Activision Buys Candy Crush Developer For $5.9B (inquisitr.com) 132
ForgedArtificer writes: Activision Blizzard purchased Candy Crush Saga developer King Interactive Entertainment last night for a cool $5.9 billion USD; about 20% above market value. The move likely leaves them owning five of the top grossing franchises in the industry. "Candy Crush is one of the most lucrative games in the world, earning some $1.33 billion in revenue in 2014 alone according to a King financial statement. The studio, which operates Candy Crush and a number of similar games including Bubble Witch and Farm Heroes, grossed $529 million in the second quarter of 2015."
Re:We know (Score:5, Funny)
We read that in the paper newspaper a few days ago.
A quick custom Google search tell me that the first time this news came out was 20 hours ago. Still I get your point.
I'm surprised that it appeared so late on /. It's usually one of the first place I would expect to read news like this one.
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I'm surprised that it appeared so late on /. It's usually one of the first place I would expect to read news like this one.
I wish I had my Funny modpoints.
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Very apt description....
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Holy shit... (Score:5, Insightful)
I'm neither a gamer nor a mobile gamer (the two are kind of different in my head). I'm just kind of shocked that this game is worth that much. I'd assumed (I've never played it) that it was just another mindless click game like the one about birds. If I am mistaken that doesn't really change much, to me. How the hell is the market that large? Who the hell is paying for these games or is it ads and user information that are the real value?
I would not have thought, ten years ago, that the mobile market would have this much capital involved. Someone just won the lottery which is kind of cool, I'm still surprised, however.
Re:Holy shit... (Score:5, Insightful)
Candy Crush is about as addictive as poker machines except instead of cash you get flashing lights and sounds. Basically you have an amount of in game currency that you can trade in for extra moves, special items (which let you complete levels easier), or more lives. You can play it heaps without paying a cent, but you might have to wait 4 hours to get more lives.
I think one of the biggest hooks is it integrates with facebook and you can see where your friends are relative to you in the level count. It then makes a big deal of you overtaking your friends.
The reason they make such a killing is a massive install base that can play at any time. It takes no effort to play, you have the device with you always, and the individual cost per item is quite low. So you're on the train and you almost did that level, well $1 for 5 extra moves and I can overtake my mate - done.
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I'm glad I've never tried. I'd probably end up wasting time on it.
Re:Holy shit... (Score:5, Funny)
My wife is addicted to them. Fortunately though she is a complete miser when it comes to spending money on things like this so she hasn't spent a cent. But the level of competition between her and my mum for top spot in candy crush, and Alpha Betty (another one by King) is terrifying.
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All good. All that has happened is she has added enough games that she can rotate through them. I quite like that she is also a fan of Clash of Clans and that game you can easily lose all your time to without spending money.
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Yep, currently COC + fallout shelter + One Piece Treasure Cruise and I don't have enough free time to use all my lives...
Don't really care about hitting the leader boards.... I've been grinding COC for so long now that I am close to maxed out anyway and I haven't spent a cent. Being in a really good local clan helped a lot to keep the interest high.
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Find a new clan. My experience is clans based on location work the best. My clan is a Brisbane clan and it means everyone is on at the same time, same language and same culture. It's important to find a clan that donates lots and will get involved in wars. The war bonuses are too huge to ignore.
As a general rule I will do 4-5 attacks a day currently. Some of my clan mates are way way more serious than me. But at that level my builders have been busy constantly. Once you reach late TH9 the limiting th
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Name of the clan is Brisbane Clash. Code #PQ29YJ00. Shield is a white Y shape on Black. Clan is predominately farmers who try hard at war. War is optional but if you opt in you must attack. As a general rule we are Aussies only but your welcome to hop in, I'll let the guys know. I go by Harlequin there as well so stick that in the request if you are going to come over.
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Or if you are rooted, just save it in titanium backup before playing and then restore your game when you run out of lives.
As far as cheating goes, this is an easy one and it pays off pretty well.
All of the help items get restored when you restore your game (so you can just keep accumulated the free one iteam a day and let it add up over the days) and since your progress is tied in with facebook, restoring your game does not force you to start over.
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Time is generally more difficult to replace than money.
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My wife is addicted to them. Fortunately though she is a complete miser when it comes to spending money on things like this so she hasn't spent a cent.
Sadly, she's stuck on level 6 out of 4,635,987.
