Playfirst CEO on the first four years

April 24th, 2008

John Welch, CEO of Playfirst, has posted a nice essay on the company blog, discussing the first four years of the company’s history.

Some interesting highlights:

  • 5M initial VC funding
  • $26.5M in total funding
  • 2007 revenues of $10M. Not yet profitable.
  • 85 employees. (…in downtown San Francisco to boot, so operating costs are going to easily be ~12-14m as a rough estimate, thus the not yet profitable point above)
  • While the numbers aren’t spelled out, it’s pretty obvious that the Diner Dash franchise was a huge part of their success. Could they have done it without Diner Dash?
  • Their investment in developing their Playground SDK is an interesting platform play, though it’s more nuts-n-bolts level than the web 2.0 style platforms we are seeing from others.

We really like Playfirst. Of the companies applying traditional publishing models to the casual games space, they are the one that seems to beleive in the value of the game content above all else, and their investment in IP (through development, trademark & branding, marketing, etc) shows it.

We hope that John will continue to post these peeks behind the curtain of what is a company with a bright looking future. 

Attracting Venture Capital Investment In An Uncertain Economy

March 23rd, 2008

Earlier this month, Forrester released a report entitled, “Attracting Venture Capital Investment in an Uncertain Economy” [1].

It’s mostly a VC 101 primer updated for the current economic climate. Here’s a very brief summary:

  • The economy is troubled, recession is possible
  • Venture investment in technology in 2007 ($10.5B, 337 deals) was nowhere near the bubbly heights of 2000
  • Venture capitalists are wiser and more sophisticated now; they’re less likely to withdraw en masse in a repeat of their behavior after the 1999-2001 bubble burst (VC investments plummeted from $63B in 2000 to just $11B in 2002) 
  • VCs remain confident because “the fundamentals of technology investment” remain strong
  • What will change? (1) it’ll take longer to do deals; (2) due diligence will be more thorough — models and the assumptions they rode in on will be double- and triple-checked; (3) cash flow is king; (4) China and India might draw more investment; (5) traditional IT will attract less investment interest

To create the report, Forrester interviewed VCs including .406 Ventures, Adams Capital Management, Battery Ventures, Mooreland Partners, Newion Investments Management, The National Venture Capital Association and Valhalla Partners.

Sources:

  1. Attracting Venture Capital Investment in an Uncertain Economy, Forrester, March 10, 2008

Big Bear Entertainment secures remainder of 550k Series A round

March 19th, 2008

Big Bear Entertainment has secured 550k in Series A funding from El Dorado Ventures and Optix Pty Ltd.

We first covered Big Bear Entertainment in November of last year, when it was announced that they had secured 400k of their 500k Series A round. This appears to be the remainder of it, along with a 10% increase in size.

Sources:

  1. VentureBeat, March 12, 2008
  2. VGVC, November 3, 2008

Fluid Entertainment gets 3.2M in Series A round

March 14th, 2008

Fluid Entertainment, a California developer now working on a children’s MMO, has secured 3.2M in a Series A round of funding. The round was led by Trinity Ventures.

Fluid has developed numerous children’s titles around licenses like Pokemon, Harry Potter and Powerpuff Girls. This is their first forray into the MMO space.

The children’s MMO/VW space will be an interesting one to watch over the next year. Just about every toy company has learned from Webkinz phenomena that an online experience can enhance the experience and a physical toy can move the transactional cost from a credit-card subscription barrier to a retail transaction that parents understand. However, the segment is getting crowded, children are fickle when it comes to toy fads, and the community attachment is not as great for these games as it is for something like WoW.

Sources

  1. GamesIndustry.biz, March 12, 2008

Alamofire get $2M [update 1]

March 3rd, 2008

Alamofire, a casual gaming startup, is reported to have secured $2M in funding from the Founders Fund.

VentureBeat, source of the news, says there’s still some question as to the details. See the link below for news.

Alamofire is a developer of casual games and cites itself as dedicated to “addictive, lightweight casual social games”. Social in this case meaning for social network services, as it’s first game, Packrat for Facebook, indicates.

Update 1: PEHub has a post revealing the other backer, Alsop Louie Partners.

Sources:

  1. VentureBeat, February 2, 2008. 
  2. PEHub, February 27, 2008.

Sparkplay raises 4.5M in Series A round

February 29th, 2008

Sparkplay Media Inc announced that it has raised 4.5M in Series A funding. The round was lead by Redpoint Ventures and Prism Ventureworks.

