 a lot of, so to say, knowledgeable people. 00:03:22.795 --> 00:03:24.248 But they just follow the trend. 00:03:24.273 --> 00:03:26.208 So, in our opinion, they follow the herd. 00:03:27.439 --> 00:03:29.839 When something is set in stone, there is a standard, 00:03:29.864 --> 00:03:32.968 industry standards, a certain way of [doing] certain things, 00:03:32.993 --> 00:03:34.898 the most convenient way is just to follow. 00:03:35.212 --> 00:03:37.859 Because it's easy, and you feel safe. 00:03:38.095 --> 00:03:41.993 If you work in a big company, if you don't cross the line, 00:03:42.018 --> 00:03:44.378 you'll most probably not be fired, you'll be safe. 00:03:44.403 --> 00:03:46.924 Until the company runs into some big trouble, 00:03:46.949 --> 00:03:49.839 and then there's massive firing, but that's another story. 00:03:50.043 --> 00:03:55.281 M.K.: It's visible in very big companies, where people are afraid to take decisions. 00:03:55.306 --> 00:04:00.086 If they go the way everyone else is going, they are safe. 00:04:00.111 --> 00:04:01.516 Nobody can accuse them 00:04:01.644 --> 00:04:03.869 that they're doing something the wrong way, 00:04:03.894 --> 00:04:06.694 because they are doing it the way everybody else is doing it. 00:04:06.719 --> 00:04:09.863 M.I.: So if you look at the herd, it's a really nice place to be in. 00:04:09.888 --> 00:04:11.230 It's warm and safe. 00:04:11.255 --> 00:04:12.292 (Laughter) 00:04:12.839 --> 00:04:18.962 And, you know, we wanted to ask you this question: 00:04:18.987 --> 00:04:20.695 "Do you dare to be different?" 00:04:21.086 --> 00:04:24.773 We think that first of all, it's a way of life, 00:04:25.338 --> 00:04:27.522 and there is a big reward. 00:04:27.547 --> 00:04:29.558 I mean, whatever you do, it can be business, 00:04:29.583 --> 00:04:32.246 it can be just, you know, things in life. 00:04:32.476 --> 00:04:35.435 M.K.: Being in high school. M.I.: Yeah. 00:04:35.460 --> 00:04:37.815 In high school, it's kind of cool, people like you. 00:04:37.840 --> 00:04:38.762 (Laughter) 00:04:38.763 --> 00:04:40.254 Because you don't really care. 00:04:40.279 --> 00:04:43.035 But actually, you do, because you have to change the school, 00:04:43.060 --> 00:04:44.729 but it gets all complicated, so... 00:04:46.021 --> 00:04:50.042 So, as we are entrepreneurs, in business, 00:04:50.151 --> 00:04:51.236 there is a big reward. 00:04:51.261 --> 00:04:53.737 Because if you don't take the risk, 00:04:53.762 --> 00:04:57.726 if you don't try to come up with something that really delivers the value -- 00:04:57.751 --> 00:05:00.884 And what is important to stress here is, 00:05:00.909 --> 00:05:03.634 you have to try to be different for a reason. 00:05:03.659 --> 00:05:06.172 We are not talking about rebels without a cause. 00:05:06.331 --> 00:05:09.477 The high school example taught us a lesson, you know. 00:05:09.680 --> 00:05:12.149 "We're just rebels and, um..." Yeah. 00:05:12.526 --> 00:05:14.172 We were penalized for it. 00:05:14.197 --> 00:05:16.050 It didn't really make [so much] sense. 00:05:16.075 --> 00:05:17.674 But in business, it does. 00:05:17.699 --> 00:05:19.894 It does if you have a cool idea. 00:05:19.919 --> 00:05:21.907 You have to go against the herd, you guys. 00:05:21.932 --> 00:05:26.871 You have to go against certain trends which are set in stone, 00:05:26.896 --> 00:05:28.863 and it's really hard to break through them. 00:05:28.888 --> 00:05:30.438 M.K.: So, it's important. 