Zynga's Profits Down by 95%
gamepro.com
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Perhaps they've changed their tune, but early on Zynga had a questionable ethical reputation
Try not to do so (HN rules and all that)
Did Zynga do anything to cause the user base to decline?
You mean, other than being evil incarnate?
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There are many forces at work here that need to be brought to light.
* Macro Trend #1 - Facebook's web traffic is in decline[1]. These users are shifting to mobile as their primary consumption channel for Facebook. No facebook app developer has presence on the mobile app.
* Macro Trend #2 - Zynga's game launches are smaller than ever. For many reasons, it's getting harder to launch a 5M+ DAU game.
Zynga is responding to these trends in several ways.
* Leverage their warchest[2] to make acquisitions. This lets them launch a higher volume of games and help them get a foothold in mobile. Zynga has made a LOT of acquisitions this year[3].
* Further monetize their existing base. They've been pushing partner deals really hard recently, doing deals with Lady Gaga[4], Amex[5], and Capital One[6]
Zynga's games are more high quality than ever. Gone are the days of "fuck innovation", two of Zynga's most recent releases are the best they've ever built. The issue is that the market for FB games is in decline - the next big wave is mobile. If Zynga can become a player by launching a hit or acquiring a large chunk of the space, they'll be doing better than ever. But so far, Zynga's mobile releases have flopped.
TL;DR - Zynga's profits are a sign that they have doubled down on acquisitions to counter-balance a market shift from web to mobile. Their future prospects lie in their ability to generate hits on the iPhone.
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[1] - http://www.insidefacebook.com/2011/06/12/facebook-sees-big-t...
[2] - http://www.insidemobileapps.com/2011/08/11/zynga-credit-1-bi...
[3] - http://mashable.com/2011/05/18/zynga-dna-games/
[4] - http://mashable.com/2011/05/10/zynga-gaga-gagaville/
[5] - http://www.zynga.com/about/article.php?a=20101130
[6] - http://blog.games.com/2011/09/19/farmville-cityville-pioneer...
That is not the right summary. Aquisitions are not expenses. They are spent from the 'capital/capital reserves'. So the act of acquiring doesn't hurt the company's profitability directly. However if all the acquired companies are making losses, those losses will now become zynga's losses. So right now the cost of running zynga is huge and that is not too good a thing as compared to its revenues
That said, Words With Friends is an excellent implementation of Scrabble and it's actually social, not alienating like that Farmville garbage. It's quite well-polished. I respect the attention to detail.
It's digital crack manufactured by Zynga's bench of psychologists, but it brought in the users.
Don't always assume the average user has the know-how you do and don't always assume they're interested in solving the problem either.
1) Facebook traffic is not falling. The reports are contradictory enough that we cannot conclude that : http://www.insidefacebook.com/2011/06/13/available-data-show...
2) I think Cityville was their fastest growing game: http://venturebeat.com/2010/12/15/fastest-growing-game-in-hi...
Also I fail to see how mobile is the next big wave. There's only a small percentage of users who play social games on mobile (but they do on the iPad, for non-flash games at least).
16% of all US online time is spent on Facebook. That's up from 11% 1 year ago and 14% a quarter ago.
http://allthingsd.com/20110926/the-facebook-chart-that-freak...
I suspect the metric used in reports like http://www.insidefacebook.com/2011/06/13/available-data-show... rely too much on page loads. Facebook's increasing use of Ajax breaks a lot of 3rd party measurement metrics.
Zynga is thought pollution.
(Not necessarily find some crazy new solution to a problem -- that's called research)
Yes, making money is not innovation. Innovative things are usually financially successful, however.
You could make a case that this is entirely due to the fact that they ran out of companies to copy, but that's beside the point. Nowadays, it's just inaccurate to claim that Zynga doesn't innovate.
I'm a gamer. I work at game development studio, and I spam my buddies that play the same game as me with my status, but no one else...
HTML5 is a pretty iffy target platform for games today. It is very difficult to support all the different browsers across desktop and mobile well and still have fast audio and even just simple 2D graphics. That's today.. in 2007 (when Zynga was started) HTML5 basically didn't exist as anything other than a pipe dream. If Zynga had "bet on HTML5" back in 2007 they would have been a stillborn company that never made any profit to begin with. For the types of games they make, Flash was inarguably the only option then and even today on desktop browsers it is arguably still the only reasonable option.
Yes, HTML5 will be great for games, maybe in 2014 or so. I'm sure they have people there working with HTML5 and getting ready for that.
It would be nice to get automatic compatibility with anything that runs a modern web browser, but the sad reality is that most PCs don't use a modern web browser, and HTML 5 doesn't really simplify anything. Flash runs the same everywhere from only one codebase.
http://techcrunch.com/2010/09/24/zynga-continues-internation...
Either way, 95% is a lot, and this doesn't bode well at all for anyone lower in the food chain.
More generally, I'm not thrilled by things that try to monetize my relationships with friends and family, which includes, to a degree Facebook itself.
The general rule: if you have the patience to wait for your energy to recharge, you can play for free (and without neighbors) for quite a while (weeks or months). You might miss out on some fancy extras, but even still, it's not bad in terms of length and depth, when compared to the 'free trial' phase of so-called "hardcore" games.
Not everyone has to play video games or want to.
Regardless, many people do try to promote activities or groups that they are involved with. Golfers who want to keep their courses uncrowded is a poor example; generally games get better as more people play.