Sparkplay Media is developing a platform for browser-based MMO’s, and eating their own dog food by developing their own MMO, Earth Eternal, in parallel with it. 

Sources:

  1. PEHub, February 15, 2008

Autodesk acquires AI middleware firm Kynogon

February 29th, 2008

Last week during GDC, Autodesk announced that it was acquiring Kynogon, a French company whose product Kynapse is middleware for doing AI (mostly pathfinding and visibility/perception for AI/NPC characters, which grows more complex as games move to more complex 3D environments). Terms of the deal were not disclosed.

 Sources:

  1. PEHub, February 20, 2008.

Incubation Venture Partners is raising a $20M fund to invest in new IP

February 25th, 2008

Received the following press release this morning. No time to make detailed comments other than we wish them luck with their fundraising and hope to see a bevvy of deals around game IP from the new fund.

Incubation Venture Partners in Process of Raising $20 Million Fund
 
Azcatl Seed Capital Fund Would Provide Early Capital to Diverse Creators of New Original Games, Toys, Web, TV and Graphic Novels
SAN FRANCISCO, California (February 25, 2008) — Incubation Venture Partners LLC, the venture capital arm of Incubate Group Corp., announces that it is in the process of forming its first fund with qualified accredited investors, the Azcatl Seed Capital Fund I, a potential $20 million dollar venture capital fund to finance development of original creative properties, including video games, toys, television and graphic novels. The management of the fund has currently signed ten Letters of Interest and is actively exploring funding a variety of opportunities in the entertainment industry. The Azcatl Seed Capital Fund will support early stage development of new cross-media or transmedia entertainment properties by making equity investments directly into production companies or into intellectual property holding companies owned by creators. Incubate Group actively works with each creator before, during and after funding, assisting them to maximize each property’s potential.
 
The Azcatl Seed Capital Fund derives its name from an Aztec myth about a little red ant who played his part to save the world. According to the story, Quetzalcoatl created humanity but forgot to create a way to feed them. He searched fruitlessly for a way to feed his creation, and eventually discovered something amazing: a little red ant effortlessly carrying a kernel of corn ten times bigger than his tiny body. After much negotiation, Quetzalcoatl convinced the ant to show him the ant’s secret stockpile and found an endless supply of food, thereby saving humanity.

“Access to capital for creators seems to be the largest issue facing the media industry today,” said Peter Leahy, CEO of Incubate Group Corp, “and this is especially an issue for African-American, women, Latino and other diverse creators. By providing both venture capital funding and access to cutting-edge business development tools, we plan to reduce risk and better support creators in making the best creative and business decisions in the earliest stages of production.”
The backers of the Azcatl Seed Capital Fund will be looking to support products and brands in underserved markets and thereby capture the opportunity to develop original marketleading franchises. To that end, Incubate has identified market opportunities for new children and family-oriented properties as well as those developed for adults. Investment opportunities the fund managers are currently reviewing include electronic games, television, webisodes, movies, collectible card games, hobby games, graphic novels, books, licensed products, toys, music and online websites and communities.
“Azcatl Seed Capital Fund will actively support innovation in design, business models and content,” said Peter Leahy. “How people get their media is changing. With innovations like video on the internet, digital distribution via Xbox Live and convenient web browsing on the iPhone, people can increasingly access their favorite media anywhere and on demand. We believe our model of venture capital funding-linked with strong professional services provided in part by veteran fellow creators and artists-is a powerful approach. We also anticipate raising a second fund for expansion capital to support those companies that graduate out of Azcatl Seed Capital Fund I.”
Incubate Group provides creators with the resources they need to be successful-including business development, marketing, production, PR, licensing, art direction, product design and development, and technology-to support and sustain each creative property it funds. Incubate is working with both top and emerging talent in the entertainment industry, including several women and minority-owned production companies.
About Azcatl Seed Capital Fund
Azcatl Seed Capital Fund I is a limited liability company that is in the process of raising a $20 million seed and early stage fund with qualified accredited investors to support new and original cross-media entertainment properties. Incubation Venture Partners LLC will be the fund manager for Azcatl Seed Capital Fund I, and is the venture capital arm of Incubate Group Corp. More information about Incubation Venture Partners and the Azcatl can be found at
www.incubationpartners.com