00:05:30.463 --> 00:05:33.955 It's not "to be different for the sake of being different," 00:05:33.980 --> 00:05:35.205 just like that. 00:05:35.941 --> 00:05:38.361 M.I.: So let's move to the next slide. 00:05:38.535 --> 00:05:40.948 And that's actually a practical example. 00:05:40.973 --> 00:05:43.111 "Black Sheep makes a computer game." 00:05:43.411 --> 00:05:48.122 So on the left we have the flock, or the herd. 00:05:48.147 --> 00:05:50.582 On the right, we have the very black sheep. 00:05:51.022 --> 00:05:56.726 And that's the example of the first game we've developed, 00:05:56.751 --> 00:05:58.151 "The Witcher." 00:05:58.564 --> 00:06:04.186 So at the time when we started the process, 00:06:04.576 --> 00:06:06.951 the main trend was the gaming consoles, so... 00:06:07.419 --> 00:06:09.803 Everybody who was talking to us was saying, 00:06:09.828 --> 00:06:14.279 "Hey, you have to make a console game, or it will not make money. 00:06:14.304 --> 00:06:17.568 You will go bust with the company." 00:06:17.696 --> 00:06:19.217 Then, the second trend was: 00:06:19.242 --> 00:06:22.340 "If you don't want to make a console game you have to make an MMO." 00:06:22.365 --> 00:06:25.141 A Massive Multiplayer Online game, like World of Warcraft. 00:06:25.166 --> 00:06:26.414 At a certain point in time, 00:06:27.060 --> 00:06:30.434 almost everybody in the world was doing World of Warcraft clones. 00:06:30.708 --> 00:06:35.815 That's a very "flockish" approach, I would say. 00:06:35.840 --> 00:06:38.665 And there is no reward at the end. 00:06:38.969 --> 00:06:41.133 A lot of these guys really went bust, 00:06:41.158 --> 00:06:44.466 and that was happening during the crisis, 00:06:44.491 --> 00:06:45.844 and a little bit afterwards. 00:06:46.315 --> 00:06:49.811 M.K.: So when we started the development of The Witcher, 00:06:49.836 --> 00:06:54.139 somebody [calculated] that there were 200 projects, 00:06:54.164 --> 00:06:56.866 MMO projects, started in the world. 00:06:56.891 --> 00:06:59.038 So everyone was doing MMOs, 00:06:59.063 --> 00:07:01.616 because analysts, consultants, 00:07:01.641 --> 00:07:04.171 everyone was advising that that's the future of gaming. 00:07:04.196 --> 00:07:07.276 M.I.: I remember the reports we were getting from big publishers, 00:07:07.301 --> 00:07:08.862 and the reports were saying, like, 00:07:09.091 --> 00:07:11.450 "Make a console MMO, that would be the best. 00:07:11.841 --> 00:07:13.966 It would really kick ass, and you would rule." 00:07:14.187 --> 00:07:16.458 "And make sure that it appeals to everyone, 00:07:16.483 --> 00:07:18.587 so then you have all the market in the world, 00:07:18.612 --> 00:07:20.325 and you will make a lot of money." 00:07:20.350 --> 00:07:21.941 So what we did... 00:07:22.365 --> 00:07:23.973 We did a PC game. 00:07:23.998 --> 00:07:25.309 A dying platform. 00:07:25.574 --> 00:07:28.067 So PC computers versus consoles, I mean, 00:07:28.092 --> 00:07:29.715 the retail having its problems. 00:07:30.124 --> 00:07:32.778 We do not have time to elaborate, but yeah, it was tough. 00:07:32.803 --> 00:07:37.777 It was almost like that sentence. 00:07:37.802 --> 00:07:39.242 And then, we did single-player, 00:07:39.267 --> 00:07:40.847 because we wanted to tell a story, 00:07:40.848 --> 00:07:43.514 the story of an iconic hero, 00:07:43.535 --> 00:07:45.327 Geralt, the monster slayer. 