Episode 248
Jonathan Knight, Head of Games at The New York Times
Exploring the World of Digital Puzzle Games with Jonathan Knight, Head of Games at The New York Times
In this episode, host Mark Stinson sits down with Jonathan Knight, the Head of Games at The New York Times, to delve into the world of digital puzzle games. They discuss the Times' foray into gaming, the importance of games in the overall growth strategy of the paper, and the creative development process behind their popular puzzle games.
Jonathan has been working in the Computer and Video Game industry for over 25 years,
beginning as a Producer at Activision, and having worked as an Executive Producer or
GM/Studio Head at major publishers including EA, Zynga, and Warner Bros. Interactive. He has
been a production or creative leader on a number of major game franchises, including The
Sims, Harry Potter: Wizards Unite, The Simpsons Game, FarmVille, Words With Friends,
Wolfenstein, and DC Comics. At EA, he was the creative force behind the blockbuster game
Dante’s Inferno, overseeing the game’s story, development, and trans-media projects, including
a comic book series, an animated feature, and the action figure.
Jonathan lives in California, and is currently the GM of Games for The New York Times, operating and empowering the team that brings daily joy to puzzle solvers with games like Wordle, Spelling Bee, and the legendary New York Times Crossword.
Key Points:
1. The New York Times and Puzzle Games:
- Knight explains that the New York Times offers a collection of digital puzzle games alongside their renowned crossword puzzle.
- The crossword puzzle has been a staple since 1942 and has transitioned to digital platforms.
- Additional games like Spelling Bee and Wordle have been introduced, with Wordle becoming an internet sensation.
- The New York Times aims to provide engaging and human-crafted puzzles on a daily basis.
2. Games as an Essential Part of the New York Times:
- Knight acknowledges that some may find it surprising that games play an important role at the New York Times.
- The organization has made investments in the games business, including a separate subscription that offers games alongside other New York Times products.
- Games serve as a distraction from the news, attracting and retaining subscribers who engage with both the news and games offerings.
3. Games and Subscriber Retention:
- Knight emphasizes that games contribute to subscriber retention at the New York Times.
- Subscribers who engage with both news and games have the highest long-term retention rates.
- The daily habit of playing games, such as solving puzzles, creates ongoing engagement and value for subscribers.
4. Creative Development and the World of Wordle:
- Knight discusses the unique acquisition of Wordle, a viral internet sensation.
- Wordle was initially created by an engineer named Josh Wardle and caught on rapidly, eventually leading to its acquisition by the New York Times.
- The New York Times' creative development process involves internal prototyping and a green light process to determine the viability of new ideas.
- The team continually works to improve existing games and keep them fresh, ensuring engagement and satisfaction for players.
5. Balancing Business and Creativity:
- Knight reflects on his previous experiences in the gaming industry, including working on major franchises like The Simpsons and Harry Potter.
- Developing games based on licensed properties presents different challenges compared to creating original IP.
- The New York Times Games team focuses on the audience and the meaningful impact their games have on people's lives, which fuels their creative drive.
Conclusion:
Knight highlights the New York Times' focus on its games app, upcoming updates, and new game releases. The team is dedicated to maintaining the quality of their core puzzle offerings while also exploring new ideas and engaging with their audience in innovative ways.
Key Quotes from Jonathan Knight:
- "We have a collection of digital puzzle games. They're human-crafted people make these puzzles every day for you to solve."
- "Games are a distraction from the news. They're not the news. We hope that people come for the news and stay for the games."
- "When people subscribe to the New York Times and they engage with both news and games, their long-term subscriber retention is the highest of any of our product combinations."
- "Millions of people are playing your game. Millions of people are solving the Wordle this morning. That's what keeps you going. It's important. These are important things in people's lives. It's meaningful."
Transcript
And today we're gonna explore the medium of digital puzzle games. And my guest is Jonathan Knight, the head of games at the New York Times.
Jonathan Knight, NYT Games: Hey, thanks for
Mark Stinson, host: having me
. It's great to be here.