About Incubate Group Corp.
A new media company, Incubate Group Corp. acquires and invests in companies and products generated by both top creators and emerging talent. Incubate helps the creators grow these ideas, maintain their creative control and build unique paths to bring their ideas to market. Once an Incubate-backed property has launched and proven its commercial viability, Incubate assists in expanding the property’s reach and revenues with strategic partnerships, licensing and securing additional capital or financing.
You can find more out about Incubate Group Corp. at:
www.incubategroup.com
# # #
 

Electronic Arts offers $2B for Take-Two [update 1]

February 24th, 2008

Electronic Arts has offered Take-Two shareholders $26 per share (nearly $2B) in exchange for the well known (but struggling) developer-publisher best known for its Grand Theft Auto games franchise [1].

This isn’t exactly a friendly offer at this point. Electronic Arts made the offer on February 19 in a letter from EA CEO John Riccitiello to Take-Two board chair Strauss Zelnick. EA went public with the offer after Take-Two rejected it [1]. Chances are, though, that this is only standard haggling over price rather than deep-seated opposition to the deal. It’s likley that Take-Two has a good handle on Grand Theft Auto IV pre-orders (we’re guessing they’re very strong) and might therefore feel emboldened to ask for more.

This comes after earlier rumors that Viacom had made an offer to buy TTWO at $23 per share.

EA has apparently found new religion regarding management of studios they’ve acquired, but Take-Two (and its infamous Rockstar studios) are going to put that hands-off philosophy to the test.

Update 1: EA has put an FAQ about the deal online. It includes the following facts:

  • No plans to shutter NYC offices
  • Veiled hints that some of the Rockstar controversy might be tamped down
  • EA has been talking to Take-Two about this for about a year
  • EA will host a conference call on Monday, February 25, 2008 at 5:00 am PT to discuss its proposal to acquire Take-Two Interactive and may disclose other material developments affecting its business and/or financial performance. Listeners may access the conference call live through the following dial-in number:
    (877) 795-3647, access code 220497, or via webcast at http://www.eatake2.com.

Sources:

  1. Electronic Arts proposes to acquire Take-Two Interactive, EA Press Release, February 24, 2008 

Real to carve out games business?

February 23rd, 2008

Sean Ryan (CEO of Meez) writes, “a hedge fund manager this week … insisted that RNWK might even consider spinning out RealGames since it would be worth far more as an independent entity than it is stuck inside Real, but I don’t take that concept too seriously, even if it’s a logical step” [1].

Real’s overall growth is stuck in the high single digits while its gaming business grows at a blistering 25%. Maybe there’s something to the idea.

Then again, Valleywag’s Nicholas Carlson doesn’t think it’ll do Real a lot of good. He writes, “RealNetworks purchased Macrovision’s games business for $4 million. Last year, it bought a casual games site called Gametrust for about $20 million. It’s all part of RealNetworks CEO Rob Glaser’s plan to be a player in casual games. Just like he planned to be a player in online music. You know, before Apple crushed him. Or like how he planned to be a player in online video. Before Adobe’s Flash laid him low. We give Glaser this much credit: He keeps spotting opportunities. The best business plan going seems to be to watch what markets Glaser enters, follow him, and do a better job” [2].

Funny snark aside, we need to set the record straight: Valleywag is wrong to suggest that Real’s doing this to “be a player.” Real’s already pulling in annual revenues north of $100M from its games business. That makes it more of a player than all but a handful of casual-games focused companies.

Sources:

  1. Macrovision Sellling TryMedia Games Group to RealNetworks, Sharkjumping, February 21, 2008
  2. Why Rob Glaser desperately wants to be a player, Valleywag, February 22, 2008

Real picks up TryMedia for $4M (Macrovision paid $34M in 2005)

February 23rd, 2008

Santa Clara, California-based Macrovision is selling (formerly San Francisco-based) games DRM middleware provider TryMedia for $4M to RealNetworks, a Seattle-based company that’s increasingly focused on its fast-growing games business revenues.

Although the TryMedia division “was in pretty rough shape, having lost $14 million in 2007, with losses anticipated to be in a similar range in 2008″ (on annual revenues of just $10.6M) [2, 3], Real appears to be excited about the acquisition, noting that it “doubles the scale of [Real’s] syndication business” and is part of “Real’s strategy to build reach through syndicated distribution partnerships” [1]. Macrovision was rumored to be ready to simply shut down TryMedia before Real picked up the company.