00:07:45.543 --> 00:07:48.339 And then, we designed it for a specific audience, 00:07:48.364 --> 00:07:49.540 a mature audience. 00:07:49.565 --> 00:07:51.924 So, the whole story 00:07:51.949 --> 00:07:55.940 was written in a way that a mature audience would enjoy, 00:07:55.965 --> 00:07:59.299 and would find it witty, would find it intelligent. 00:07:59.598 --> 00:08:02.272 I don't want to say that other games are not intelligent, 00:08:02.297 --> 00:08:04.442 but if you're making a game designed for all, 00:08:04.467 --> 00:08:07.490 which is getting an R rating or 12 rating in the US, 00:08:07.515 --> 00:08:10.513 I mean, it has to be pretty flat in many places, 00:08:10.538 --> 00:08:13.508 or you'll not get this rating, so it won't appeal to this group. 00:08:13.826 --> 00:08:16.364 M.K.: And one of the hardest parts of making this game 00:08:16.389 --> 00:08:18.272 was not actually making the game itself, 00:08:18.297 --> 00:08:20.989 it was to sell this game to a publisher. 00:08:21.014 --> 00:08:23.280 Because we were approaching different companies, 00:08:23.305 --> 00:08:24.880 and they were asking us questions. 00:08:24.905 --> 00:08:28.671 It was a standard set, from all the publishers. 00:08:28.912 --> 00:08:30.613 "What about the multiplayer mode?" 00:08:30.638 --> 00:08:33.179 And we were like, "We are telling the story, you know. 00:08:33.205 --> 00:08:35.097 It doesn't fit in this kind of game. 00:08:35.123 --> 00:08:37.410 So, we decided to make it single-player." 00:08:37.436 --> 00:08:40.731 And people looked at us like, are we crazy or something? 00:08:40.885 --> 00:08:44.318 And the other question was, "Do you plan it for consoles?" 00:08:44.343 --> 00:08:46.646 "No, we would like to focus on the PC." 00:08:46.671 --> 00:08:49.119 And then, it was end of story, basically. 00:08:49.144 --> 00:08:52.418 M.I.: We were coming with a story based on Andrzej Sapkowski's books. 00:08:52.443 --> 00:08:53.722 It's defined. 00:08:53.894 --> 00:08:55.801 It makes sense, it's a believable world, 00:08:55.826 --> 00:08:57.907 millions of people read the book, and so on. 00:08:57.932 --> 00:08:59.629 We didn't come up with it. 00:08:59.654 --> 00:09:01.261 And they were asking us: 00:09:01.448 --> 00:09:03.613 "Could the main protagonist be a female? 00:09:03.638 --> 00:09:05.633 Maybe a dwarf? How about that?" (Laughter) 00:09:05.658 --> 00:09:09.001 And we said, "Yeah, maybe we could tweak it a little bit, 00:09:09.026 --> 00:09:11.220 so let's talk another time." 00:09:11.488 --> 00:09:14.609 But really, people come up with these kinds of ideas, 00:09:14.634 --> 00:09:19.196 because it comes out of a certain market service. 00:09:19.621 --> 00:09:22.867 M.K.: This female character is kind of a company story, 00:09:22.892 --> 00:09:26.359 it's told from person to person, 00:09:26.384 --> 00:09:28.564 because that was what actually happened. 00:09:28.589 --> 00:09:31.205 One of the representatives came from the second meeting, 00:09:31.230 --> 00:09:34.030 and told us that they had done the research, 00:09:34.324 --> 00:09:37.142 and gamers would love to play a female character. 00:09:37.284 --> 00:09:40.382 And could we change the witcher Geralt from Sapkowski's books 00:09:40.407 --> 00:09:41.564 into an elvish woman? 