
Up down up UP DOWN UP
Description
Book Introduction
"Why do successful companies collapse again?" "Game companies that astonished the world with a single game—what was their secret to overcoming failure and achieving success?"
"Up Down Up" is a book in which the author, who personally experienced the ups and downs of global game companies such as King and Paradox Interactive for 20 years, interviews over 100 game industry leaders and analyzes the clear patterns that emerge from their successes and failures.
This book not only presents specific survival strategies and core principles for each stage of a company's life cycle—from startup and growth to maturity and stagnation—but also offers practical and insightful answers to all leaders seeking to build sustainable companies.
"Up Down Up" is a book in which the author, who personally experienced the ups and downs of global game companies such as King and Paradox Interactive for 20 years, interviews over 100 game industry leaders and analyzes the clear patterns that emerge from their successes and failures.
This book not only presents specific survival strategies and core principles for each stage of a company's life cycle—from startup and growth to maturity and stagnation—but also offers practical and insightful answers to all leaders seeking to build sustainable companies.
- You can preview some of the book's contents.
Preview
index
prolog
What do the most successful gaming companies have in common? Ultimately, they fail.
25
The Foundation of a Successful Gaming Company
Soft value = hard currency 39
Great Principles Are the Key to Success 49
Every successful gaming company has big ambitions. 77
Hedgehog Concept 91
Become the architect of your own game company 99
Startup period
Characteristics of the Startup Era 131
Difficulties with Difficult Things 135
Proven and Promised 145
Urgency Level 157
Entertainer and Craftsman 167
Grumbling Old Couple 175
Startup Team 191
Bootcamp 207
Trading (financial) power and control, or vice versa 215
period of growth
Characteristics of the Growing Up Period 231
From Darkness to Light 235
The Player is Our True Boss 243
The Loud Minority and the Silent Majority 253
There have been few truly disruptive changes in the industry so far. 261
Resist the temptation to hire too many people too quickly. 273
Understanding My Dunbar 285
Let's understand our cultural transmission ratio 293
The period of maturity
Characteristics of Maturity 299
Dig deeper where you stand 303
Make the same game over and over again 309
Deep ruts make change more difficult. 321
The Incremental Evolution Model and the Radical Innovation Model 339
3 Horizon Theory 351
A period of stagnation
Characteristics of a Recession 365
How the Giant Falls 367
Arrogance from Success 379
More, More Pursuit 385
Time to Wake Up 393
Change is needed, and the right kind of change 401
Confusion between 'what' and 'why' 407
Epilogue
Up Down Up 415
What do the most successful gaming companies have in common? Ultimately, they fail.
25
The Foundation of a Successful Gaming Company
Soft value = hard currency 39
Great Principles Are the Key to Success 49
Every successful gaming company has big ambitions. 77
Hedgehog Concept 91
Become the architect of your own game company 99
Startup period
Characteristics of the Startup Era 131
Difficulties with Difficult Things 135
Proven and Promised 145
Urgency Level 157
Entertainer and Craftsman 167
Grumbling Old Couple 175
Startup Team 191
Bootcamp 207
Trading (financial) power and control, or vice versa 215
period of growth
Characteristics of the Growing Up Period 231
From Darkness to Light 235
The Player is Our True Boss 243
The Loud Minority and the Silent Majority 253
There have been few truly disruptive changes in the industry so far. 261
Resist the temptation to hire too many people too quickly. 273
Understanding My Dunbar 285
Let's understand our cultural transmission ratio 293
The period of maturity
Characteristics of Maturity 299
Dig deeper where you stand 303
Make the same game over and over again 309
Deep ruts make change more difficult. 321
The Incremental Evolution Model and the Radical Innovation Model 339
3 Horizon Theory 351
A period of stagnation
Characteristics of a Recession 365
How the Giant Falls 367
Arrogance from Success 379
More, More Pursuit 385
Time to Wake Up 393
Change is needed, and the right kind of change 401
Confusion between 'what' and 'why' 407
Epilogue
Up Down Up 415
Into the book
People who talk about 'luck' are actually often talking about 'timing'.
Timing is about making decisions that affect the entire company and being prepared for the moment when you need to be 'ready'.
The ability to manage this tricky balance will be key to the success of any new gaming company.
Nicklas Head, co-founder and first CEO of Rovio, provides a good example.
Before creating 'Angry Birds,' Rovio spent most of its time working on outsourced projects.
Niklas said this wasn't what he wanted to do, but at the time, Rovio felt he had no choice.
“Before the first-generation iPhone, there wasn’t really an ecosystem for developers to release mobile games.
“We wanted to make our own games, but at the same time we realized there was nowhere to publish them.”
Apple launched its first-generation App Store for the iPhone in mid-2008, and Rovio released Angry Birds in late 2009.
The game topped the US paid app charts in mid-2010, holding that spot for 275 days.
Joachim Achren, co-founder of Next Games and an elite game developer, said:
“I try to encourage founders to focus more on new market possibilities than on new game ideas.
Gretzky's words mean that we must develop the ability to anticipate future trends and stay ahead of the times.”
The ability to understand and prepare for market timing is key to creating a successful gaming company.
This may be the most important thing.
I call this the 'Level of Urgency'.
This is, above all, a ‘thinking process’.
Your goal is to identify the types of foreseeable upcoming changes in your industry and determine which of them will impact your company.
After that, your job is to prepare for such changes.
Timing is about making decisions that affect the entire company and being prepared for the moment when you need to be 'ready'.
The ability to manage this tricky balance will be key to the success of any new gaming company.
Nicklas Head, co-founder and first CEO of Rovio, provides a good example.
Before creating 'Angry Birds,' Rovio spent most of its time working on outsourced projects.
Niklas said this wasn't what he wanted to do, but at the time, Rovio felt he had no choice.
“Before the first-generation iPhone, there wasn’t really an ecosystem for developers to release mobile games.
“We wanted to make our own games, but at the same time we realized there was nowhere to publish them.”
Apple launched its first-generation App Store for the iPhone in mid-2008, and Rovio released Angry Birds in late 2009.
The game topped the US paid app charts in mid-2010, holding that spot for 275 days.
Joachim Achren, co-founder of Next Games and an elite game developer, said:
“I try to encourage founders to focus more on new market possibilities than on new game ideas.
Gretzky's words mean that we must develop the ability to anticipate future trends and stay ahead of the times.”
The ability to understand and prepare for market timing is key to creating a successful gaming company.
This may be the most important thing.
I call this the 'Level of Urgency'.
This is, above all, a ‘thinking process’.
Your goal is to identify the types of foreseeable upcoming changes in your industry and determine which of them will impact your company.
After that, your job is to prepare for such changes.
--- From the text
GOODS SPECIFICS
- Date of issue: July 31, 2025
- Format: Hardcover book binding method guide
- Page count, weight, size: 464 pages | 140*210*30mm
- ISBN13: 9791197155772
- ISBN10: 1197155775
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