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Continuing with that thought, and maybe I'm reading it wrong, but the following article seems to say that a large portion of players aren't impatient enough to part with that $1. But the ones who do, they'll keep feeding the machine, to the point where "whales" actually exist in mobile gaming just like with casinos. The result is that revenue is highly dependent on a very thin sliver of game players:
https://recode.net/2014/02/26/... [recode.net]
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No question that this would be true. However in the case of King their install base is so huge that even .15% would be a large number of people.
Anecdotally I was stunned once to find out that over half the people I worked with were all sinking money into Candy Crush at the same time (mid 2013). What really scared me was that they were talking about having spent over $100 each over the course of a weekend. Given my total app spend has been equal to the amount of credit I got with my original Nexus 7 I was
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Very interesting, sounds like your sample was a group of mini-whales ;) It would be insightful to see what portion of the upper percentile on that player/spend chart are actually high disposable income folks (probably like your coworkers) vs. just highly-addictive personalities. Those two groups are obviously non-orthogonal but the question is whether affordability enters the equation, and thereby where do you spend your marketing dollars to target them if you're a game developer.
Btw, also anecdotally, th
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My co-workers at that time were all relatively young 20-25 but with a very diverse level of incomes. Some of them were earning huge amounts, others were barely scraping by (sales environment with commissions). That said a lot had reckless personalities and would, in my opinion, just waste their money on shit and hope to sort it out next pay day.
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It's not ALWAYS random. There are some levels that are based on chain reactions, and those seem to have colors that fall in that cause the chain reactions (i.e. more than other levels).
Plus for example, level 181 (the first Hard level, which I'm stuck on), has only a few open spots at all in the beginning... Though upon writing this, I honestly saw the VERY first time in many many tries where I didn't have a move and the level ended. EVERY other time (and upon restarti
Re:Holy shit... (Score:5, Insightful)
Well, they had over a $1B in revenue last year so it's not that bad of a valuation on the surface. The trouble is these companies tend to rise up fast and come down just as fast. They have to keep on putting out new addictive games that people will spend money on credits/coins/tokens for. That's very hard to do.
But it must be said that it's a lot more respectable than valuing Uber at $51B.
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I read the replies and that's still a huge amount of revenue for a mobile game. If I wrote such a game, I'd be impressed to even give it away. From reading the other posts (except my stalker - aren't they cute?) it looks like it's addictive (as you said) and there's gotta be some magical sauce here that someone could take advantage of. 'Snot my cup of tea, I'm not a good programmer, and I'm far too lazy but I expect you guys could do this. I just wonder how one gets the magic sauce which is popularity. I'd
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The first Candy Crush was well written and very pretty, relative to its competitors. It then managed to get a good enough install based to get the "trending app" in the google store. From there it simply held top spot for ages, steadily increasing its install base. From there they have just get pushing out the games. Some have been crap, others well done. They are all pretty much derivative works but because they have gagillions of people in their captive audience they capture the market share really r
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There isn't anything about them that makes you want to find an alternative.
Actually, there is. I sometimes like playing the 'click three' type games. But Candy Crush Saga puts so much animation and filler crap that gets in the way of clicking three that I tried it for a bit, deleted it, and installed one of the free clones that is just a click three game.
Candy Crush Saga adds animations of NPCs, and other side 'features' that detract from the actual crushing of candy.
Re:Holy shit... (Score:4, Interesting)
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I've only ever played Candy Crush on an aeroplane
I always wondered what pilots did between the five minutes at each end for taking off and landing .
Re: Holy shit... (Score:4, Informative)
King's game revenue comes almost entirely through in-game purchases of gold bars, which are effectively treated as the currency for their games. You can use them to purchase an extra few moves if you run out but are close to winning a level (called EGPs), and you can use them to refill your lives if you run out, without having to wait for them to re-fill at the rate of 15-30 minutes per life (depending on the game). The only ads in King games are for other King games (called cross-promos).
King's games are a popular thing to hate lately, but the fact is that a huge amount of ongoing work goes into their titles - most of them see new batches of levels every two weeks, and new gameplay mechanics, boosters, and features every month or two. The games are constantly being improved, and the high bar of quality is why King's games have done well while other dime-a-dozen match-3 games haven't.
The other thing to keep in mind is that you can get every last byte of content out of the games without ever spending a penny. Yes, early on there are collaboration locks, and you need to wait for lives to refill, but at the end of the day you can do it if you're patient. King makes its money because most people aren't.