In your background, WB games Zynga, electronic arts, Activision, connect the dots for us, cuz it, at first glance it says, wow, with all this game production background, where does the New York Times fit in?
y it, and so I get that. But [:They're puzzle games, so you know, the New York Times crossword, as soon as you say that, people go, oh, okay. Of course, that's like a legendary puzzle. We've been publishing the crossword puzzle since 1942. And the crossword made a transition to digital and became playable on, your devices and on your web browser.
And then we started introducing about five years ago additional games. So spelling B is a really fun word, finding game. And it's become really popular. And then last year we acquired Wordle, which was An internet sensation and we added that to the portfolio and we have a few other games.
So yeah, we have a collection of digital puzzle games. They're human crafted people make these puzzles every day for you to solve. And they're a little bit different. It's a daily puzzle and that's our cadence and it's time well spent. You solve the puzzle, you put it down, you come back the next day for the next one.
es and it's a really fun and [:Mark Stinson, host: Absolutely. And I think of the other side of your network. Then what about the the hardcore reporters and publishing staff at the New York Times? Does anybody say, my goodness, we have a head of games.
Jonathan Knight, NYT Games: Yeah. I think We have definitely in recent years recognized the value that games brings to the overall organization and have made more investments there. Recently, like we have a very big internal games team working on our kind of games business, and we have a. A separate subscription tied to the games, or you can subscribe to the overall New York Times bundle and get name games plus, news cooking, wire cutter.
s and stay for the games and [:So yeah, it's it can be surprising how important the role that games plays at the New York Times, but it absolutely is essential to our strategy.
Mark Stinson, host: Absolutely. And as you talk about the games business and you talk about the brands and the sub-brands, this is a business and there's a p and l and a publishing side of things that also occupies your attention.
What is it about games that fits in to that overall growth strategy of the paper business?
Jonathan Knight, NYT Games: Put simply in terms of like business terms it's really about retention, subscriber retention, and what we're finding is that when people subscribe to the New York Times and they engage with both news and games on any given week their sort of long-term subscriber retention.
Is the highest of [:And so we just see it as a really great product for creating that engagement. And I think it's the daily, it's the daily habit, frankly, that, news stories. Come and go. There's big Newsweek. There's slow news weeks. Even with our cooking product, people engage with recipes sometimes on more of a weekly basis.
But with games, it's a real daily habit. You get up in the morning, you do your wordle first thing maybe you solve spelling bee. Last thing you do before you go to bed. Like a lot of people like to solve the crossword puzzle over coffee. It's a daily habit and that's like the value that I think it brings to the portfolio.
d sensation there, there's a [:Brief almost for my marketing and advertising days, what is the brief and the mission that the world team is
Jonathan Knight, NYT Games: looking at. First of all, we acquired Wordle. It was created by a brilliant engineer based outta New York, called Josh Wardle. And he had done some really interesting work previously in his career and he wasn't really a game developer, but he was excited to try his hand.
It. Making a game. And he made it for his partner. It was like basically a classic friends and family project. And it just started to grow and catch on and, suddenly 70 people were playing it and then 300 people were playing it, and then 300,000 people were playing it. Like it just went viral.
eriod right around Christmas.:He didn't wanna run it himself indefinitely. And and we got to a really happy agreement and brought it into the company. So it was. An unusual way for us to add a new game to our portfolio in the sense that's not what we had done before. Spelling Bee, which is very popular, was homegrown, and the team built a prototype.
And, to your question around the process when you're. Coming up with new games, we do a lot of internal prototyping and try things out. We have a green light process where we move things through stages and decide to keep going or to cut them off. And we've killed lots and lots of internal projects that, didn't really take off.
the goal. For, once the game [:Processes and challenges. And we do have a team that works on Tel and you're, you're trying to keep the game fresh and you're trying to keep engagement going. And we're a little focused on Spelling Bee. We're about to launch a a feature called spelling B pass puzzles, which allows you to go back and play previous ones that you may not have been able to complete.
Which is a simple thing, but it, it's gonna unlock so much engagement for that audience. Yeah. People, they do, they write briefs. We have hypotheses about what we're trying to accomplish with changes and new features and new games. We have our business goals and our creative goals and we go after it.
and they had to be developed.[:Jonathan Knight, NYT Games: Yeah, look, I've had a really rewarding career in games. I've gotten to work on some incredible properties and across all different platforms, whether it's mobile or PC or console. I've worked on licensed properties. You just named a couple of very big licenses. When we worked on the Simpsons game at ea it was, that's the.