Macrovision paid $34M for TryMedia in 2005 [4] and The company was funded by the Intel Digital Home Fund, a $200M fund under Intel Capital [5].

Summary: Real picked up a the troubled subsidiary of a troubled company in order to expand its games distribution reach. That makes sense. If those relationships had been allowed to fizzle out, Real’s competitors might have been able snag a few at bargain prices. Real snapped up the whole lot as a bundle (over 300 in number, according to TryMedia’s website).

Sources:

  1. RealNetworks to Acquire TryMedia from Macrovision, PRNewswire, February 22, 2008
  2. Macrovision Q4 Earnings, PaidContent.org, February 21, 2008
  3. Macrovision selling games business, Silicon Alley Insider, February 21, 2008
  4. Macrovision to acquire TryMedia, Findarticles.com, July 26, 2005
  5. Intel Digital Home Fund profile, IntelPortfolio.com

Good question: which VCs should be on a games entrepreneur’s short list?

February 23rd, 2008

At GDC last week, entrepreneurs we met with were asking these questions. We don’t have satisfactory answers (yet) so consider this a list of things we need to learn: 

  • Just who are the venture capitalists that really understand the gaming business? (For example, we hear that RedPoint Ventures’ Fouad ElNaggar is a member of a virtual Rock Band that ranks number two in the worldwide Xbox 360 leaderboards. There’s a man that not only knows games but also has some serious skills, if true.)
  • Which VCs lack any experience in games whatsoever, and should they be avoided (or perhaps sought out for their “fresh” perspective)?
  • What was the true volume (number and size) of investments made in interactive entertainment in 2007? (As far as we know, none of the commercial databases tracks interactive entertainment as a separate category. Please correct us if we’re wrong on this point.)

Is it really that competitive right now?

February 23rd, 2008

At GDC, I ran into an employee of an early-stage VC firm that’s starting to make a name for itself with investments in the online games space. In our brief chat, I asked, “Which of your competitors would you commend for doing a good job in the games space?” The VC absolutely refused to mention any other names. I got the sense that this was out of a desire to keep those names off of this blog (and out of entrepreneurs’ minds). Is it really that competitive out there?

And what’s wrong with saying, “I really respect the investments soandso’s making in this space”?

The only comment I did get was something close to: ”We’re not doing the largest volume, but we are making the smartest deals.”

Should VCs dare put money into casual game devs?

February 17th, 2008

Manifesto Games founder Greg Costikyan points us to a couple of interesting posts from Meez CEO and angel investor Sean Ryan, on his conclusions drawn from Casual Connect Amsterdam, discussing the pain and opportunity in the casual games space.

Both posts are worth reading for anyone playing in the space. Costikyan summarizes the ‘Pain’ post well in saying the ‘landrush is over’. Rising development costs, a glut of content - much of it free - resulting in falling average selling price, increased power and exercise of that power by what Ryan labels distributors*, and increasing competition from cheap content suppliers, are making the business of developing casual games far more challenging and less lucrative than it was just a couple years ago.

[*Ryan uses the term ’distributor’ to refer to both distributors like Oberon, Real, etc, and casual game portals like MSN Games, Yahoo, and BigFish that they often supply. There are important differences between the two, and the power each strata in the business yields depends on how consolidated traffic is between the main sites. Distributors like Oberon have become increasingly powerful in recent years as traffic has diversified across a larger number of niche-specific portals. This is analogous to the shift in power that took place in computer retail in the 90’s as sales shifted from thousands of mom and pop shops to a few big-box retailers, with distributors like Ingram Micro and Merisel losing influence, and with it margin, in the process; of course in the casual games case, the shift is in the opposite direction. To Ryan’s point though, both are higher levels of the ecosystem holding power over the lowly developer]

While all of this is interesting and true, its not exclusive to casual games.  While Casual Connect was going on, I sat half-way around the world at the DICE summit in Las Vegas, where Mitch Laskey and Keith Boesky were on stage debating whether consolidation would kill innovation. One of the more interesting points in the debate occurred when Laskey (a VC himself, with Benchmark Capital) claimed he had invested in a developer and his co-speaker interrupted “Bullshit!”, asserting that the company “is a platform play” more than a developer.