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That sounds pretty trivial to write. Hell, a small server and you're good - for a while at least. Run it 'til the smoke escapes and throw up a new VM when it does. That's probably about the most difficult thing - if I'm understanding you correctly. It doesn't sound like graphics are too intensive or anything. It's seemingly just a click and grind game. :/
You guys should get in on this filthy lucre!
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The amount of money King spends on TV ads around here is MASSIVE. Candy Crush Saga. Farm Heroes Saga. Pet Rescue Saga. Candy Crush Soda Saga. Bubble Witch. The list goes on and all of them have had very flashy (and to someone who doesn't play their crap, annoying) TV ads running on high rotation.
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Actually watched some regular TV the other evening and saw 7 or 8 of these ads in a 2-hour span. And this is in Sweden. WTF?
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Wow, so there's TV ads for game apps now? I didn't realise how detached I have become now, not that it wants me to go back to flow TV.
Re:Holy shit... (Score:5, Interesting)
A little video about Candy Crush's success, from a design perspective. [youtube.com]
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Derivatives... Let's see them try to cash out that 5.9B note
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Dude, seriously?
In ... app ... purchases; click here now to buy 16 more dongle-doodles to play faster.
Sure, ads; but if you want to make real money, in-app purchases is a literal license to print money. So you have a game reward system tied to real money.
It's basically a mobile slot machine. It's a monkey clicking the bar for a hit of crack.
And if all of your Facebook f
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The number of people that will pay $1 "because it's pretty much just pocket change" to get what, 3 more turns of a stupid flash game? is absolutely staggering.
IIRC the guy that COPIED Kandy Krush and was ordered to cease & desist after something like a handful of months was pulling in $hundreds$ of 000's monthly in just that short time.
And people think "democracy" has a chance in hell?
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Surely it will work out.... (Score:5, Insightful)
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Don't forget Zynga!
Why not just code your own match 3? (Score:2)
Re:Why not just code your own match 3? (Score:4, Informative)
Branding is like, > 90% of business. Also a HUGE MASSIVE database of analytics and pre-loyal customers.
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Why not just code your own match 3, indeed (Score:2)
If, rather than spending the ~6b, you hired a thousand teams of programmers & artists to create a thousand mobile games, and then dumped a billion dollars into marketing them all, what is the chance that you would have the next hit on your hands and a few billion left over? These sorts of games are cheap to make, why big companies don't crank them out assembly line style is beyond me.
I think they overpaid (Score:2)
I suppose good on the guys who got $6 bill
Re:I think they overpaid (Score:5, Insightful)
Are you thinking Zynga?
And i think the price takes that risk in consideration. Over 2 billion a year in revenue, but bought for 6b~. In the current unicorn bubble, that's on the low side.
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Activision better have a plan for turning that single-franchise acquisition into something longer lasting, but seeing their methodology with Guitar Hero and Ca
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Considering that Activision have gone from DLC to microtransactions for the latest Guitar Hero game, they obviously have experience in that area...
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True - But candy crush has a crazy install base. Lots of their other games have sucked but they got into the top 10 of games installed every time because of the ads that are inserted into candy crush. Make a slightly non-shit game and the same will happen. Make a good game and you have made a killing.
Re: I think they overpaid (Score:1)
Candy Crush is the reason I had to put restrictions on the App Store.
Every other site visited on iPhone pops up the App Store on Candy Crush. Now nobody pops up the App Store on my phone.
Draw Something (Score:1)
Is the game you are thinking of "Draw Something", maybe? Zynga bought it for $210 million and shortly afterwards it fell out of the limelight and the had to write it off as a complete loss
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I think they overpaid.
I think that is what "paid a 20% premium" means.
King: the least ethical game studio in the world (Score:5, Interesting)
Their abuse of copyright and trademark to screw over smaller developers is nothing short of legendary. It will be really nice to see them on a shorter leash. Even putting them under EA ownership would have been better than their CEO running wild; mobile development is a much safer place for indie devs with them bought out.
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The kids might move on, but CandyCrush has adult addicts. Those adult addicts have credit cards and aren't afraid to max them out on in-app purchases.
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The trick is that adults don't have to max out their credit cards on in-app purchases like this. Millions of them can drop $20 a week in little $1 transactions; that's how King gets their millions.
I wonder (Score:3)
So, in about a year, do you think we'll be reading blog posts from Bobby Kotick where he talks about how sad and lonely he is?