Most successful animated television show of all time. Arguably the most successful television show of all time at this point. Like it's really long running and and, coming up with a video game based in, a franchise like that or Harry Potter is another incredible example is a different set of challenges.
Versus working on like original ip. When I worked at Maxis, at ea I worked on the Sims, and The Sims was our own ip. It wasn't licensed and we were developing it. And that was really fun and rewarding. But you're like, it's scarier in a lot of ways. There's no, you're creating the rule book for your IP at the same time that you're making the games.
jects and they've all been a [:Mark Stinson, host: And balancing that business side with the creative leadership, keeping the, you mentioned keeping it fresh, how do you keep the creative sparks alive when it really is a daily deadline Challenge.
Jonathan Knight, NYT Games: You think about your audience and your users and that's what, I don't wanna speak for my whole team, but I think a lot of them would agree that, you wake up every day and you realize that millions of people are. Playing your game. Millions of people are solving the wordle this morning.
Millions of people are solving the crossword puzzle today. That's what keeps you going. It's important. These are important things in people's lives. It's meaningful. It brings them joy, and for a lot of people it creates connections between their family members. We get incredible letters from people and incredible stories of.
us together. We get stories [:We have. Parents and kids solving world together and that's bringing them together. So that's what keeps us going is we're doing important work and bringing joy to all of these people.
Mark Stinson, host: Wonderful. And what's the team working on these days? I know I'm not asking for the confidential but the kinds of things that you're thinking about the next big franchise, the next big
Jonathan Knight, NYT Games: game.
We have so much opportunity right now at the New York Times and it's really just like always a challenge of what do we prioritize? Our roadmap is years long of all the things we want to do. I think there's a couple things we're focused on. One is our New York Times games app, which traditionally we were a website, you could solve the crossword on the website, the New York Times.
Obviously has a news [:So literally just today we launched our game tiles, which is a visual puzzle. We launched that in the games app. We brought Sudoku into our games app just a few weeks ago. And we're gonna be bringing more games into that games app, and we're gonna be updating the design of that app, making it more modern, bringing more features.
And so that's a big focus and we're excited about that. I mentioned on spelling B, we're bringing the past puzzles, the ability to play the last two weeks worth of puzzles and catch up. And that's a little bit more like our crossword archive where you can play a series.
or may not. Support that game[:And we have another. New beta that we're gonna be launching, sometime in the next couple of months two or three months that I'm really excited about. More new stuff on the horizon. Yeah. And then lots of other projects that I could ramble on about, but those are the biggies right now.
Mark Stinson, host: You're touching on a kind of a creative trial and error, exploration. Gotta keep a pipeline that I think a lot of people would say. And I think about your past roles as well, but you've got the New York Times crossword puzzle, it's stay in your lane.
Let's just build what on what we have, it's our flagship offering. But you've just listed, geez, a dozen or more of these trial and, error and, let's just see where it goes. Let's beta test, let's go, see what we can do.
ur resources making sure our [:We have to get our crossword puzzle out every single day at, the quality that people have come to expect. With, by the way, the crossword puzzle, we're innovating all the time. We're making it more relevant, the process for. Taking in submissions and then editing and curating them, and ultimately deciding which ones to puzzle.
We have a l to, to publish. We have a large editorial team that works on the crossword every day and every week. It's led by Will Schwartz but there's many people on that team who. Who edit the crossword every day, every week. And that's a really big project. And then making sure that it works digitally for people who are paying for that.
So I would say, and I'm glad you mentioned it, that is, Where we spend most of our resources. And that's the bread and butter and it's essential that we get that just right. And then you're always looking for ways to grow and to innovate. And Wordle was the perfect version of that.
meone's gonna come along and [:It's a simpler game. It's more approachable. Crossword puzzles are hard, people, they're more time consuming. And so it rounds out our opportunity and it creates a funnel into the crossword, frankly. So all these games can play different roles and we do need to always be, innovating and trying new ideas.
