Developer | Funding | Date | Amount |
Sulake | Benchmark Capital, et al | Jan-05 | $23.5 million |
Turbine | Tudor Ventures, Columbia Capital, Highland Capital, Polaris Venture Partners | May-05 | $30 million |
Jagex | Insight Venture Partners | Oct-05 | Undisclosed |
Funcom | Public IPO; Oslo Stock Exchange | Dec-05 | $30 million |
Terraplay | Cisco, IT Provider, Nordic Venture Partners, VPSA | Apr-06 | $3.2 million |
Real Time Worlds | New Enterprise Associates | Dec-06 | $31 million |
Red 5 Studios | Benchmark Capital, Sierra Ventures | Dec-06 | $18.5 million |
Areae | Charles River Ventures, Crescendo Venture | Dec-06 | Millions |
It is interesting to note the big numbers scattered throughout the list. These are not angel investors helping out a friend, these are large deals for the game development arena. Assuming venture capitalists look to make at least 10x the money they invest, this is quite a vote of confidence. What is really important for the online-only firms on the list like Jagex and Sulake, is that they get to work with financiers who are approaching their company from the Internet space, understanding the service-based model. A packaged goods focused company like Electronic Arts is not actually set up to run an Internet service, so developers of online games have to run the service while answering to the norms and expectations of a publisher that probably does not truly understand what they are doing. Online game developers’ turn to private equity could be the start of a longer term trend towards more variable financing arrangements. The long-time dominance of the publisher-developer relationship is far from assured. The so-called console war is especially competitive this cycle, meaning that even smaller publishers and developers can secure decent terms from the platform providers. While retail power for smaller players is still a major question, some venture capitalists are already willing to make big bets. First, Elevation Partners structured the $300 million deal with Bioware/Pandemic to create a large video game developer/publisher. Then, Francisco Partners executed a $150 million deal for independent developer Foundation 9. Developer Destineer, received $12 million from The Exxel Group. Their CEO Paul Rinde summed up the attraction to venture capital for interactive entertainment developers, “The venture capitalists of the videogame industry have traditionally been the large publishers, because they're the ones who have funded most game development until now. But, this new trend of private-equity firms investing in the games industry gives creative companies like Destineer much more flexibility to make games the established publishers are less likely to create." But will it really be so easy? Many have predicted the fall of the retail/publishing model for years. However, instead, the rich have tended to get richer and the focus is increasingly on sequels and big name licensed intellectual property. Often it seems the IP is more important than the actual game. Many investors feel that this time it will be different, because online games are more dependent on development and operational skills and less dependent on licenses and have a way around the retail distribution model. The problem with this thinking is that it ignores many of the market realities and the fact that top publishers bring a very important skill set to the table. Publishers specialize in “sell-in” and “sell-through.” In other words, they are able to get the product in front of the consumer and get the consumer to buy that product. In a world glutted with product this is arguably the most difficult task of all. The most successful revenue producing games are still distributed at retail because it is the primary way to get in front of consumers. This remains true even for all the online game companies that are going after the same rather limited (on cost and interest) number of consumers. Right now, online games are not really an online service business. The vast majority of revenue is still derived from retail products with subscriptions attached. Go into the PC game section of your retail store and you will probably see the shelves overflowing with World of Warcraft products. This is just on the distribution side (sell-in). Online games also still require marketing (sell-through) and that means having the skills to get into all the appropriate marketing channels. It is no accident that many of the best selling games have marketing budgets that exceed their development budgets. A $25 million investment may sound like a great amount, but in today’s market is not nearly enough to take a single product from development into the consumer’s hand without outside help. This does not mean that all these venture funding efforts are doomed to failure. Currently the large publishers are very focused on a packaged goods business. The industry is increasingly adding a service goods component to its required skill set. In the future, success will require both a packaged goods skill set and a service oriented skill set. Publishers who can adapt to the service-based possibilities while keeping their retail strength will be best positioned for success. However, it is also likely that one or two of these online game developers becomes a success and morphs into a publisher by adding some distribution and marketing expertise. South Korea’s NCsoft has already showed how this might work. With the success of Guild Wars and City of Heroes, NCsoft was able to go from a service based online game developer into a more traditional international publisher with a large North American retail presence that just happens to focus on online games. The failure rate for new online game investments is likely to exceed 95%. We think the ones that will be successful will have a clear strategy to eventually add a packaged goods component. Otherwise the best a startup can hope for is that they get lucky and are snatched up by one of the established retail publishers." [Thanks again to DFC Intelligence analyst David Cole for his work reprinted here.]