00:09:41.925 --> 00:09:45.282 Because that was something that gamers supposedly expected. (Laughter) 00:09:45.307 --> 00:09:47.532 M.I.: We are already running 10 minutes, 00:09:47.557 --> 00:09:50.165 and we are halfway there, so let's end here. 00:09:50.370 --> 00:09:51.741 So what's the result? 00:09:51.766 --> 00:09:53.337 Just very briefly. 00:09:53.362 --> 00:09:55.211 So the flock was saying: 00:09:55.236 --> 00:09:57.857 "Working in a dying genre, on a dying platform." 00:09:57.882 --> 00:09:59.992 That's pretty much the verdict. 00:10:00.179 --> 00:10:02.235 And we sold 1.5 million units worldwide, 00:10:02.260 --> 00:10:04.016 and received over 100 awards. 00:10:04.041 --> 00:10:05.645 Why? Because... 00:10:05.670 --> 00:10:08.670 (Applause) 00:10:12.753 --> 00:10:16.557 Simply because the game was different, it was appealing to a certain audience, 00:10:17.094 --> 00:10:18.703 We delivered what we wanted to, 00:10:18.728 --> 00:10:22.226 and not some mass-market "blah-blah" pulp, 00:10:22.251 --> 00:10:23.976 which we really hate, by the way. 00:10:24.001 --> 00:10:26.278 Oh and by the way, the game was good, too. 00:10:26.303 --> 00:10:28.121 That's kind of important. 00:10:28.146 --> 00:10:29.786 M.K.: That's important too, yeah. 00:10:30.358 --> 00:10:35.026 So the next example is: "Black Sheep does digital distribution." 00:10:35.051 --> 00:10:36.852 So, direct delivery of games. 00:10:36.995 --> 00:10:39.274 We are gamers, we're running a gaming company. 00:10:39.464 --> 00:10:43.352 And again, you have the flock, 00:10:43.775 --> 00:10:47.646 and you have the very black sheep, on the right. 00:10:47.671 --> 00:10:51.590 And what was the flock doing and saying? 00:10:51.615 --> 00:10:53.512 So, "only new games." 00:10:53.537 --> 00:10:55.202 Digital distribution is, basically, 00:10:55.227 --> 00:10:58.088 the concept of downloading the game directly to your computer, 00:10:58.113 --> 00:10:59.953 and playing it, in one way or another, 00:10:59.978 --> 00:11:04.451 without the necessity of going to a store and buying the game. 00:11:04.576 --> 00:11:07.185 So basically, Video on Demand, but in the gaming world. 00:11:07.609 --> 00:11:09.088 So, only new games. 00:11:09.400 --> 00:11:12.378 High price points, because new games are expensive, 00:11:12.403 --> 00:11:14.041 so that's the best market. 00:11:14.260 --> 00:11:15.596 If it's a high price point, 00:11:15.621 --> 00:11:17.611 and you have a certain share of the revenue, 00:11:17.612 --> 00:11:19.387 you'll obviously get higher revenue. 00:11:19.512 --> 00:11:21.112 The region restriction. 00:11:21.137 --> 00:11:25.051 The platforms were usually originated in western Europe and the US, 00:11:25.076 --> 00:11:28.268 and quite often you were not able, being a Polish customer, 00:11:28.385 --> 00:11:30.276 Thai customer, Russian customer, 00:11:30.526 --> 00:11:33.644 whatever that was, really, outside the US and Western Europe, 00:11:33.669 --> 00:11:37.408 you weren't able to buy the games because there wasn't a license for the region. 00:11:37.433 --> 00:11:41.125 M.K.: It works pretty similar to what we know from iTunes. 00:11:41.150 --> 00:11:42.719 You cannot buy many things. 00:11:42.744 --> 00:11:44.047 M.I.: Or it doesn't work. 00:11:44.072 --> 00:11:47.166 M.K.: Yeah, you cannot buy many things which US customers can buy. 00:11:47.191 --> 00:11:49.060 M.I.: And different region pricing. 00:11:49.085 --> 00:11:51.715 So, in the US, the game was 50 dollars, 00:11:51.740 --> 00:11:54.189 in Europe it was 50 euros. Kind of unfair. 