Most game developers protect a successful mechanic. One licensed it out across the industry, and made that the business.
The conventional response to inventing something that works is to keep it. Competitive advantage in game development usually means having a product rivals cannot copy.
Big Time Gaming, an Australian studio, took the opposite route with the variable-reel mechanic it introduced in the mid-2010s. Rather than reserving it, the company licensed the engine to competitors — including much larger studios — in exchange for fees and revenue participation.
The mechanic subsequently appeared in hundreds of titles from dozens of studios, and the branding travelled with it, appearing on games the originating studio had no hand in building.
Why licensing beat exclusivity
Four factors made the calculation work.
The mechanic was hard to protect but easy to brand. Game mechanics sit awkwardly in intellectual property law, and the general idea of variable symbol counts per reel would have been difficult to fence off. A trademarked name attached to a licensed implementation was more defensible than the concept itself.
Distribution was the real constraint. A mid-sized studio can only produce so many titles and secure so much lobby placement. Licensing put the mechanic into hundreds of games the studio could never have built.
Ubiquity created recognition. Players began seeking out the mechanic by name, which turned it into a discovery filter — and made a licence commercially valuable to studios who wanted to appear in that filter.
Recurring revenue beat one-off sales. Licensing produces income from every licensee’s performance, indefinitely, with minimal marginal cost.
What licensees bought
The clearest use case was applying the mechanic to an existing well-known brand — taking a title with an established audience and rebuilding it on the licensed engine.
That is exactly the pattern behind the variable-reel version of a long-running British fairground-themed slot, released in 2021 by the original game’s studio using the licensed engine. The artwork, theme and brand recognition came from a title dating to 2006; the mathematics came from elsewhere.
For the licensee, the appeal is a familiar name with a contemporary mechanic. For players, the risk is assuming the two versions behave alike — as TopNonUKCasinoSites’ Megaways coverage sets out, the variant runs a different return figure, a different volatility profile and a maximum win orders of magnitude above the original. Same name, different game.
| Party | Gains | Gives up |
| Originating studio | Recurring fees, industry-wide reach | Exclusivity |
| Licensee studio | Proven mechanic, recognised branding | Margin, and design independence |
| Operator | Recognisable filter category | Little |
| Player | More variety | Brand names that no longer signal mechanics |
The imitators the strategy invited
Licensing a mechanic broadly has a predictable consequence: studios that decline to license build something similar instead.
Because the underlying concept — variable symbol counts per reel producing variable win-way totals — is difficult to protect as intellectual property, a range of functionally comparable mechanics appeared under different names from studios that never took a licence. They achieve similar outcomes through slightly different implementations, and they carry their own branding.
This is the structural weakness in a strategy built on a trademark rather than on the idea itself. The name is defensible; the concept is not. Over time the licensed brand becomes one option among several rather than the only route to the mechanic.
For players the practical effect is a proliferation of similar-sounding mechanic names that behave comparably but not identically. The differences are real — how the multiplier progresses, how many reels vary, whether the count applies in the feature round — and they are documented only in each game’s own information screen.
Which returns to the same conclusion the rest of this reaches: the branding on the tile tells you what family a game belongs to, and nothing about its specification.
The downside of ubiquity
A licensed mechanic appearing in hundreds of titles eventually stops differentiating anything. When a large share of a lobby carries the same engine, the label becomes a category rather than a distinction — the fate of most successful platform strategies.
There is also a homogenisation cost. An engine that reliably produces commercially acceptable results discourages studios from developing alternatives, and a decade of industry output has converged noticeably around a small number of proven structures.
The pattern beyond gambling
The strategy is recognisable from elsewhere in technology: build something that becomes infrastructure, license it broadly, and capture value from the whole category rather than from one product. Game engines, chip architectures and payment networks have all followed versions of it.
What makes the gambling case unusual is how visible it is to consumers. The brand appears on the games themselves, so players are aware of a B2B licensing arrangement in a way they generally are not in other sectors — while mostly not realising that is what they are looking at.
For players, the practical implication is narrow. A familiar brand name no longer tells you how a game behaves, because the same brand may exist on several different engines. Only the information screen does.
As a business story it remains one of the more interesting decisions in the sector: a studio that concluded its idea was worth more distributed than defended, and turned out to be right for long enough to build a business on it. That the advantage eventually eroded through imitation does not make the judgement wrong — it makes it a strategy with a known expiry date, which is a different thing entirely.

