Halfbrick's story up til now...

Not mentioned in the article, but I heard they were dealing with making a Jetpack Joyride Casino version too. I feel like there are so many lessons there in how not to run an indie games studio. <_< Which is a shame, because Fruit Ninja and Jetpack Joyride were pretty cool!

http://www.kotaku.com.au/2016/11/australias-most-successful-game-studio-is-having-an-identity-crisis/

Comments

  • Wow, that's depressing to read.
  • The CEO at GDC this year said they no longer had any game designers on staff... While there were useful lessons in his talk regarding how to make money on the App Store it definitely felt like they were moving away from making games (and into a model of milking their existing games indefinitely).
  • Ugh. Don't suppose he explained why? :/ That feels like a recipe for having revenue teeter off.
  • Sounds a bit like the people in charge made a bit too much money and are scared to lose said money... :/
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    @Elyradine They figured out that updates to existing games in their catalogue could revive games and produce good revenue. They tested this with a game (I forget which one) from just after Fruit Ninja that hadn't sold relatively well and was barely selling at that point, and they updated the game with a bunch of new content and Apple promoted the game and they sold just about as well as if they had released a new game, except the revenue was predictable and they didn't need any good game designers to do so.

    So Halfbrick revived a few more old games and brought in a lot of new revenue without the expensive process of building entirely new games. The take-away was that if one has a relatively good/large catalogue of games, that because of the way the Appstore works, one can generate revenue from them indefinitely as Apple will keep featuring your games if you keep updating them.
    Thanked by 1Elyaradine
  • Thanks!

    Better hope the App Store never changes then, I guess. :P
  • I finally got around to reading this. It's an interesting situation they're in, and more than a little reminiscent of Zinga and Rovio. Personally I have no issue whatsoever with a small company making it big and then growing. Every big studio had to start out as a small one after all :)

    What strikes me about Halfbrick's story (and Zinga's, and Rovio's, and many others after initial knockout success) is that they seem to focus too heavily on what's currently successful. Sure, Fruit Ninja, Farmville, Angry Birds, and whatever other successes they've had are bringing them big bucks now, but as @Elyaradine hinted at, that pretty much all hinges on current App Store behavior, and customer behavior. Just as Zinga found out about facebook games, and Harmonix discovered about music games, a platform or player interest change can pull the rug out from under you at any time. At least Rovio had the good sense to capitalize on the characters they created and build a merch empire.

    What I don't get about these small-gone-big companies is why they don't learn from their small beginnings and keep a couple of incubator teams around, knocking out small budget titles. If each of those teams has the kind of budget they developed their earlier hits with, it wouldn't dent their bottom line. Worst case scenario, they churn out a couple of mid performers a year that add to the size of their internal free advertising reach. Best case, they get more unusual hits and possibly even stumble on the next big pattern that shapes the market. Ideally these wouldn't even be treated as internal departments with a guaranteed ongoing budget, but a limited time and budget to reach a hit or they get wound down (same pressure that led to the hits now sustaining the parent company).
  • mattbenic said:

    What I don't get about these small-gone-big companies is why they don't learn from their small beginnings and keep a couple of incubator teams around, knocking out small budget titles. If each of those teams has the kind of budget they developed their earlier hits with, it wouldn't dent their bottom line. Worst case scenario, they churn out a couple of mid performers a year that add to the size of their internal free advertising reach. Best case, they get more unusual hits and possibly even stumble on the next big pattern that shapes the market. Ideally these wouldn't even be treated as internal departments with a guaranteed ongoing budget, but a limited time and budget to reach a hit or they get wound down (same pressure that led to the hits now sustaining the parent company).
    At the point where they are making millions a day they need an IPO and an exit strategy. This means staffing up, new offices and shiny toys to attract investors. I don't think the games industry is any different from the general run of the mill tech industry. A friend of mine is involved in building these million dollar tech co's and he said that basically it's a sham which is why we are heading to another bubble burst.

    The way tech is valued is ludicrous. The multiples principle (enterprise value/ earnings or users) results in these massive valuations that result in huge fund injections into unsustainable businesses based on forward revenue. I think at this point, creating a game is secondary to 'growing the company'. Private investors take unprecedented levels of risk hoping for a pay day or an early exit.

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  • @bischonator absolutely agree, but even aiming for an IPO or buyout, history has shown again and again that your current cash cow can fall flat before you hit that point. So hedging your bets a bit and spending a relatively tiny amount for future proofing would make sense. Of course, like you said, valuations aren't really logical, so what makes sense probably isn't very relevant :)
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    Completely agree with @mattbenic 's and @bischonator 's points.

    What seems the tragedy to me (from Halfbricks point of view) is that Luke Muscat left Half Brick and went on to make pretty darn successful games, which sort of validates @mattbenic's point, in that if Half Brick still had him making new things they'd be adding more hits onto their roster (which they would have been able to milk going forward).