00:11:54.214 --> 00:11:56.241 Of course, depending on the period of time. 00:11:56.372 --> 00:11:59.244 And the last thing, which is very important, DRM protection. 00:11:59.346 --> 00:12:01.248 So you'd download a game, 00:12:01.273 --> 00:12:03.985 and it's protected, you have to be online to play it, 00:12:04.010 --> 00:12:05.455 even though it's single-player. 00:12:05.480 --> 00:12:08.134 It just makes your life really difficult and cumbersome. 00:12:08.159 --> 00:12:10.884 If you're traveling with a laptop, you cannot play the game. 00:12:10.985 --> 00:12:13.085 And what did we come up with? 00:12:13.976 --> 00:12:15.188 PC classics. 00:12:15.213 --> 00:12:16.404 Why? A few reasons. 00:12:16.429 --> 00:12:18.277 Because we found it a perfect niche, 00:12:18.302 --> 00:12:20.894 we had experience in it in our Eastern-European markets, 00:12:20.919 --> 00:12:23.338 in our retail, brick-and-mortar activity. 00:12:23.810 --> 00:12:27.212 And also, the big battle of the big guys was happening in the new games. 00:12:27.237 --> 00:12:31.213 So why enter there and you know, fight with the big guys. 00:12:31.238 --> 00:12:33.034 Then, we introduced lower price points. 00:12:33.059 --> 00:12:35.940 So 5 to 10 dollars, pretty much. 00:12:36.384 --> 00:12:40.147 No restrictions, and one price for all. 00:12:40.172 --> 00:12:41.554 "All different customers," 00:12:41.579 --> 00:12:43.467 I lost that in this presentation. 00:12:45.302 --> 00:12:47.288 So, no regional restrictions. 00:12:47.313 --> 00:12:51.036 Actually, I was very proud that we had some customers from Cambodia. 00:12:51.523 --> 00:12:54.737 We are still looking for some customers from Somalia. 00:12:54.762 --> 00:12:57.377 I think, you know, in a few years we'll get one or two. 00:12:59.186 --> 00:13:00.993 And 100% DRM-free. 00:13:01.018 --> 00:13:03.391 So you download it, and have a feeling of ownership. 00:13:03.416 --> 00:13:06.099 Although it's a license, it's a real feeling of ownership. 00:13:06.124 --> 00:13:07.844 You own the game, you can back it up, 00:13:07.869 --> 00:13:10.235 you can install in on your notebook. 00:13:10.260 --> 00:13:11.751 M.K.: This is quite important, 00:13:11.776 --> 00:13:16.118 because most companies are afraid to give the file to the end customer, 00:13:16.143 --> 00:13:19.534 because they imagine that the customer will start copying it endlessly, 00:13:19.559 --> 00:13:22.292 and broadcasting it on the Internet. 00:13:22.317 --> 00:13:26.140 M.I.: "The customer will steal it." (Laughter) 00:13:26.165 --> 00:13:29.821 And they can go at any time to the torrent sites, 00:13:30.010 --> 00:13:33.369 and download any of the new games totally for free. 00:13:33.478 --> 00:13:36.830 And quite often, because these pirated games are cracked, 00:13:36.855 --> 00:13:40.099 so they have no protection, the functionality for the user is better. 00:13:40.124 --> 00:13:42.224 So this is a really sick concept. 00:13:43.816 --> 00:13:45.636 And what is the result? 00:13:48.368 --> 00:13:51.226 M.K.: So GOG, because that's our platform, 00:13:51.251 --> 00:13:52.650 started two years ago. 00:13:53.027 --> 00:13:56.875 So that's actually the youngest digital distribution platform 00:13:57.000 --> 00:13:59.680 of the top digital distribution platforms right now, 00:13:59.705 --> 00:14:00.984 working in the world. 