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Tencent’s next level up: fewer big foreign franchise games, more in-house

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In a sea change at China’s Tencent (0700.HK), opens new tab, an easy-to-play game of cute characters tackling obstacle courses has taken precedence over developing a big-budget sophisticated foreign franchise for smartphones.

Since late last year, the world’s largest video games company has, according to sources, redeployed hundreds of people from the team developing “Assassin’s Creed Jade” for mobile – a multi-year project with France’s Ubisoft (UBIP.PA)

They are now working on recently launched “DreamStar” – Tencent’s answer to rival NetEase’s (9999.HK), hit “Eggy Party” and the company’s most high-profile attempt to date at the so-called party game genre which offers simple gameplay, minigames and encourages players to hang out and chat.

As a result, “Assassin’s Creed Jade” – an action-adventure game set in ancient China that has been under development for mobile for at least four years – will likely be released in 2025 instead of this year, according to three sources familiar with the matter. They were not authorised to speak to media and declined to be identified.

The redeployment of resources highlights the trends forcing a strategic pivot at Tencent. Firstly, developing big-name Western franchises for mobile phones tends to yield thin margins.

At the same time, rivals have had breakout hits with ostensibly niche products that offer new takes on gaming such as as NetEase’s “Eggy Party” and miHoYo’s anime-style fantasy game “Genshin Impact”. Moreover, the games were developed in-house so their profits are all their own.

Tencent had, for years, great success by developing for smartphones international hits like Activision Blizzard’s shooter game “Call of Duty” and the battle royale game “PUBG” by South Korea’s Krafton (259960.KS).

But such franchise games – called IP (intellectual property) games – are costly to make. Royalty fees of 15% to 20% of sales are typical, Apple’s (AAPL.O), opens new tab App Store takes a 30% cut while marketing and user acquisition expenses can cost another 30% to 40%, the sources said.

After a string of IP game setbacks, Tencent plans to be more selective. “We’re focusing on fewer bigger budget games. Typically, we’re seeking to make the biggest bets around games that either iterate on a successful IP … or games that are iterating around proven gameplay success within a niche and taking those to a more mass market,” Tencent Chief Strategy Officer James Mitchell told an earnings call on Wednesday.

Tencent is now also pushing for royalty fees to fall to under 10% of sales in some negotiations, according to one person with direct knowledge of the matter. “That would have been almost unthinkable just a few years ago. Tencent used to be far more generous,” the person said.

Tencent declined to comment on details of its strategic shift.

SETBACKS AND BAMBOO SHOOTS

On Wednesday, Tencent reported a slight decline in fourth-quarter gaming sales and also flagged that overall gaming revenue this quarter would be soft compared with the same period last year when gaming sales surged as pandemic restrictions were lifted.

Pony Ma, Tencent’s founder and chief executive, has been blunt that the company’s video game division – which last year generated 180 billion yuan ($25 billion) in sales or around 30%of overall revenue – needs to do better.
Competitors have continued to create new products, “leaving us feeling we have achieved nothing,” he told a stadium of employees in Shenzhen at the company’s annual meeting in January, according to a separate source with direct knowledge of the event.

That month, Tencent also launched its “Spring Bamboo Shoots Project”, aiming to incubate in-house games with novel gameplay and offering budgets of up to 300 million yuan ($42 million) per game. While that is much less than budgets of 1 billion yuan for a major franchise, the initiative signals Tencent is willing to take more risks on non-conventional game design, the sources said.

Some major setbacks have only increased the sense of urgency for change.

Last year, Electronic Arts (EA.O),  discontinued “Apex Legends Mobile”, a game developed by Tencent, with executives at the U.S. firm saying it had fallen short of expected quality.

In December, Tencent axed development of a mobile game based on the “Nier” franchise from Japan’s Square Enix (9684.T), in part because the Chinese firm struggled to find a compelling monetisation model given its expensive development costs and franchise rights, sources have said.

“Mobile games studios have learned that IP is not the magic bullet for user acquisition it once was,” says Serkan Toto, founder of game industry consultancy Kantan Games.

Tencent has also seen a key in-house game bomb. “Undawn”, a zombie apocalypse shooting game that Hollywood star Will Smith was hired to endorse, flopped spectacularly despite having a budget of close to 1 billion yuan with more than 300 developers, according to two of the sources.

Last month, one year since its launch, “Undawn” brought in revenue of just $287,000, according to research firm Appmagic.

Western companies have also started to shift away from outsourcing mobile game development to Chinese companies like Tencent. Microsoft’s (MSFT.O), Activision Blizzard, for example, has just launched “Call of Duty Warzone Mobile” which will compete directly with Tencent’s “Call of Duty Mobile”.

Adding salt to the wound, Tencent’s top two games saw revenue slide during the week-long Lunar New Year holidays in February. “Honor of Kings” and “PUBG Mobile”, which are nine and seven years old respectively, suffered 7% and 30% drops compared to the holiday period last year, according to one of the sources who was briefed on the matter.