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A new record (Score:5, Funny)
largest accidental in-app purchase ever.
Re:A new record (Score:5, Funny)
How I imagine it came about:
Exec 1: "With the amount of money my wife/kid dumps into those mobile games I bet I could have bought the company by now"
Exec 2: "You know that's a really good idea; we should just buy them"
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I'm I the only one (Score:3)
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Expensive R&D goes into making stuff like Candy Crush highly addictive and manipulative.
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Crushed it (Score:5, Informative)
Activision paid over $1billion more for Candy Crush than Disney paid for the Star Wars franchise.
Re:Crushed it (Score:5, Insightful)
They didn't just buy Candy Crush though, they bought a whole company.
Re:Crushed it (Score:4, Insightful)
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It's also the same ballpark figure that Oracle paid for Sun Microsystems. Pure insanity.
How does CandyCrush make money? (Score:2)
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The basic way to make money is to tap into stupid. Candy Crush simply hit a vein.
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Given the hours people put in it, it's easy.
Ads and in-app upgrades.
Ads are obvious - with the hours people put in it, you can make a lot of money showing ads to players.
The second way is in-app purchases. Like all addictive games, your plays are limited - you can only make so many moves or play so long before you have to stop. But if you can spend $1 to play unlimited for a day or week, that easily rakes in cash.
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Thank you !
Seems like there's limited room in the economy for this kind of thing since the people who play it have no dough, most likely, although there are a lot of them.
It's probably also a market subject to crazes and fads and a winner take all dynamic since there's limited time and money anyone can devote to it and also you want to *do it* (whatever it is) with your friends and one up them etc etc.
So it's got a built in boom bust dynamic to it and they were booming and then they sold themselves and now
Humanity sucks (Score:2)
You assholes gave Candy Crush $1.33 B? You suck!
Activision needs new revenue streams (Score:4, Informative)
Personally, I'm of the view that Activision has just paid rather too much money to acquire a developer whose value has already passed its peak. A lot of these mobile developers tend to get big on the basis of one or two apps that "go viral" but then struggle to follow up on initial successes. The mobile gaming market is so over-crowded that producing the next big-hit is a complete crapshoot. Nobody's come up with a formula that works; the Next Big Thing is as likely to be a so-bad-it's-funny Flappy Bird game from some guy in his bedroom as it is to be a carefully crafted and marketed sequel to the Last Big Thing.
That said, I'm not surprised that Activision is looking to diversify. For a long time, it has been dependant upon two big cash cows; World of Warcraft and Call of Duty. Both of those have passed their peak.
World of Warcraft's subscriber numbers have fallen a long way since their peak in the late-Lich King/early Cataclysm era. It's down at around 5 million subscribers now, down from a peak of over 12 million (and Activision/Blizzard have just announced they're going to stop reporting subscriber numbers). 5 million is still a huge user-base for a subscriber-MMO, but they are on a fast downward trend and likely to lose the "world's biggest subscriber MMO" crown soon.
Call of Duty, meanwhile, has also fallen a long way from its sales peak. The peak was achieved in 2011, with 26.5 million sales of Modern Warfare 3. 2012's Black Ops 2 managed an only-slightly-lower 24.4 million, but things went into serious decline after that. 2013's Ghosts sold 16.5 million copies, which Activision blamed at the time on the game coming out during a transition in console generations (the fact that it was a poor game even by Call of Duty standards probably didn't help either). It never reported final numbers for 2014's Advanced Warfare, but did indicate that after 3 months on sale, numbers were "27% lower than Ghosts at a similar point in time", which would indicate that it probably eventually landed somewhere in the 12-13 million sales range.
Now, don't get me wrong, both World of Warcraft and Call of Duty are still spectacularly successful franchises (breaking over 10 million sales is something most AAA developers can only dream of, let along over 20 million). But they are far and away the most important jewels in Activision's crown and if they are in decline, that gives the company a problem.
On that basis, it's not surprising to see them take a punt on something like King (even though I think this was the wrong punt to take).
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Activision just announced that the Destiny subscriber base is over 25 million IIRC and they have expanded paid DLCs by adding microtransactions for cosmetic items. Lots of life left in its projected 10 year life span (despite the critics claiming its a flop)
Tax inversion (Score:2)
Of course they might be doing it because of Candy Crush but I suspect King is grossly overvalued and Activision know it - but again, tax inversion.
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news (Score:1)