Similarly, while we don’t know the full details of what some casual game devs that have received recent funding are up to, our bets are that they’ll ALL turn out to be platform plays, game aggregation communities, or casual game aggregators or publishers. About the only example we can think of is GameLayers, and even that is arguably a platform play due to its meta-game type of experience.

A more-than-once discussed topic in DICE cocktail conversations was the contrast between VC’s investing in publishers, platform providers, and technology companies, but not Game IP, while publishers were very much grokking the value of IP and leaving a trail of acquisitions to prove it (Bioware/Pandemic being the poster child in most of these discussions). One theory frequently floated was that the majority of VCs putting money into the games segment were traditionally technology investors, rather than having a more ‘Hollywood’ background. Of course, in the casual games segment, where IP can be immitated as quickly as technology and game mechanics, is this any safer a bet? Uncertain.

In many ways, the landrush may be over in any segment that’s proven profitable. With retail games, the stakes of high development costs mean publishers exercise power. With console downloadable games, its only a matter of time before the platform owners dial up their margins and control over their own channel. With casual games, publishers with fight for virtual shelf space and squeeze out indie developers while distributors and portals will each leverage their strengths.

So with all that considered, should VCs dare put money into casual game devs? 

The answer of course, is Yes.

However, investing in a commoditized space with decreasing ASPs and increasing competition would be a bad idea. The key is whether the investment opportunity is in a company that is building a *differentiated* product or experience.

Ryan points to a couple tactics in his opportunity post, recommending that developers maximize distribution through use of Flash and by seeking additional distribution parterships, as well as developing their own direct-to-consumer web sites. Not that these are bad ideas, but they strike us as fairly limited thinking.

More sound tactics for early stage casual game developers might include limiting distribution in exchange for better terms or favored marketing status (e.g. Everyday Shooter signed exclusively with Sony on PS3 and got put on a marketing pedestal in exchange, vs being just one of many games on Xbox Live Arcade or Nintendo’s service). Another tactic would be to explore alternative business models. Item-based sales is an oft-cited model, but examples like Webkinz and UBFunkeys are even more novel. Finally, rather than looking at Facebook or MySpace as distribution vehicles, treating them as development platforms requiring unique content.

Regardless of the tactic, a developer striking out in a new and bold direction (e.g. the GameLayers reference above) strikes us as a better investment than one setting out to hit its head against the same brick wall as a thousand other players. 

Best practices for game studio acquisition, courtesy EA

February 11th, 2008

At last week’s D.I.C.E. summit, EA CEO John Riccitello admitted that EA “blew it” when attempting to impose a command-and-control structure and homogeneous culture when integrating its Bullfrog, Origin Systems, and Westwood Studios acquisitions. We’re having trouble finding a full transcript, but in the meantime, Kotaku’s posted a good summary.

Help wanted

February 11th, 2008

We’re looking for a little help covering the very, very active world of venture funding for game businesses. This is an ideal gig for a current (or rising) MBA student looking to educate him or herself on the business or for a j-school student looking to build a resume in tech reporting. We’re not in this for a profit (and have no revenues), but pay can be arranged for the right writer. Please contact us if you’re interested.

Dealipedia, wiki for deals launches

February 8th, 2008

Michael Robertson (the founder of MP3.com), has launched Dealipedia, a simple, wiki-style database built to track deals (M&A activity, VC investments, IPOs, etc). The company has launched with over 18,000 deals pre-entered into the database, and appears to be an attempt to replace costly commercial databases.

Michael hopes that “Dealipedia will become a fantastic business resource to research historic deals and or stay abreast of new transactions” and so do we.

Before Dealipedia really works for us, though, here are our enhancement requests:

  1. per dealtype RSS feeds
  2. per-industry RSS feeds (I’ve got no interest in life sciences, for instance, and don’t have the time to sort through hundreds of non-games deals)
  3. “save as Excel/CSV” feature after running a query (deal data exportable to spreadsheet format)

For an “alternate” view on Dealipedia, check out Valleywag, who are in high form on this one: “The real service Dealipedia provides is giving people an anonymous way to let the world know just how wealthy they are.” [#]

[Via VentureBeat]

Dean Takahashi joins VentureBeat

February 8th, 2008

Veteran video games industry reporter Dean Takahashi (author of Inside the Xbox and The Xbox 360 Uncloaked) has joined VentureBeat, which is great news because it should mean an increase in volume and quality of video game venture capital coverage on one of our favorite news sources. Congrats to both parties! Looking forward to the great new coverage!

