That wouldn't be the case if we tread over that line and became predatory. I want them to say 'You know what? We love your game. "We want to be able to look parents in the eye.I meet them when I go to the bank and all over. I asked Gunnarson how the company can be a successful business and be respectful of not making kids addictive. The milestone comes at a time when people are acutely focused marketing to and stealing the attention of teens for mobile apps and games like Star Stable. Gunnarson and the team are acutely aware of the responsibility they have in this area. With new games already in the pipeline, the 12-or-so-strong team that works in that department are busy working on related games, but Gunnarson cautiously hinting that "a lot of other things can happen in that world." With much more planned, including updated graphics, expanding worlds and merchandise to expand the ecosystem, Star Stable's future looks bright. Subscription models? Everyone is talking free-to-play.We figured three, four no's make a yes." Games for girls? Silly idea, do something else.
#Star stable online Pc
Taking the plunge was a leap of faith, though, according to Gunnarson, because people were not supportive of this then seemingly radical idea: "Five or six years ago people were saying PC games are dead, don't do it, everything is mobile. "Facilitating the community creation was the most important part for us.some players become authorities.but it has all been fed through social media and about continuing a real dialogue in that space," according to Gunnarson.
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#Star stable online tv
The game is incredibly WOM friendly, but has also used TV ads and interestingly a YouTube show that contained game news, a tactic few games companies employ at the business-level preferring to instead leave this to die-hard fans. Growth has been steady, which is impressive and important when you have a lot of text in the game Gunnarson explained there is the same amount of text in-game as in the Lord of the Ring trilogy. Strong horse cultures, but not necessarily a pre-requisite. followed by Germany, UK, France and then Scandinavia (although there is a large user base in Australia, too). The 10 million tween audience is predominantly in the northern hemisphere product with the top market being the U.S. This is important when you have a "mostly 13-year-old" crowd (although the game also has grandmothers enjoying it, per Gunnarson). There is no killing in the game, the premise focusing on an island that was created when a meteor hit and radiated extra powers to nature and the surroundings. I have been in startups and worked in VC but it is often adrenaline-driven and a super tight agenda.someone wants to get rich.someone wants to get rich but this just naturally gravitates together and works.
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With more than 500,000 MAUs on an average month, Star Stable is a subscription-based MMORPG (think: World of Warcraft meets The Sims) where you complete challenges, hang out and generally do all things horse-based according to Fredric Gunnarson, CEO of Star Stable "There's a lot of 'Lovebombing' us back.