We could make any game, but there's a lot more to developing a game than whether it will perform. The entertainment and safety of our players is at the heart of everything we do. The types of games we decide not to make are one way of seeing this in action.
Charlotte Miliziano, Head of Games: We focus on entertainment, fun and player safety.
Life is about choices. The choices we make when designing a Play'n GO game come naturally to us, as do the measures we take to ensure player safety. Our goal is to entertain. It's as simple as that. Our stories, characters, artwork and sounds play a key role in engaging consumers.
Of course, introducing a new feature or mechanic with each new title is a way to get players excited in the short term. But to create games that players will enjoy beyond the initial release, you need to create games that players identify with.
We create games that players know and trust. We know that our players are not just interested in the surface of the game; they want to know who, what, where, why and how. Strong narratives pave the way for consistent visuals and characters that players can trust again and again. Even if they experience something new, they know what to expect.
The features we choose to include offset the game itself. Take Dynamic Payways for example, this series of varied and clever splitting features creates more active paylines, which is ideal for adding pace to a game, complementing racing or even magic themes. But when we develop a title that includes Dynamic Payways, the game doesn't compromise the strong storytelling, quality and fun that Play'n GO games are so well known for.
Similarly, there are also features that are very present in many games in the industry today that we do not consider including in our titles because we do not believe they are compatible with the entertainment, fun and, most importantly, safety of players.
None of our games have "Purchase Bonuses", and none of our games will ever have them.
Why not? We believe that bonus purchases turn a fun and entertaining slot game experience into a more robust and overt gaming product that is no longer fun and entertaining for players in the long run. Bonus buys have also already been banned in many regulated jurisdictions and we agree with the decisions of these regulators. We also encourage operators to consider whether offering bonus purchase titles to their players is in line with their responsible gaming aspirations and statements.
Blitz games are another example of a game feature we do not support. The automatic play style of these games leaves no room for rich narrative and entertainment. The game simply executes moves exceptionally quickly by clicking a button that reveals the result. There is no gameplay here. As our goal is entertainment, this is not appropriate.
Our games are much more than we think. The choices we make are reflected in each of our games. We focus on entertainment, originality and fun, putting the enjoyment and safety of our players first.

