MCVUK says Viacom to take over Take-Two

February 7th, 2008

MCVUK is reporting that Viacom is offering to buy majority control of Take-Two Interactive at $23 per share (the company’s shares are at $15.83 at 12:10PM ET). [Ed: actually, MCVUK is reporting that Viacom is offering £23 per share, but we figure that’s a typo, because it’s not consistent with other figures reported in the same story.] [1]

The deal would value value Take Two at $1.71B (based on outstanding shares of 74.33M) [2]. No official announcement has yet been made. Take-Two’s shares have so far today risen $.23 to $15.83 (1.54%), but trading volume is below average, which we take to mean that investors don’t believe this rumor just yet.

Sources:

  1. Viacom to buy Take Two for $1.5 billion?” MCVUK, February 7, 2008
  2. TTWO, Yahoo Finance

FlowPlay CEO Derrick Morton on the funding process

February 7th, 2008

At Casual Connect Amsterdam, FlowPlay CEO and founder Derrick Morton took the stage to briefly discuss FlowPlay’s just-closed $3.7M round of funding during Adeo’s Ressi’s VC 101 presentation (more on that later). Here’s what Derrick had to say:

  • Elevator pitch: We are Miniclip meets Second Life. We aggregate casual games into a virtual world.
  • Why FlowPlay sought funding: We started with $130k of our own money. We went out and got $.5M of angel money… our first investors were the founders of Skype.
  • How FlowPlay found its investors: We did a pitch at a show called “Under the Radar.” The audience voted and one of the judges was from Intel Capital [FlowPlay’s lead investor]. That was June of last year, and in December we closed the financing.
  • Lessons  learned: Be really noisy. Some people are really worried about confidentiality. Don’t try to be in real stealth mode. The reason the Skype guys found us is because they read about us in a newspaper article. Being in complete stealth is not always good for you. Also: don’t go out too early. We made the mistake of thinking “hey we got this great deck.” That wasn’t enough. You’ve got to have a good plan and a good business model and show that you know how to make it work.

Rebel Monkey CEO Margaret Wallace on the funding process

February 7th, 2008

At Casual Connect Amsterdam, Rebel Monkey CEO Margaret Wallace took the stage to briefly discuss Rebel Monkey’s just-closed $1M venture investment during Adeo’s Ressi’s VC 101 presentation (more on that later). Here’s what Margaret had to say:

  • Elevator pitch: Rebel Monkey is a premiere casual game house founded by two veterans of the industry. Our goal is to enact the evolution of casual games beyond what we’ve seen to this point. Our focus is on providing connected casual games experiences. We’ll build a leading community-based platform for casual games to connect players around the world.
  • Why Rebel Monkey sought funding: We’ve been around for about a year. We’d raised money for projects, no problem. We found when we wanted to build our big vision product (the connected community platform) nobody was really ready to establish a partnership for that, even though they all encouraged us to continue. We ended up going the private investment route because it was the way to see our vision for casual gaming and it allowed us to pursue our vision in an unmitigated fashion while retaining ownership of the platform and intellectual property.
  • How Rebel Monkey found its investors: Redpoint Ventures funded us (to the tune of $1M). Redpoint also invests in Gaia Online. They found us. They were the first investors we spoke to. When Redpoint came around we really hit it off immediately… in terms of our vision for online gaming, social networking, and how it relates to the rest of the world.
  • Lessons learned:  Raising venture capital is so different from doing a typical publishing deal or distribution relationship. The biggest lesson: how it works with the attorneys. Not only are you paying for your own attorney’s fees, but you’re also paying for your investor’s attorney’s fees. Ultimately of course it’s your investor paying those fees. When you’re a small fish … only raising a million dollars… you’re paying an attorney to negotiate against you! It’s full of conflict of interest and was the most frustrating part of the whole process.

Rebel Monkey secures $1M in funding

February 5th, 2008

Rebel Monkey, a casual games startup from industry veterans Margaret Wallace and Nick Fortugno, has secured the remainder of their $1M in funding in a round lead by Redpoint Ventures.

