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

Latest News
Global Esports Federation Launches its Innovation & Research Centre in Athens
The Global Esports Federation has launched its Innovation & Research Centre (IRC) in Athens, Greece, in collaboration with Socialinnov, a non-profit organisation dedicated to digital empowerment and social entrepreneurship.
The GEF Innovation & Research Centres are envisioned as collaborative spaces where technology, creativity and innovation converge to unlock human potential in the digital era. They will anchor forward-looking programmes that connect esports with education, wellness and opportunities in adjacent industries.
The Athens IRC anchors this global network, strengthening local ecosystems, enabling cooperation across regions and expanding opportunities in esports, gaming, technology and entertainment.
Thanos Karagrounas, GEF Chief Impact Officer, said: “The launch of our Innovation & Research Center in Athens is a milestone in the GEF’s journey to shape an inclusive and impactful future for esports. By combining Socialinnov’s deep expertise in digital empowerment with the GEF’s international network, we will unlock new opportunities for innovation, education, and investment – with people at the center of everything we do.”
“We are proud to partner with the Global Esports Federation to bring the GEF Innovation & Research Center to Athens. This collaboration reflects our mission to empower individuals and communities with the skills and tools needed to thrive in the digital age. Together, we will cultivate new pathways for youth, educators, and entrepreneurs to engage with technology, esports, and innovation on a global scale,” said Stella Psarrou, Director, Socialinnov.
Leveraging Greece’s growing digital ecosystem and Socialinnov’s expertise in education, youth empowerment and SME support, the Athens IRC will serve as a platform to develop strategies, programmes and investment opportunities focused on responsible gaming, holistic wellness and sustainable career pathways in esports and beyond.
The post Global Esports Federation Launches its Innovation & Research Centre in Athens appeared first on European Gaming Industry News.
Latest News
Entain’s Andrew Vouris to Speak at Regulating the Game 2026
Leading gaming law and regulation conference Regulating the Game has announced the newly appointed CEO of Entain Australia and New Zealand as its first Featured Speaker for its March 2026 event in Sydney.
The conference is scheduled to take place from 9 to 11 March 2026 at the Sofitel Sydney Wentworth.
Andrew Vouris, who was appointed CEO of Entain Australia and New Zealand in August, brings almost two decades of leadership experience in wagering, operations and innovation at some of Australia’s largest wagering operators.
His career spans senior leadership roles in Tabcorp’s multi-billion dollar wagering and media business, heading global operations of a pioneering esports and wagering platform, and partnering with private equity to build early-stage ventures in esports. Across these roles he has been deeply engaged in navigating complex regulatory and compliance challenges.
Since stepping into the CEO role at Entain Australia and New Zealand, Vouris has outlined his desire to embed a culture of “win, but not at all costs”, to return to the basics of selling bets and to lead innovation while ensuring customers are protected.
“I am grateful for the opportunity to speak at Regulating the Game 2026, which provides a unique global platform for advancing dialogue between regulators, industry and thought leaders,” Vouris said.
“At a time when public expectations and regulatory demands are at an all-time high, I look forward to sharing Entain’s vision for balancing sustainable growth, compliance leadership, and customer protection.”
Paul Newson, Principal at Vanguard Overwatch and founder of Regulating the Game, added: “Andrew’s leadership vision for Entain and his extensive track record across wagering and esports bring an important perspective to Regulating the Game 2026. His focus on culture, compliance and innovation aligns strongly with the values of the conference, and we are thrilled to feature his insights as part of this year’s program.”
The post Entain’s Andrew Vouris to Speak at Regulating the Game 2026 appeared first on European Gaming Industry News.
Latest News
Better Collective Launches Playbook
Better Collective has launched Playbook, an AI-powered betting solution transforming how fans place bets by fitting seamlessly into the way they already engage.
The launch follows the company’s press release of 12 February 2025, “Better Collective powered more than 8 million wagers and gathered football fans in New Orleans for the Super Bowl,” where Better Collective piloted early retention-driven products. With Playbook, these pilots are now scaled into a fully integrated solution – expanding Better Collective’s role in the betting ecosystem and strengthening engagement with sportsbook partners. With sports fans globally wagering more than 1.5 trillion EUR annually, the opportunity for innovation in this space is significant, and Playbook positions Better Collective to capture a greater share of this market.
At its core, Playbook is built to make betting seamless and more engaging for fans. Playbook enhances the user experience by delivering an actionable link – utilising bet slip image recognition built on AI and smart deeplinks – from betting content and tips that opens directly into a sportsbook app or website with the bet pre-loaded.
Jesper Søgaard, Co-Founder and CEO of Better Collective, said: “Playbook reflects our ambition to lead in delivering unique, and engaging sports betting experiences for sports fans and bettors while driving strong retention value for our partners. This positions Better Collective uniquely within the global sports betting ecosystem, where sports fans wager more than 1.5 trillion EUR annually.”
Initial launch in the US ahead of the NFL season
Historically, Better Collective’s affiliate model has been focused on acquiring new customers through its owned sports media, paid channels and partnerships. With the launch of Playbook, the addressable audience naturally expands to include all active bettors – not just new sign-ups. By complementing its global leadership in acquisition with direct engagement in bet placements at scale, Better Collective establishes a stronger position in the emerging retention betting space and secures touchpoints across the entire customer lifecycle. By engaging users directly at the point of bet placement, Playbook introduces a new layer of value creation for Better Collective, with new commercialisation opportunities that complement the company’s existing acquisition-driven and brand advertising revenue streams.
Playbook launched on September 3 in the US ahead of the NFL season, with additional key markets in the pipeline. Furthermore, Better Collective plans to build out a broader AI-suite of tools and betting assistants, reinforcing its position at the forefront of innovation in the sports betting ecosystem. Its rollout is supported by Better Collective’s owned sports betting communities, scalable technology infrastructure and partnerships with the world’s leading sportsbooks. These communities already attract millions of followers and thousands of paying subscribers, giving Playbook a built-in foundation to increase engagement and channel value directly to partners from day one.
The post Better Collective Launches Playbook appeared first on European Gaming Industry News.
-
Latest News3 months ago
Brand-new projects debuting at iGB L!VE: Casino&You and Win&You Partners!
-
Latest News1 month ago
Light & Wonder to Participate in the 2025 Australasian Gaming Expo
-
Latest News1 month ago
ReferOn Shortlisted for Acquisition & Retention Partner of the Year at SBC Lisbon 2025
-
Latest News1 month ago
Gavin Hamilton Joins Sports & Wellbeing Analytics as Chairman to Accelerate Global Expansion
-
Latest News2 months ago
2025 PUBG MOBILE WORLD CUP KICKS OFF WITH GROUP DRAW AHEAD OF ESPORTS WORLD CUP
-
Latest News3 months ago
HIPTHER Community Voices: Interview with the CEO and co-founder of Nordcurrent Victoria Trofimova
-
Latest News2 months ago
CEO of MEDIA24 Interviewed: Industry Scams, Business Insights and SEO
-
Latest News2 months ago
HIPTHER Community Voices: Interview with CEO of Media 24 Martins Lasmanis
You must be logged in to post a comment Login