Rovio to Cut 260 Jobs as the Angry Birds Franchise Becomes Irrelevant
techcrunch.com
techcrunch.com
Too bad the entire gameplay is a 100% miss: You have to wait or pay to retry levels after a while. This goes completely against everything that defines angry birds gameplay, which for me is to instantly re-start the level if I'm not satisfied with the first bird shoot.
Absolutely ruins it.
I'd much rather pay $X upfront for unlimited gameplay. Now it just feels like they're trying to cheat me out of real money every 15 minutes feeding some kind of virtual slot machine. :(
We've been in the game since the beginning so I've seen the transition from selling a game at $4.99, then $2.99, then $0.99, and finally free with IAP. Despite being very successful we didn't enjoy that trend, but instead just adapted to it.
It's purely a response to the mobile consumer's spending habits and their complete unwillingness to psychologically accept the "risk" that the $5 or $2 game they bought might not be as fun as they hoped.
The result is an unwillingness from many consumers to risk more than a single dollar for a game. I, for one, used to pay up to $10 for good games (e.g., I've purchased all 3 N.O.V.A. editions for $7.99 or so), but these days I am reluctant to even spend a dollar on an app.
In the race to the bottom, everyone loses.
Keep in mind that the best premium apps have lifetime revenues in the low tens of millions, and the best F2P are in the billions.
The inverse of this is likely just as true, sales are not made due to there being no free trial so someone just doesn't bother with it at all.
i.e. if 1% of apps are making billions but the other 99% are complete flops, it seems ludicrous that anybody would try to enter the market as this stage.
The solution that Nintendo stumbled on is to limit the number of uses to a demo, after which the demo is no longer playable. Unfortunately, this would require absolute cooperation from the app store, be decried as a terrible practice by many, and be moot on rooted phones.
There's a lot of games out there, and most of them are just cranked out rehashes or predictable and dull.
The problem with strategy is that your whales only pay once, even if they would be happy by paying thousands of times.
It's up to adults to contribute purposeful conscious decisions.
I know several people who smoke. If you ask them, they will say that they enjoy cigars and cigarettes.
After all, this is how the app stores started. Nobody would have switched to Freemium if Gamers preferred the Paid Games.
If I feel the need to sling a bird, I'm sure there are plenty of levels I haven't tried yet that I can still play for free in other versions.
I couldn't wrap my brain around what their strategy might be for this new game.
Essentially this is the only way to have a shot at making money in the mobile games market.
Which really shows how sad this business is -- a true sequel to a smash hit that goes way beyond the original sells so poorly that it leads to mass layoffs.
This is absolutely true, but for me it just drives home the message that indie gaming is far more interesting than the latest AAA titles. The sequel is just the same game without any of the originality of the first one, and it was that originality, that joy you get from finding something new and exciting, that made the first game worth playing.
The game's quality isn't the problem. It's the forced in-app purchases (or wait massive amounts of time) they made with this new version that makes it horrible.
They went overkill on the IAP and the reviews reflect that.
Angry Birds tried to do the same. A few years ago you couldn't walk past a park or school without seeing a kid in an Angry Birds shirt or carrying one of those goody stuffed pigs. Only problem is that they milked the franchise without letting it evolve, or invest the profits in other opportunities (they tried, but how can you go from mega-hit to fresh start and hit the same lightning rod twice?). Just like that tacky wall-mounted singing fish, Angry Birds had a typical product lifetime, and Rovio should have expected their one trick pony to obey the currents of time.
Who is buying all this stupid swag? Where is it now? I guess its all in landfills after wearing an AB t-shirt or a backpack a few times and getting tired of the novelty. I wish society could have a conversation about novelty and waste. I don't think future generations will judge us kindly.
Meanwhile, I have so much Star Wars stuff in my home, much of it decades old. Comics, old toys in boxes, etc. I think there's a difference between things we value and things that just have a temporary novelty. Sure, I'll die and it'll end up in a landfill also, but it lasted much longer than all the AB t-shirts I saw for sale, pretty much everywhere. Hell, there was an AB vendor outside the Colosseum in Rome a few years ago. This shit is completely out of control.
Gaming, and particularly mobile gaming, is a hits-based industry. Angry Birds 2 is actually Angry Birds 15. They lasted 6 years, which in the mobile gaming world is a success probably comparable with one show lasting 12 years on television. It was a very good run.
Unfortunately, to achieve real staying power, you have to develop your franchise story, usually across multiple platforms. When people become bored with it, your franchise dies. You have to keep it fresh and at least recognizable in the popular culture for decades, in order to become a permanent fixture. Otherwise, you simply have to make do with the occasional nostalgic revivals.