We discussed the initial funding here back in November.

Rebel Monkey is still being secretive about their plans, but has hinted (in the Gamasutra article below, as well as on panel sessions at GameON: Finance) at doing casual ’social experiences’, which we interpret to mean casual on- and off-line multiplayer games, most likely on sites like Facebook and Myspace. (Note that Redpoint was an original backer of MySpace). To go out on a limb, we’d hazard a guess that whatever Rebel Monkey is up to is either a platform play or a ‘meta game’ type of experience to loosely tie casual game experiences together. We find it unlikely that VC’s would be investing in studios only aiming to do development of individual games, especially in a space as crowded as the casual market.

Sources:

  1. GamesIndustry.biz, February 5, 2008
  2. Gamasutra, February 5, 2008
  3. VGVC.net, November 1, 2008 [Original funding reference]

What the Microsoft Yahoo acquisition means to games

February 4th, 2008

 There’s been no shortage of buzz about the enormous mountain of cash proffered by Microsoft in its bid to acquire Yahoo. Of course this move will have repercussions across the industry, but what are the impacts to the game industry?

Most significantly, Yahoo and Microsoft each run a casual game portal, each occupying a slot in the top 5 (which spot depends on your metric of choice and who you get the numbers from. By Unique Users it’s Yahoo at #1, MSN Games at #3. By estimated revenue the rank would change but both would still be significant). To players in the casual games space, this is analogous to a merger of Best Buy and Circuit City, as the large casual game portals represent retail outlets for try-n-buy download title sales as well as ad-sponsored free games. Whether this will change the day to day business for anyone involved will really be determined by the level of integration between a combined MSN Games and Yahoo Games. This integration could be done in an end-user visible fashion (by merging the sites or driving traffic between them), or in a channel-visible fashion by combining their buying power with distributors (such as Oberon media) and/or by going direct with developers and publishers.  

Also of significance is that Yahoo has been evolving its game portal so that it appeals to ‘core’ and casual gamers alike, which means an audience overlap with Microsoft’s Xbox and PC gaming efforts. There’s synergy between Yahoo’s core-focused community and content efforts and Microsoft’s efforts to compete in the console space.

Finally, it’s worth adding that, as The Alarm Clock notes, Yahoo has played a significant role in the Valley either buying or at least bidding on companies looking at acquisition. If Yahoo were to bow out of this role, it’ll cool acquisition activity and potentially VC activity as a secondary effect (though that’s admittedly a stretch). Note that while most of Yahoo’s M&A activity has been in the web and music space, with all the activity in web-based games and virtual worlds, we at VGVC expected them to turn their efforts in that direction in the near future. Now we’ll have to wait and see how the potential merger would affect Yahoo’s direction in such matters.

In sum, Yahoo’s no longer an exit strategy for online consumer gaming plays. Furthermore, casual-focused developers and publishers who deal with Microsoft and Yahoo may be looking at a shift in the balance of power. 

VGVC @ DICE

February 4th, 2008

I (Kim) will be at DICE (Las Vegas) this week (with my employer).

Similarly to my partner in crime, I’d love to hook up with any readers that are there. Email is best, kim  AT vgvc D0T net.

VGVC @ Casual Connect Amsterdam

February 4th, 2008

I (Vlad) will be at Casual Connect (Amsterdam) this week (with my employer). I’d love to meet and verify the existence of the one or two readers our site metrics software swears we have, so let me know if you’re in town too. Contact info follows.

Cell: 212.281.1090 (overseas roaming rates are ungodly, so email preferred)

Email: the letter v, the letter c (no spaces or punctuation) @ vladcole.net.

Square Enix to get acquisitive, or at least self-acquisitive

February 4th, 2008

Square Enix President Yoichi Wada told Bloomberg that “Acquisitions and alliances will be the cornerstone of our growth strategy this year and the next” [1].

Also of note from the Bloomberg coverage:

  • The company’s last acquisition was Taito in 2005
  • The company will generate approximately 21B (USD ~$196M) yen operating profit this fiscal year
  • “Slumping equity markets worldwide make this an opportune time for acquisitions,” Wada told Bloomberg

In its 2007 annual report (March 31, 2007), Square Enix had nearly 100B yen (USD ~$936) in cash on hand [2], which theoretically gives it room to buy attractive candidates, but there’s something very tentative or conservative about the company’s approach.

