From your perspective, what are you seeing lately in these “copycat” reports and what’s your take on that overall?
Brian Reynolds: Well, IÂ’ve been making games, IÂ’m actually coming up on 21 years [laughs]. So when I put it in perspective, with having been around the game industry a long time, IÂ’m not exactly sure why itÂ’s considered such a big deal right now, or why someone thinks thereÂ’s anything really surprising going on.
At Zynga, of course, I feel like weÂ’ve got lots of innovation going on, so I certainly want to talk about that. But I was there in the '90s when Doom came out and then everybody made a shooter, and I was there when Warcraft and Command & Conquer came out in 1997, and then like 50 different [real-time strategy] games launched, and it was the year of the RTS.
And we donÂ’t remember very many of them any more. So when thereÂ’s a new genre or a new thing, then everybody gets their game in. And the main thing for us, our goal is to have the highest-quality thing. Obviously itÂ’s competitive, and we may not always end up being the one to have the best thing in every space, but we certainly try to.
One of the subtleties about the social games space is youÂ’re kind of updating and changing a lot, so what you ship when you first launch isnÂ’t always where the game ultimately goes. And thereÂ’s certainly something to be said for just kind of getting something up and running in the space, and then you then you keep on innovating it. ThatÂ’s a little bit more of a web model then a traditional game industry model, but itÂ’s certainly also something that kind of applies.