There are literally hundreds of such franchises. Just look at this summer's blockbuster lists. And in video games, there are plenty of examples of franchises that have lasted 15+ years (CoD, Madden, etc).
It's just very difficult to know if a franchise will have staying power. Many sequels are tried, only some succeed.
For a comparison, look at King, what success do they have outside of candy crush? And it's not for the lack of games as they have quite a few.
Maybe it isn't all just luck.
And I may be being unfair not having played their games, but they follow the same mechanic, just being different themed, right?
It is too early to be sure, but I'd bet they're still riding their particular wave.
Rovio has done precisely the opposite, and tried to rebrand the same game with different themes, like Star Wars. There's nothing new under the aesthetic changes.
And like all of these things, you know that one day in the indeterminate future, that phenomena will fade, much like Angry Birds has.
How do you best handle this? Do you sell early and get out quickly? Do you try to build something larger out of the resources you now have?
I'd be tempted to cash out early and just enjoy the fruits of my success.
https://en.wikipedia.org/wiki/Robert_Kotick#Gaming_controver...
However when looking at Rovio and Angry Birds right now, it looks like a really sound strategy.
To be a successful player in the hits business, you have to be putting out new, formulaic stuff constantly, aware that some percentage of it will never make back its money, some may break even, and some will make a lot of money. This is what movie studios, record companies, and the successful game conglomerates do. As much as it may get tiresome to see the bi-annual CoD release break records, it matches the expected behavior perfectly.
But I digress. The direct answer to your question is pretty similar to what it always is: don't grow too fast, don't let it go to your head, and diversify. Personally, if I was in that situation, I think selling out to Activision or EA, who already have a functional hits apparatus, would be a path warranting serious consideration. A lot of game developers are eventually forced into that position anyway after they make the erroneous assumptions discussed in this comment and become financially distressed.
Some indie devs may be trying to get acquired by Activision or EA, the kind of indies who would grow to have 800 employees, and some may just be trying to do their thing in an environment that allows them to explore different gameplay and/or artistic choices. Not everyone's goal must be necessarily to sell thousands of copies at whatever personal cost.
I mean hiring hundreds of people because one game became popular is a bad decision. It happens a lot, and the result is almost always layoffs and eventual bankruptcy, when a conglomerate like EA takes the opportunity to snatch them up.
If indie devs want to keep plugging away for personal fulfillment regardless of the popularity, that's great, but don't drag 300+ people into it unless you're going to be serious about making a successful business, which, in games, means churning out a lot of formulaic content.
So then you have people like Elon Musk who have pretty much everything they could ever want, and they risk it all to start an electric car company. I have a huge amount of respect for his willingness to do that, I don't believe I would be able to. Of course in the 'excess success' category I would be putting that excess capital to work in things.
To me a windfall like that means you get to remove poisonous elements from the game development process. Namely marketing and business concerns, which tend to warp game design. For example, you would never introduce an artificial energy mechanic in a game that you made for yourself.
Now you can focus purely on making a great GAME. Everything that goes into it can be in service of making it a better experience. Which I believe also happens to be the best strategy to making a successful game.
Angry Birds is predicated on a great, clever irony: fuzzy, harmless-looking creatures with facial expressions and behavior of furious vengeance. But it doesn't seem like there's a lot of deeper/substantive places to go with that: a single emotional register is quite limiting for storytelling.
The odd thing is that Rovio's actions are a mix of rapid exploitation (all the brand-sapping tie-ins, not embedding the birds in a bigger 'universe') and enterprise building (huge headcount, freemium model).
If one were to attempt to build a larger game company out of a single hit, one would have to create a company that would have a lot of variety of projects and that would be able to weather certain titles bombing. In practice it seems that this is incredibly difficult, as over the years the number of big game studios has steadily shrunk.
One is an insanely complicated 3-d cad physics rendering simulator.
The other, the one with 20x the number of employees, is 2-d sprite based bowling with gravity.
... or you do what Rovio did and try to branch out beyond games and build a larger brand out of it.
That's probably easier than trying to find the next hit (see how that went for Zynga or how its currently going for King)
As other have said, I'd cash out and get to working on the next game. Of course, that's all very well for me, Mr. Fictional Founder - my employees might have other opinions.
Might as well take the risk of trying to build an empire?
I guess this could be attributable to the gambler mentality where they believe that the fact of past winnings is indicative of more and bigger winnings in the future but I think that AB were rather prudent albeit rather late that they cut their losses and laid off people to buy them some time.
Will they get out before it's too late? This remains to be seen.
It probably doesn't help that there have been more than 5 Angry Birds games already and people are sick of the gameplay. I'll give Rovio credit for trying to diversify from physics based games (Fight, Epic, Stella, Rovio Stars, etc.).