Source: Reuters

 

The post Tencent’s next level up: fewer big foreign franchise games, more in-house appeared first on European Gaming Industry News.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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iGP launches GamePark and PayLab to enhance offering provided to partners

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AI recommendation engine and comprehensive payment services to accelerate customer growth
iGP, the prominent iGaming platform and aggregator supplier, has significantly boosted its customer offering by integrating two key products from SameGrid: GamePark, a data-driven AI recommendation engine, and PayLab, a payment orchestration and reconciliation service.
GamePark’s content recommendations create personalized customer experiences based on a number of factors. These include ‘Because You Played,’ ‘Similar Players Liked,’ ‘Exclusive VIP Picks,’ and thematic-based game picks amongst others.
With thorough A/B testing within the system, partners can compare strategies and performance. The engine can be integrated within any CRM while recommendations can also be tailored to your KPIs and business costs.
PayLab has access to over 400 PSPs, more than 100 currencies and cryptocurrencies, and advanced geo-targeting. It ensures the most optimized payment solutions regardless of territory.
The system also boasts a range of in-built Managed Services including full PSP management, risk and fraud management, and marketing and commercial support.
The launch of GamePark and PayLab reaffirms iGP’s ethos of placing the satisfaction of its partners and their players at the heart of its products and solutions.
The teams from iGP, GamePark, and PayLab will be at ICE in Barcelona from January 20 – 22 2025 to meet partners who could benefit from greater personalization of their offering.
Daniel Dwek, VP of Product at GamePark, said: “Players in the iGaming industry are always seeking fresh and exciting experiences. With our groundbreaking AI recommendation engine, we will provide players with personalized content tailored to their preferences.”
Ariel Reem, CEO at PayLab, added: “iGaming operators require advanced systems to manage the volume of payments. With orchestration, reconciliation and managed services combined within the PayLab offering, iGaming companies need look no further for a neat payment solution.”
Jovana Popovic Canaki, CEO at iGP, commented: “The launch of GamePark and PayLab will undoubtedly complement our offering. Both products will maximize engagement for our partner operators and deliver seamless player experiences, which is always our aim.
“Tailored content and comprehensive payment solutions are two of the most important factors for a successful business and we are sure our latest offering can provide unmatched experiences.”

The post iGP launches GamePark and PayLab to enhance offering provided to partners appeared first on European Gaming Industry News.

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The World of Esports Unites: 136 Nations Registered for 2025 Season

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The International Esports Federation (IESF) is thrilled to announce a major milestone as 136 nations have officially registered for the National Qualifiers of the 2025 esports season. This record-breaking level of participation underscores the remarkable growth and global appeal of esports, uniting athletes and fans from every corner of the world under one shared passion.

The National Qualifiers, which commenced on January 15, 2025, mark the start of an exciting journey for millions of athletes. Competing across a diverse range of PC, mobile, and console titles, these athletes are fighting for the opportunity to represent their nations on the largest stage of esports.

Highlighting the significance of this achievement, IESF General Secretary Boban Totovski stated:
“The participation of 136 Member Federations in this year’s National Qualifiers is an extraordinary accomplishment. It reflects the deep passion, dedication, and unity within the global esports community. We eagerly anticipate witnessing the emergence of this year’s national champions and the incredible talent that will define the 2025 season.”

As IESF celebrates its 16-year legacy, the 2025 season is another step forward in showcasing esports as a powerful unifying force. The federation remains committed to supporting the growth of the esports ecosystem, encouraging the next generation of athletes, and celebrating the diversity within the global esports community.

The 2025 season will bring nations together to honor the competitive spirit and creativity of esports. With 136 nations involved, IESF reaffirms its dedication to fostering collaboration, inspiring excellence, and showcasing the exceptional talent of athletes from all over the world.

The journey to an unforgettable year in esports has begun, as IESF continues to bring the world closer through the shared passion for competitive gaming.

The post The World of Esports Unites: 136 Nations Registered for 2025 Season appeared first on European Gaming Industry News.

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Exclusive Collaboration: Digitain and Museum LEGENDS: The Home of Football Presented by LALIGA

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Digitain announces an extraordinary partnership with the Museum LEGENDS

Digitain, is proud to announce an extraordinary partnership with the Museum LEGENDS, presented by LaLiga, debuting at ICE Barcelona 2025. As pioneers of this unique concept, Digitain is bringing football history to life by hosting an exclusive pop-up museum right at the heart of its stand 5J30.

For the first time ever, visitors will have the opportunity to marvel at iconic memorabilia from football legends and timeless icons, including Pele, Maradona, Messi, Ronaldo, Figo, and many more. This once-in-a-lifetime experience will showcase treasured items that define the legacy of the world’s greatest footballers.

The Museum area at Digitain Stand will be open to the public from January 20th to 22nd, 2025. Whether you’re a fan or simply curious, this exhibit is must-see.

Laura Valdeolivas, CEO of LEGENDS: “We are thrilled to partner with Digitain for this groundbreaking initiative. Bringing the rich history of football legends to life at ICE Barcelona 2025 aligns with our mission to celebrate the beautiful game and its icons. This collaboration with Digitain represents an innovative way to connect fans and industry professionals with football’s storied past.”

Aregnaz Hakobyan, CMO of Digitain Group: “Digitain has always been at the forefront of innovation, and this exclusive partnership with the Museum of Legends powered by LaLiga exemplifies our vision of creating unique, memorable experiences. Hosting this pop-up museum is not just about showcasing history; it’s about inspiring fans and celebrating the legacy of football legends. We can’t wait to welcome visitors to our stand at ICE Barcelona.”

Don’t miss out on this groundbreaking collaboration and the opportunity to explore the magic of football history.

The post Exclusive Collaboration: Digitain and Museum LEGENDS: The Home of Football Presented by LALIGA appeared first on European Gaming Industry News.

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