Made for players and with players.
The team may always have its own plans, but the design process is a collaborative effort maintained at all times with the players, in a relationship that is given life by our Community Team.
At Supercell, community managers play the crucial role of unfiltered liaisons between the players and the team. As Hay Day’s community manager Nick says, “It is a no-brainer that people who love and play Hay Day are also a major source of inspiration and ideas for the game.” Many of the changes and features added have come from the player community. The Fishing feature, for example, was not in Hay Day’s original design, but had been in high demand since launch in 2012. The team embraced the idea, developing it into the feature it is today. As game designer Stefu says, “It’s important to create features that the community can be passionate about; as all of this is really just for them.”
While players are a constant source of ideas, it’s important that everything that ends up in the game fits with the story, as despite Hay Day feeling simple from a player’s perspective, it is in practice highly complex. Even for the designers. The uncle is a good example of this, his character only being mentioned briefly at the beginning of the game.
He pops in an out of the story, but players never actually see him. There are traces of him here and there, but the ambiguity here is intentional. With players from all over the world, the perception of “your uncle” can be different if you live in India, China or Finland. As Nick says: “We want to let the players’ imagination play a big role when playing Hay Day.”