    I don't know if you'd agree, but I think there is a company that did pretty much what @mattbenic described (having small teams developing lots of little games at small cost to the overall production and retaining both their talent over long periods). That company is Tencent, and their setup worked rather well for them (as in they are probably the most successful games company in the world at least partially as a result).

    So yeah, I think there's a great example out there of learning from one's humble beginnings and profitting big off it (like I think @mattbenic would recommend), with that in mind it does seem a little more foolish that Half Brick followed Zynga's example rather than the one of Tencent. But I think what @bischonator said probably explains this.

    (Please correct me if I'm wrong about Tencent's strategy, I'm actually not too familiar with the company apart from a few facts)
  • I think I see Tencent more as a tech investment company than as a game developer, though afaik they have been developing their own game console, and do have some game developers on staff. In terms of games, I think they're better known for buying equity in game developers that have a focus on f2p games, rather than developing their own. (They own shares in Riot Games, Epic Games, Supercell, Activision Blizzard, Glu Mobile, Robot Entertainment, and a handful of Korean and Chinese developers that I'm not familiar with.)

    I think there are many indie studios that have stayed small and continued their prototyping culture and, having built a brand for themselves, are able to make sales on their new titles quite easily (much more easily than a new developer would). But I struggle to think of studios that have expanded larger and larger (to the point of having multiple titles in development) while maintaining their prototyping/creative culture. The only one I can think of is Double Fine, and I get the impression that they've had mixed success and their own share of financial struggles. Are there perhaps other examples of studios that have been successful this way? (It certainly seems to make sense to work this way.)
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  • Blizzard's done very well in setting up a small team dedicated to being nimble and experimental. The result is Hearthstone.
    Team 5 was created specifically for the development of Hearthstone, with the intention of taking a different approach to game creation than that previously taken by Blizzard in developing its games, with 50+ person teams and multi-year development cycles. Team 5 was created with the intention of working on a smaller scale but at the same level of quality.[1] The mandate for the team was to keep the team very small, and to "think of ways to develop a game that might be non-traditional within Blizzard's walls".[1] The smaller team required its members to be "old-school" "garage programmers" and able to "wear a lot of different hats", with far less specialization than that typically found in larger teams.
    Early in the game's development, prior to the beginning of prototyping, deadlines for StarCraft II caused all of Team 5 except Eric Dodds and Ben Brode to be reassigned to that game for around a year.[10][7][11] This isolation allowed the two designers to work in an even more focused way, with only the two of them to settle prototyping decisions, and were able to rapidly progress through myriad design iterations.[7] For a long time Dodds and Brode used only pen and paper to create their prototypes, cutting pieces of paper to create test cards.[7]

    When the rest of the team returned, they discovered that Dodds and Brode had created a working Flash version of the game in their absence.[7] The basic game was complete; according to Dodds, "We pretty much pointed at the computer and said — 'the game is done' ... Just remake that game over there."[7] This Flash prototype established the core game for Hearthstone and according to Executive Producer Hamilton Chu survived to a surprising degree into the finished product.
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    I think Rockstar also did it right.

    Anyway, for a fascinating read, check this out: eurogamer.net/articles/2016-10-27-20-years-on-the-tomb-raider-story-told-by-the-people-who-were-there

    It is a textbook case of the rise and fall of a games company (and maybe a slight rise again).

    I think it's one of the best articles I've read all year.
    Thanked by 1Elyaradine
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    @Elyaradine Didn't Tencent from 2008 or so make a fortune in the Chinese casual games market with a ton of games they incubated? (obviously they are known in the West for owning shares in big western games companies, but that's AFTER they made their fortune in China, and because they did so ridiculously well there).
  • edited
    Ah, you may be right. I've done some casual looking around, but I don't seem to find any of their own games being particularly high-earning (their earlier games seemed to have been mobile games that were built on top of their QQ chat platform), but it may be that those numbers don't get mentioned much because they're dwarfed by the numbers involved in their other investments.

    [edit] Just read @bischonator's link. That was pretty heart-breaking too. Especially because what Heath-Smith believes was the reason for their downfall is, to me, not the correct reason. He thinks Core died because they didn't ramp up big enough, and that when they ramped up they weren't prepared for it. I feel like that's only a tiny part of the problem, next to crunches that were causing divorces (crunches that were partly his fault for taking deals the team wasn't ready for), his failure to stand up for his creative staff (and therefore losing two of his most important staff), his failure to push back against unreasonable expectations of publishers, and publishers' sales expectations being pushed higher and higher. (I realise I may be being unfair putting a lot of blame in his hands, in the sense that I've never had to take the responsibility of heading my own studio.)
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