Perhaps I've given the impression that I'm deeply passionate about Zynga becoming a success and for the world to unite under a flag of better gaming, but that's not what I'm after. I want to eliminate the stigmas of gaming, and as another poster said, expand the market.
That said, I'm bewildered by the anti-Zynga crowd here. No one forces people to play Farmville, and though I really hate the game, I'm not going to blame Zynga for people wasting their life away, just as I don't blame Blizzard for the people hooked on WoW. It's a choice people make.
Why do you want non-gamers to "feel good about
gaming"? Why do you care?
I don't know about the OP, but as a game developer I want my potential market to be as large as possible.More gamers == more demand for games.
I care more about gaming than I probably should, and I'd welcome a larger community as well, but not if it means gaming comes to resemble the lowest-common-denominator shit we get from Zynga, et al.
If you want "hardcore" games, there is no shortage of new ones coming out.
Maybe you should stick to articulating your own opinions, rather than expanding on another's for him? I don't care if people play whatever rubbish issues forth from the bowels of Zynga's marketing department, but I'm not going to celebrate it in the name of getting more people playing games, either. At any rate your beef seems to be that I commented at all, or that you think I was rude, or just that I posted something you don't wholly agree with, or that I was criticizing someone's 'comment style' whatever that means (I think the pot might be calling the kettle black on that one). Not sure really what your problem is with me personally but my patience for your pointless sniping has worn thin so I think I'll conclude with 'fuck you' and be done with it.
Feel free to bring the issue up again when you see ducks and poker in the latest FPS.
I feel I have to say that this might be the saddest reason to want a company to do well: that its context is even more depressing.
(I'm a gamedev, not a player.)
But -- here's the thing -- your moral/ethical compass shouldn't be influenced on account of the world. Think back through history, and at every point, people have been essentially crazy. So the only thing we can do is to have the confidence to know "what's good", and then strive to make our personal lives reflect that. (Without becoming judgmental of others. </irony>)
If you're asking what I'm going to do about it, well... I'm just like everyone else. I train myself for years in every aspect of game development, am building an entire multiplayer game from start to finish without relying on anything except my creativity and capabilities, and will be done around age 39. :) Then I'll use the proceeds to form a company and hire a few likeminded people.
"Zynga's total revenues for the quarter were up by 15%, though this was slower growth than the previous quarter, which jumped up by 24%"
Perhaps it's just a little too early to handle basic concepts, but if revenues are up, but profits are down, doesn't that just mean costs are significantly greater? Isn't THAT the big headline here?
If Zynga can reinvent itself as a company that gives a shit about game quality, then I'll cheer for their success. What they represent now is something of which I can whole-heartedly say that I'm glad to see any signs that it's starting to die.
In 1995, Chrono Trigger (a game built by a team of leading artists and designers, not based on "analytics" regarding how to sap the energy and attention of half-bored people) came out. It had a story, there was a sense of progress because the game kept evolving and the challenges got harder (imagine this!) and after 50 hours or so, the game was completed and you went the fuck outside and rode your bike or went swimming. You could New Game+ to beat Lavos at different points in the story and level up to 99 if you really cared, but that was pretty rare and even then, the game came to a close. Also, the game involved a lot more thought than the mindless click-here-click-there of these Games For Idiots like Shartville and Mafia Whores.
There seems to be far more room for 'content-free' tv, music, and movies than the ones with content. I'm not happy about it, but I can't deny it either.
In fact, there's a reasonable, if counterintuitive, argument to be made that Zynga's success is helping the gaming industry as a whole -- by making video games more mainstream, and thereby reducing the stigma traditionally associated with them. In turn, more investment dollars flow into the gaming startup space, and this means that more games get made. So the gamer wins.
I'd love to see some analysis that counterbalances Zynga's effect on the size of the gaming industry vs. its effect on the quality of games being made. That would be an interesting study.
More people playing more games from more companies is only ever going to be a good thing for the industry.
"Art" is undefinable, but one heuristic is something genuinely meant to evoke feelings in the audience and perhaps teach them something as a result.
For me, it comes down to intent. Zynga & friends are building "compulsion loops" which aren't meant to entertain, they're meant to addict. I don't have a problem with a diversity of games, everyone has different tastes, etc. but... some things just feel skeevy.
I'm no fan of Zynga and their work (as a gamer), but they have many, many (many!) people who enjoy playing their games. That alone is reason enough that should exist.
Zynga have been a massive factor in the evolution of video games, for better or worse.
This isn't about IQ. There are very high IQ people playing Farmville right now. It's need-for-cognition (NFC); does a person desire intellectual stimulation or not? It's correlated with IQ but not absolute. There are people with high IQs who are happy to shoot beer cans and throw bugs in the bugzapper on summer nights, and likewise to play Mafia Wars.
High-NFC games tend to be engaging based on the quality of the game. Does it offer novel challenges and an interesting storyline? Slot machines and Farmville are the epitome of low-NFC games. The problem is that low-NFC games tend to rely on emotional manipulations (fear of "missing out" and social rejection, images of withering crops and dying animals) to get people "hooked" in the game. They're not having fun; they're now psychologically dependent. In extreme cases, people can develop agoraphobia and anxiety disorders.
These "addiction" problems can happen just as easily with high-NFC games (Warcraft, Magic: the Gathering) but there are two differences. First, people tend to graduate from high-NFC games into something else. They put away the Magic cards and start coding. They get tired of merely playing Minecraft and start building levels. Second, with high-NFC games the "addiction" problem is a very rare side effect. In low-NFC games, it's part of the design.