00:14:01.174 --> 00:14:05.611 We showed here the 5 biggest digital distribution platforms. 00:14:05.878 --> 00:14:07.962 The first one, the biggest, is Steampowered. 00:14:07.987 --> 00:14:11.031 They were the first on the market, and they are the leader. 00:14:11.190 --> 00:14:12.724 M.I.: That's the pioneer premium. 00:14:12.749 --> 00:14:15.987 So if you are different, and a pioneer, you'll really rock the world. 00:14:16.394 --> 00:14:19.087 M.K.: And the other ones are the followers. 00:14:19.112 --> 00:14:21.980 And our GOG is the blue one. 00:14:22.005 --> 00:14:24.791 Just recently, a few weeks ago, 00:14:25.715 --> 00:14:28.245 we came to the position of number one, as you can see. 00:14:28.689 --> 00:14:30.463 And what is important -- 00:14:30.488 --> 00:14:33.431 For example, the one that we overcome here, 00:14:33.456 --> 00:14:36.581 the yellow one, it's Direct2Drive. 00:14:36.698 --> 00:14:38.483 That's the platform which is connected 00:14:38.508 --> 00:14:44.200 with one of the biggest gaming magazines, websites, in the world. 00:14:44.225 --> 00:14:46.174 So they have very big leverage 00:14:46.199 --> 00:14:49.177 from the fact that they are connected with the online magazine. 00:14:49.202 --> 00:14:51.961 M.I.: [It says] "15 minutes" there, it sounds kind of scary. 00:14:51.986 --> 00:14:53.867 We still have 25 slides more to go, so... 00:14:53.892 --> 00:14:54.944 (Laughter) 00:14:54.969 --> 00:14:56.204 Give us a moment. 00:14:56.583 --> 00:14:57.997 Black Sheep makes PR. 00:14:58.022 --> 00:15:02.049 And that's about the platform, about what we did recently. 00:15:02.074 --> 00:15:08.478 So, a lot of people we were talking to about signing deals for our platform 00:15:08.503 --> 00:15:10.324 were asking about our marketing spend. 00:15:10.349 --> 00:15:12.550 And we'd say, "We don't spend on marketing." 00:15:12.695 --> 00:15:14.937 And they were like, "Hm, kind of strange. 00:15:14.962 --> 00:15:17.897 Because everybody spends on marketing, and it really works." 00:15:17.922 --> 00:15:19.677 But we have a different approach. 00:15:19.702 --> 00:15:22.963 We really think that PR builds more value. 00:15:22.988 --> 00:15:25.035 This is the way we've handled The Witcher, 00:15:25.060 --> 00:15:27.042 and the same way we approached GOG. 00:15:27.521 --> 00:15:28.606 So, what we did... 00:15:28.974 --> 00:15:30.839 We planned a big relaunch, 00:15:30.864 --> 00:15:32.354 getting out of beta, 00:15:32.379 --> 00:15:36.114 because the site ran in beta for two years. 00:15:36.875 --> 00:15:39.885 We planned to announce the new version, come up with new features. 00:15:39.910 --> 00:15:42.470 We signed really exceptional content, great RPG games, 00:15:42.495 --> 00:15:46.718 and wanted to use this opportunity to boost the traffic 00:15:46.743 --> 00:15:48.665 and get more customers going. 00:15:48.965 --> 00:15:52.127 So what we did was, we decided to shut the site down. 00:15:52.370 --> 00:15:55.541 I mean, some of you are probably dealing with Internet business. 00:15:55.566 --> 00:15:57.718 If there is no site, it's kind of scary, 00:15:57.743 --> 00:16:00.649 because that's your only connection to the end customer. 00:16:01.647 --> 00:16:05.272 We shut it down, we posted a really lame-looking screen, 00:16:05.498 --> 00:16:09.009 saying that, you know, there were too many challenges, 00:16:09.034 --> 00:16:12.237 and a certain era had ended, and blah-blah-blah. 00:16:12.556 --> 00:16:15.799 We thought it was very straight-forward, 00:16:16.081 --> 00:16:17.937 a true hint for the people: 00:16:17.962 --> 00:16:20.462 "Hey, it's a game, you know, we'll reopen! 