

It goes on and continues to make tens of thousands of dollars a day across all its formats. Molyneux: It’s been downloaded tens of millions of times. GamesBeat: It’s a good return given the size of your team. But the opportunity was there to make a lot more. It still made tens of millions of dollars. Yes, I could have released Godus - if I had more experience I’m sure I would have done the monetization in a very different way. It has to evolve just like anything evolves. Second, if you’re going to take something like free-to-play - if you think it’s been defined and cast in stone, it hasn’t. First of all, I don’t think there is any world expert in free-to-play, all these new monetization techniques. Molyneux: Well, I’m always a bit harsh about the things I’m doing. GamesBeat: Did you give a speech on that? It almost sounded like a confessional. They’re schoolboy mistakes, but I accepted I was going to make mistakes. But what that showed me was it highlighted the mistakes I made. 1 in 54 countries, featured multiple times, released in Asia, and doing amazingly well. We did a Kickstarter game and released it, Godus. That’s to create and invent and innovate. If you don’t think of yourself as being someone who needs to go back to school, needs to reinvent yourself, then you’re not able to do the thing you’re passionate about. I went with the intention of embracing things like Kickstarter and Steam Early Access and releasing on mobile, all in the end to learn this new world. That’s what my objective was, to reinvent myself from a console designer to starting a new business and embracing multiplatform, relearning the skills necessary to make successful games. It’s an incredible world to reinvent yourself in.