Now are other examples in the reverse, where the game is far too expensive to attract a large userbase.
But Rovio hasn't been able to "toe the line" between an attractive "free-to-wait" game that is fun enough to draw in massive amounts of paying users - like other developers have - _despite_ having a brand marketable enough to make a movie off of.
At the end the article mentions the game wasn't designed with the current freemium model in mind (since the first iteration was pay-to-install), maybe that threw you off?
Dear god why?
The decision to buy the DVD was absolutely effortless.
With respect to the team behind the Angry Birds movie, they're using Sony Pictures. On the one hand, they have a couple Aardman releases and Cloudy With a Chance of Meatballs. But on the other, they have The Smurfs.
Movie - remains to be seen, but I've watched countless AB cartoons with my son and I'm not sure there is enough depth/meat in the characters, they don't really have personalities or even names you remember. Rovio has ambitions to be the next Disney but you really need memorable/interesting characters for that.
Maybe we reached peak Angry Birds...
Maybe I am just less angry than most people? It would be nice to not lose touch with the other people if I hope to make something with mass appeal some day.
Hopefully Apple learned from that lesson.
All the same, 800 employees for a game seems excessive, but then we have 5000 employees at Facebook for a website..
That might be the greatest understatement I've seen for a while.
It's technically true but it really doesn't paint any kind of picture.
Facebook is a website in the same way that the Library of Congress is a 'place that stores stuff'.
I'm not a huge fan of Facebook as a company but I admire the engineering talent that goes into dealing with 1.5 billion active monthly users, the incredible problems of adding even tiny features at that kind of scale.
A mobile company that understands this model is tell tale games.
Relevancy is a relative quality. We don't say that something simply is or is not "relevant." It needs to be relevant in relation to something else. Usually some standard or topic.
Recency and popular culture are common guideposts to which we peg relevancy. If we choose to peg relevancy to 'current pop culture,' then we could say Angry Birds is less relevant today than it used to be in its prime. And we'd probably say that Angry Birds was quite relevant in its prime, being the premiere game in the breakthrough period of mainstream mobile gaming.
If we choose to peg relevancy to an industry standard -- say, 'current best practices in the gaming business' -- then we reach a similar conclusion. Angry Birds was hyperrelevant in its heyday, but less so today.
I’m not saying that Angry Birds is or isn’t relevant, but there is a distinction between the two ideas that is fairly easy to observe in the wild.
Relevant to what? Relevant to their fans? Obviously. Relevant to the economy? Probably, since popular boy bands would have a great deal of influence over a lot of spenders. Relevant to culture? Definitely. A popular anything impacts culture.
Popularity pretty much implies some sort of relevance.
Incidentally, b) is no longer the case.
It makes me wonder if TechCrunch has a stake in seeing Rovio fail when I read clickbaity headlines like this.
The press release (http://rovio.fi/en/news/press-releases/696/rovio-sharpens-fo...) explicitly says it's a cash flow issue.
The situation is changing slowly as the industry converges on a small number of standardized game engines. Knowing Unity or Unreal makes you easy to hire at a lot of places. But, if everyone knows Unity or Unreal, it also makes you easy to replace.
http://www.rovio.com/en/our-work/games/view/71/retry
Levels were split into checkpoints (ala Sonic), and you could save your place at a checkpoint by either watching a video ad, spending a coin (collected in game or bought with real money), or you could fly on and get a bonus for completing a level without any saved checkpoints. I'm not much of a gamer, but I've apparently spent nearly 15 hours playing Retry (yikes).
A few of the more recent physics games had strong freemium mechanics, like Angry Birds Transformers (https://itunes.apple.com/us/app/angry-birds-transformers/id8...) as well.
So I can't say I'm surprised. In fact I would have thought this would have happened a long time ago. They should look into creating some new IP. In my opinion anyway. That way they could become a gaming company instead of an Angry Birds company.
Uber works because the number of cab fares is large enough that over non-tiny durations the risk averages out and makes the situation tenable for the drivers. When you deal with programmers.
Or were you thinking of something like freelancing sites like rentacoder? The internet means that those basically provide work to people with spare time or in developing countries, not first-world countries.
But I was also thinking of the relationships that actors and crew have with movies, or private contractors with projects. In my view, which admittedly is not that well informed, hiring and firing people à la Rovio or Zynga, based on market trends is a very inefficient way to manage your workfoce. If Rovio stumbles upon another hit, they will probably need all those workers back.
Hiring contractors instead of employees isn't that uncommon, and now we're even seeing the startup studio become more popular as a business model.