00:16:20.651 --> 00:16:21.940 We're just having fun here." 00:16:22.151 --> 00:16:24.479 A lot of people didn't get it this way. 00:16:24.627 --> 00:16:27.166 We had to say a big sorry afterwards. 00:16:27.374 --> 00:16:31.269 But one thing happened in the social-media driven world, 00:16:31.294 --> 00:16:36.649 and the mass-market TV and Internet stations. 00:16:37.066 --> 00:16:41.646 We were covered in every single biggest gaming place in the world 00:16:41.671 --> 00:16:42.999 as a top story. 00:16:43.024 --> 00:16:44.436 "GOG went bankrupt." 00:16:44.931 --> 00:16:46.468 "Why did they close?" 00:16:46.700 --> 00:16:48.603 And you know, all the different theories. 00:16:48.628 --> 00:16:49.993 We really loved that. 00:16:52.063 --> 00:16:54.353 Of course, we were really scared at the same time. 00:16:54.354 --> 00:16:55.539 (Laughter) 00:16:55.540 --> 00:16:57.227 Changing our diapers, so to say. 00:16:57.602 --> 00:17:01.466 So, we thought we planted some hints on the shutdown page. 00:17:01.491 --> 00:17:03.868 Some people thought we didn't. 00:17:04.387 --> 00:17:07.748 We were, of course, trying to manage it somehow, 00:17:08.473 --> 00:17:11.247 and we were posting hints via Twitter and Facebook. 00:17:11.532 --> 00:17:14.019 And then on the second day of the closure 00:17:14.044 --> 00:17:16.630 we posted a trailer, which was already showing something. 00:17:16.655 --> 00:17:18.655 "It's a glimpse, there is something coming." 00:17:18.680 --> 00:17:20.284 Some people still didn't get that. 00:17:20.309 --> 00:17:27.618 And then we hosted a very unusual PR conference. 00:17:27.644 --> 00:17:28.782 (Laughter) 00:17:29.329 --> 00:17:30.009 (Applause) 00:17:35.482 --> 00:17:39.075 So, we told everybody that on Wednesday, 00:17:39.100 --> 00:17:41.184 we'd host an unusual PR conference. 00:17:42.056 --> 00:17:44.447 That the management would have an official statement. 00:17:44.472 --> 00:17:47.030 "Management," "official statement," I like these words. 00:17:47.055 --> 00:17:50.005 And so, we appeared -- I'm the guy on the left, actually -- 00:17:50.514 --> 00:17:53.448 dressed as monks, and we asked people for redemption. 00:17:53.473 --> 00:17:55.559 We also had a couple of videos about that. 00:17:55.767 --> 00:17:57.611 We have to be going, so... 00:17:57.830 --> 00:17:59.156 M.K.: Just a short note. 00:17:59.181 --> 00:18:00.351 For the press conference, 00:18:00.376 --> 00:18:04.121 we had more than 600 journalists from all over the world, 00:18:04.146 --> 00:18:05.726 checking what's going on with GOG. 00:18:05.729 --> 00:18:07.820 So, a huge number of journalists. 00:18:07.845 --> 00:18:11.239 M.I.: So, as you see, it was only the 23rd, 00:18:11.264 --> 00:18:14.270 so we peaked, and the final message to deliver: 00:18:14.858 --> 00:18:16.509 Guys, dare to be different. 00:18:16.855 --> 00:18:18.430 We believe there is a lot of value 00:18:18.455 --> 00:18:20.828 and there is a lot of great things to come up with. 00:18:20.853 --> 00:18:23.064 So, we're begging you, dare to be different. 00:18:23.634 --> 00:18:24.610 Thank you. 00:18:24.635 --> 00:18:27.635 (Applause) 00:18:27.781 --> 00:18:29.357 Paul Klipp: Thank you very much. 00:18:29.382 --> 00:18:31.755 (Applause)