One puzzling bit of counterevidence: if acquisition is really the cornerstone of growth, why did the company announce [3] in late January that it would be buying back up to 15B yen of its own shares? Perhaps Square Enix execs assessed the company’s stagnant share price and decided that the best company to acquire is itself?

Sources:

  1. Square Enix Plans Acquisitions to Boost Profit Growth (Update2),” Bloomberg, February 1, 2008
  2. Square Enix Annual Report, March 31, 2007
  3. Square Enix to buy back up to 4.35 pct of its shares,” Reuters, January 25, 2008

Artificial Technology secures $1.07M investment

February 4th, 2008

Puchheim, Germany-based Artificial Technology GmbH, a maker of AI middleware, received 720,000 euros (USD $1.07M at current rates) from Management GmbH, Bayern Kapital GmbH fund Seedfonds Bayern and Falk Strascheg Holding, according to a company press release [1].

Artificial Technology was founded in 2005 and received government startup assistance from the German Federal Ministry of Economics and Technology and from the Bavarian Ministry of Science, Research and Arts.

The 11-person company will use the funds to complete development of their AI middleware product “EKI One.”

The increased funding of middleware technology companies represents investor interest in helping companies solve the very real problem of runaway development costs on next-gen game projects. As recently noted by Tiga CEO Fred Hassson, “There is an inherent wastefulness in every developer investing its own tech” [2].

[Via Gamasutra].

Sources:

  1. Artificial brings with new ‘EKI One’ middleware intelligence into play,” Artificial Technology press release, January 29, 2008
  2. Brewed in Britain: Part 2,” January 28, 2008

Highlights from UK developer roundtable

February 4th, 2008

In a round-table panel put together by UK publication 360 Magazine and published by Develop Mag, the following items of interest appeared:

  • “A few more” British game developers are in the process of being acquired, according to Peter Molyneux [1]
  • “Work for hire as a UK or European studio is no longer a long-term business model” thanks to cheaper labor in developing economies says Peter Jones (of Blade Interactive) [1]
  • Thanks to the greater power of the PlayStation 3 and Xbox 360, “The new questions that are getting raised are more around the finance/business side of things – with games the scale they are, there’s some big headaches in making it financially viable to create them,” said Colin Macdonald, of Realtime Worlds [2]

Sources:

  1. Brewed in Britain: Part 1,” January 28, 2008
  2. Brewed in Britain: Part 2,” January 28, 2008

Muskedunder Interactive munches indie dev Free Lunch Design

February 3rd, 2008

Gothenburg, Sweden-based Muskedunder Interactive (a developer of branded games) acquired indie Flash game develoer Free Lunch Design, also of Gothenburg for an undisclosed sum, according to a company press release [1]. 

Free Lunch Design was founded in 1998 by Johan Peitz [blog] and is best known for its popular 2-D platformer Icy Tower.

Muskedunder CEO Magnus Alm promised that the acquisition would not hinder the steady flow of free games from Free Lunch Design. It appears that the strategy of the combined entity is to pump out free web games and sell reskinned versions of the most popular or promising games to advertisers. This combination makes a lot of sense.

Sources:

  1. Icy Tower developer gets acquired [doc],” Muskedunder, January 3o, 2008

GameStrata launches ($1M funding to date)

January 29th, 2008

San Mateo, California-based GameStrata launches today, according to Venturebeat [1] (it’s been in beta since June 2007).

In a nutshell, GameStrata claims to work with publishers of popular games (mostly hardcore FPS games with leaderboards) to aggregate and publish performance statistics (most kills, accuracy with a weapon, etc). With this data as a honeypot, GameStrata hopes to attract a community of hardcore players who’d generally fall into the “killer” or “achiever” player prototype [2]. If the company does manage to aggregate a strong community of achievement-minded gamers, advertising revenues will follow. 

The startup has taken $1M in funding to date from unknown sources and plans to start fundraising in “a month or two” according to Venturebeat [1].

It’s unclear whether GameStrata’s rich inaugural offering will be enough to build a critical mass of gamers. Differentiating vs. dozens of other core-focused communities will be difficult as it’s a crowded field and the core gamer tends to be superserved.

Sources:

  1.  ”Gaming scoreboard site GameStrata launching today,” Venturebeat, January 29, 2008
  2. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs“, Richard Bartle