Mark Stinson, host: And you mentioned the team aspect of this and I think about the, what the topic, sometimes I would call it a controversy of how to build out teams, creative teams, especially on a remote, on a multi-location kind of basis to, to make sure you have all the best talent and to retain that talent.
But how are you managing through those issues?
nd across a lot of different [:We have researchers. We have a big data. Team, that's helping us understand what's happening giving us those user insights that are so important. We have an awesome marketing team that's helping, us share everything we're doing with the world and and optimize, for discovery and acquisition of new users and new subscribers.
So it's, it's a gooder, good size operation. You're right. Look, the pandemic hit and, Challenged us to find all new ways of working, and we do spend a lot of time on remote hybrid working norms. I would say close to half of my team is remote. Apart from the pandemic we just have been a remote friendly Team inside the company.
s for them. And I think it's [:And that sort of like in-person stuff still really matters for building. Relationships and, we bring people together from all over the country a couple times a year, to make sure that we have that FaceTime and build those relationships and have that social aspect to what we do that's really important.
But yeah, a lot of the work gets done in a remote environment and we've found a way, to make that really effective. I'll say one more beat on that Games is a team sport. Like making games is a team sport for sure. Like it, I mentioned all the different, it makes total sense. Yeah.
mportant thing is around the [:If you are part of a team that has a shared collective vision and some shared values about your product and you believe in it and you believe in where we're going and it's exciting to you That's more than half the battle and all that stuff is just essential to, a high functioning team.
e of your resume, and that's [:Jonathan Knight, NYT Games: espousing?
Yeah. Thanks for asking and for bringing that up. And I would like to do more of it. My, my job occupies most of my time. But no I've been involved with the Gweneth County school system in Georgia for a number of years. I don't do a ton for them. I attend meetings and try to give advice.
The main thing I do for them is I judge their student video game contests. They do them every year and I volunteer my time to go through all of their Just awesome and creative projects that they do. And we have a rubric and we judge them and there's a couple of other judges and that's one way that I can give back and.
unity or some other tool, or [:Ah, fantastic.
Mark Stinson, host: Jonathan, I can't thank you enough for a great conversation. It's been engaging, creative, and le leave us with some maybe encouragement at least inspiration for creative people coming up, going through that gating process you've been describing, and whether it's on their own to develop new ideas or with their companies and teams.
What did we need to do to keep the fire burning?
rowth mindset and a learning [:Recognize failure. Oh, that was bad. Here's what I learned from it, and then do it again and keep trying. And, that's it's a, it's advice as old as time. It's not it's not revolutionary, but it really is true and it really does work. I think, the one piece I might add is it's important to, to be in an environment with other people that that is supportive and encouraging and allows you to fail.
Talk about the failure in a way that, you don't take it personally, that people aren't using it against each other. That, failure is a gift and it can be hard, but if you're surrounded by people that feel the same way and. Point out the positives of failure, and then you get back on that horse.
erica, and take the world by [:It didn't come outta nowhere. They were playing in a, in a basement, in a ca, in a bar in Berlin or not Berlin. What was the, I'm getting it all wrong, but in Germany. Yes, forget the city and they were just rocking out, two shows a day for eight days a week, as the song goes.
And for months, after, months after months. And they got really good at what they were doing. That's what it's all about. It's about practice and learning, iterating and then you get there and you have your breakout and Yeah, so that's what I would say. Hamburg, not as Hamburg Hamburg.
Mark Stinson, host: Yes. I'll get the phone calls, you'll get the emails. It's come on, Beatles people. Yeah, I love that. I've been talking with Jonathan Knight. He's the head of games at the New York Times, but also as we've been talking, there's a business side of that, and he's a senior vice president of a major media corporation.
g pipeline for a major media [:And I think we've really taken away today both of those, that we've gotta have our creative smarts, but we've also gotta practice our craft and gain the confidence to put our work out into the world. And that's what this podcast is all about. So we'll continue our worldwide travels. We've stamped our creative passport in San Francisco Bay Area today and of course, the New York Times globally.
But we'll continue our global travels and talk to creative practitioners about how they get inspired. organized ideas and most of all, how they gained the confidence and connections to launch their workout into the world. Until next time, I'm Mark Stinson, and we're unlocking your world of creativity.
See you, soon .