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  <abstract>With 30mn visitors a month and a third webby award under their belts, Flash games site Miniclip has seen solid growth since 2001. Ian Delaney talks to founder &lt;strong&gt;Rob Small&lt;/strong&gt; to find out the secrets of its success.</abstract>
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  <content>&lt;p&gt;&lt;strong&gt;With 30mn visitors a month and a third webby award         under their belts, Flash games site &lt;a href="http://www.miniclip.com"&gt;Miniclip&lt;/a&gt; has seen solid         growth since 2001. Ian Delaney talks to founder Rob Small to         find out the secrets of its success.&lt;/strong&gt;&lt;/p&gt;                  &lt;p&gt;&lt;strong&gt;Where did Miniclip come from?&lt;/strong&gt;&lt;/p&gt;         &lt;a href="http://www.flickr.com/photos/ian_delaney/503192880/" title="Photo Sharing"&gt;&lt;img src="http://farm1.static.flickr.com/219/503192880_4c7b51424d_o.jpg" border="0" alt="corporate_robert_small" hspace="5" vspace="5" width="133" height="200" align="left" /&gt;&lt;/a&gt;                   &lt;p&gt;We started it in 2001. I'd just left university and was         an avid gamer. Our co-founder Tihan Presbie came from a         background in stock trading. We seized on the opportunities of         Flash as a production tool. At that time, most people had a         dial-up connection and we saw its possibilities for delivering         lightweight, compatible rich media experiences.&lt;/p&gt;                  &lt;p&gt;Initially, we tended to produce topically-based games -         throwing tomatoes at Tony Blair, that sort of thing. Those sorts         of games may not have a great deal of longevity, and they         weren't especially well-coded. I produced a number of the         early games myself, so I can testify to that. But they do work         very well virally for a quick, short-lived hit. People send the         link to their friends or post it onto their websites. That gave         us a user base of a million people after only two months.&lt;/p&gt;                  &lt;p&gt;&lt;strong&gt;And how did you grow from there?&lt;/strong&gt;&lt;/p&gt;                  &lt;p&gt;Once we'd established that user base, we realised that we         needed to produce a broader array of games that belonged to a         variety of genres. We also wanted to hit more of a mainstream         audience.&lt;/p&gt;                  &lt;p&gt;We have an internal development team to create content, but         we also work with a lot of partners. We've worked very         closely with the Flash community and in some ways the growth of         that has mirrored Miniclip. We still produce a lot of games         in-house, but we also have a network of over a hundred Flash         development houses.&lt;/p&gt;                  &lt;p&gt;We have two server farms, one based in Madrid and one in         Miami. The first serves Europe and the other serves the US. And         these are fully redundant in case of emergencies. We can         register up to two million visits a day, so looking back I think         it was a very shrewd move on our part to buy our own server         farms. If we had been paying someone else for our bandwidth then         we could have folded overnight when the site first started to         become popular.&lt;/p&gt;                  &lt;p&gt;&lt;strong&gt;How much is this worth and where do your revenues         come from?&lt;/strong&gt;&lt;/p&gt;                  &lt;p&gt;I can tell you that we've been profitable for five of our         six years of existence. Our last audited accounts - from 2005 -         showed a turnover of &amp;pound;5.2mn.&lt;/p&gt;                  &lt;p&gt;Our main revenues come from subscriptions. A lot of our games         are free, but subscribers who pay &amp;pound;5.95 a month have access to         more and can download the games to their desktop. We have some         advertising, but the main form that takes is advergames - games         created to promote certain brands or products. We're getting         a lot of those around film releases, for example. The         click-throughs from those games to the related websites are very         strong - a lot better than conventional banners and so forth.         They still have to go through our quality control, though, and         we have turned advergames down when the gameplay hasn't been         strong enough. Ultimately, if the games are weak, our users will         be unhappy and that - ultimately - will make those clients         unhappy.&lt;/p&gt;                  &lt;p&gt;&lt;strong&gt;What trends do you see in the development of Flash         games?&lt;/strong&gt;&lt;/p&gt;                  &lt;p&gt;As I said, in the early days we tended to have a lot of         topical stuff. Nowadays, we're spending more time creating         learning and puzzle games. Miniclip is used by teachers a lot,         as a reward for good behaviour or finishing their work quickly.         So we want to make games that they'll want the kids         playing.&lt;/p&gt;                  &lt;p&gt;We're seeing an increasing interest in multiplayer         gaming. Runescape and &lt;a href="http://www.miniclip.com/games/club-penguin/en/"&gt;Club         Penguin&lt;/a&gt;, in particular, are very popular, which reflects         what's going on elsewhere on the web with social networks.         We're going to be building more of those sorts of features         into the site so that members get more of a sense of belonging         to a community. There might be hundreds of thousands of players         online at any one time, but at the moment we don't really         convey a sense of that being the case.&lt;/p&gt;                  &lt;p&gt;There's also a trend towards a greater degree of         creativity being available to the player. I'm thinking of         things like &lt;a href="http://www.official-linerider.com/play.html"&gt;Line         Rider&lt;/a&gt; - a game that we wanted really badly for the site.         These games are more like mini applications than the traditional         Flash game. There will be some announcements along those lines         before too long.&lt;/p&gt;                  &lt;p&gt;Lastly, the emergence of Microsoft's Silverlight and         Adobe's Apollo appear to be heralding a time when these         sorts of games can be considerably more ambitious. Both because         they are very sophisticated development environments, and         because on both platforms, performance is much improved. We         constantly have to tone down games at the moment because we have         to pitch them towards the majority rather than the minority with         blazing fast machines.&lt;br /&gt;         &lt;/p&gt;                  </content>
  <created-at type="datetime">2007-05-18T13:39:41+01:00</created-at>
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  <permalink>2007/5/18/game-boy-advance</permalink>
  <tag-list>casual games</tag-list>
  <title>Game Boy Advance</title>
  <updated-at type="datetime">2007-11-19T09:18:44+00:00</updated-at>
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