Definite Answer to What is Wrong with Zynga: Obvious Edition
I pride myself on my “brilliant grasp of the obvious.” But sometimes concepts bathed in divine light before my eyes are hidden to the entire world leaving me sitting like the solitary school-boy laughing to himself in a corner while the world doesn’t know why. My gift tells me Zynga is in a good place.
For those of you who feel I put too many words to my
thoughts on this blog, this time I will get to the point before I digress. Even though you cannot swing a dead cat
without hitting a Zynga naysayer, show me one person in the business who would
not give their left nut – women included – to be in Zynga’s position
today. Lots of these well
intentioned but sadly misguided folks are offering advice and statements about
what should be done, and I will certainly start listening, as soon as one of them shows me the 2
plus billion dollar company (Zynga’s current “depressed” value) with 60 million
people a day checking in that they built. They can
all provide input from high towers about directional changes and missed
opportunities revealed by hindsight, but it is just not useful. My old boss at Eidos, Charles Cornwall
was an investment banker who said making games, like any other form of
entertainment, is about distribution and access to capital. He then accessed both and grew a
company from nothing to the second largest publisher in the world and a billion
dollar market cap in a little over 2 years. The fundamentals of the business
have not changed and Zynga has more of both than any other company in the business
and perhaps, than any game company in history.
No one is going to say Zynga has not hit a dry patch
relative to the massive growth it enjoyed early on, but remember when
Activision, the largest game publisher in the world, went through a prepackaged
bankruptcy and emerged with less money and a lower valuation than Zynga has
today? Historically, publishers gained access to fixed distribution
channels through relationships with third parties who owned them. These could be retailers and at one point,
middle men like GTI. The
publisher owned the content and the relationship with the retailer, but the
connection to the consumer was only as strong as the retailer’s tie to its
customer. We hardly ever found out
who purchased the product.
Zynga knows who buys it and they touch more of them.
Let’s put Zynga’s audience in perspective relative to other media. In two and a half days the company is visited by the number of people who saw this year’s number one movie, The Avengers, globally, during it’s entire box office run. Wait, before you point out these people paid for the film and do not pay for Zynga games, compare it to the multi billion-dollar television market. The final episode of MASH, the most watched television show in US history had 50 million viewers. The average daily viewership of all four US television networks combined ranges between only 40 and 50 million per night. This is a powerful distribution channel for games and in a world of on demand movies and time shifting of media and disappearing print media making it impossible to know which media to buy, it is a powerful channel in the media world as well. Zynga’s customer acquisition numbers to grow this audience are well reported, but now that it is there, the cost to reach this number of people is very low. All the company has to do is make a hit. This gets us to the money part of the truism.
Let’s put Zynga’s audience in perspective relative to other media. In two and a half days the company is visited by the number of people who saw this year’s number one movie, The Avengers, globally, during it’s entire box office run. Wait, before you point out these people paid for the film and do not pay for Zynga games, compare it to the multi billion-dollar television market. The final episode of MASH, the most watched television show in US history had 50 million viewers. The average daily viewership of all four US television networks combined ranges between only 40 and 50 million per night. This is a powerful distribution channel for games and in a world of on demand movies and time shifting of media and disappearing print media making it impossible to know which media to buy, it is a powerful channel in the media world as well. Zynga’s customer acquisition numbers to grow this audience are well reported, but now that it is there, the cost to reach this number of people is very low. All the company has to do is make a hit. This gets us to the money part of the truism.
One of the first examples I use to show the differences
between the film production and video games is the different meanings
attributed to the word “development.” I explain how in film, the word means working on a
concept to see if the studio can come up with a shooting script and cast. During this time one person is
working and no commitments are made to production. Games, I explain, are the polar opposite. “Development” means we are making
something. A team of people
is working and a product will be completed and released. While this paints a clear picture for the uninitiated, it is not
an entirely accurate description of the business when I worked at a publisher
and it is not an accurate reflection of Zynga. The hyper accurate analysis of the term reveals they are
exactly the same process.
We knew how much product we could push into a channel and
sell through regardless of what was in the box. In the short term, if we did not exceed the number, we knew
our “development” of new IP was covered.
In the long term, if we abused the consumer by putting shit in the box,
we lost our brand and therefore, our channel. If the product sales exceeded expectations, we made
sequels. If not, we moved on to
the next new IP. The
market for console is much different now, but not for Zynga. By virtue of its audience
size and infrastructure, Zynga is able to build out concepts, test them,
determine revenue potential and tune, move forward or kill all before it incurs
major expense. Publishers like Acclaim and Midway are
gone because they ran out of money to develop products. With 1.4 billion dollars in the bank,
they can do a lot of building, testing and tuning. Only a meticulously executed strategic focus on hit
avoidance could cause the company to burn through its pile of cash and build
something worth while.
I do not know Zynga’s specific plans, and while this bothers
a lot of folks actively writing about the subject, I am not bothered. If you were trying to find success in a
highly competitive market, would you telegraph your next move? However, the company announced it
will be looking more toward the core market (code words for increasing the
percentage of whales), looking at mobile and preparing for a potential change
in legislation which could make gambling legal. I understand why gamers attack. The industry hates to see anyone succeed and if a company
breaks out and starts minting money a chorus forms to sing about why the winner
is “not really a game” or “missing the point” or just a bunch of assholes. Unless of course you are EA and then you are either
management who is angry about the number of employees who moved over to Zynga
or one of the remaining employees who is upset to be standing on the sideline
while all the other kids got picked. I can even understand why the mainstream is on the attack. I mean, the only thing more popular
than building heroes and putting them on giant pedestals is tearing them
down. It is kind of the American
thing to do. All those
people who missed out on the opportunity to make money while the company was
private, can hold themselves out as the smart ones who never got in. But c’mon on folks. If Zynga does well, we all do well. If Zynga does poorly, the
financial world hates games again and we return to the tiny incestuous world we
are trying to escape. Let’s give
the company some breathing room and watch the folks who built the company to
where it is put it back on a growth path.
Comments
Did you mean "haven't"?