Daniel Bernstein, Founder of Sandlot games talks about the history of the casual gaming market as well as where it is headed.
Interview conducted by Nathan C. Kaiser on Wednesday, March 19, 2008 in Seattle, WA.
I’m here with Dan Bernstein, the Founder and CEO of Sandlot Games. Dan, would you mind giving us an introduction to Sandlot?
Both of these titles were very much different from the match type games that were very common during that time. They were risky games to make, but we decided to do that because we really felt that the casual games market is truly a mainstream market where you have folks that are not just interested in a portal match mechanic but are interested in other types of games such as a strategy game of the type of Tradewinds and the arcade platform or the type of Super Granny.
So for us, it was very important to really enjoy ourselves the game that we built. Obviously, having an eye in the market it is a business sector, but at the same time, has games that are also interesting to us.
You provide a free sample for people to test out the game. What are the biggest impediments to getting consumers to use their credit cards?
Really, what you’re doing with casual games is you’re doing with the massive marketing opportunity on the PC to get your game in front of millions and millions of users. In our case, 100 million users approximately play a Sandlot game. As a result, you really can’t buy that type of marketing. So, that marketing then can be used to really promote the mobile and the console versions of our products.
How do you determine where to put your resources, whether creating games for the desktop, mobile device or others?
We take a game play centric approach because at the end of the day, that’s what we’re going to be judged by consumers.
Game creation is an art. That’s what’s really fascinating, interesting, unpredictable and what has me coming to work everyday and making the best of what we do. When you hit something and it works, it could be potentially several orders of magnitude from something that does not hit so well. In this model where you try a game before you buy, consumers really vote with their credit cards, whether or not the game is good or not.
I think that’s what’s really most exciting, is that really you can create a game and spend hundreds and hundreds of thousands of dollars on it and at the end of the day, consumers are going to be lukewarm. And then, you can create a game maybe for a fraction of that with just a few resources, and consumers are going to eat it up.
What’s really fun about it is that there is no business need to address or consumer need to address. Consumers really don’t need the stuff, other than they need it to really replace their TV as far as the predominant form of entertainment. They don’t need games, but they want them. Our job as game creators is to really make them want it more.
In terms of your experience as an entrepreneur what would you say are some of the key mistakes that you see other entrepreneurs making?


