Hartford Courant (Sunday)

The flops are piling up for video game titans

Lurking behind all of their woes is Fortnite, the phenomenal­ly popular free-to-play game

- By Christophe­r Palmeri Bloomberg

In recent years, the video game industry looked like it had found the antidote to the boombust cycles that had long plagued the business.

Publishers focused on a few well-known titles and extended their lives through in-game purchases, expansion packs and online tournament­s. Electronic Arts Inc., one of the largest players, doubled its market value to almost $45 billion last year as a new era of steady, predictabl­e revenue seemed at hand.

Then, like a wrong turn in Pac-Man, it was game over.

The biggest names in games have stumbled this year as marquee titles flopped and online spending came up short. Electronic Arts shares tumbled 13 percent Wednesday after the company confessed that some of its biggest releases disappoint­ed. Take-Two Interactiv­e Software Inc. fell by a similar amount after forecastin­g sales this quarter that were $100 million below Wall Street forecasts. The results are a reminder that video games are still a hit-driven business, rising and falling based on unpredicta­ble consumers.

“The market is still healthy,” Chief Financial Officer Blake Jorgensen said in an interview. “The bad news, it’s very competitiv­e.”

Electronic Arts’ latest Battlefiel­d game was the biggest disappoint­ment of the year, selling a million fewer copies than hoped, Jorgensen said. The company delayed the release by several weeks to correct some bugs, putting it in the thick of a com- petitive holiday season. Its core Madden NFL title also fell short, and the FIFA soccer game was flat from a year ago.

Electronic Arts, based in Redwood City, Calif., is looking to improve sales of Battlefiel­d V by including an every-player-for-himself battle royale mode — like the hugely popular Fortnite game — but that won’t come until later in the current quarter, Jorgensen said.

Activision Blizzard Inc., down 48 percent from its October high, had a similar letdown with Destiny 2 and an expansion of that game. So much so, that the company cut its ties to the developer, Bungie, a move that could cost as much as $400 million in lost sales this year. Santa Monica, Calif.-based Activision reports financial results on Tuesday.

The saga of Take-Two, which had last year’s best-seller in Red Dead Redemption 2, illustrate­s how hard it can be to predict those recurring revenues the industry has been chasing.

On Wednesday, the New Yorkbased game publisher reported quarterly sales that more than doubled and a fivefold jump in profit after selling 23 million copies of the new Red Dead Redemption game.

But Take-Two also said sales of its key Grand Theft Auto franchise would decline this quarter, both in physical units and online play. An online version of Red Dead, released in November, has been criticized by players for charging too much for in-game items such as decorative guns, raising questions about whether that product will enjoy the same success as the traditiona­l game.

“No one is saying selling 23 million units of Red Dead 2 is bad,” said Matthew Kanterman, an analyst with Bloomberg Intelligen­ce. “The problem is, what’s next?”

Take-Two Chief Executive Officer Strauss Zelnick said there could have been some cannibaliz­ation of the Grand Theft Auto business as players shifted to Red Dead. He also acknowledg­ed glitches with Red Dead’s online game, but said the company is learning and fixing what had been a beta launch.

“It’s still the entertainm­ent business, and we will all fail or succeed based on the quality of our releases,” he said.

Lurking behind all of their woes is Fortnite, the phenomenal­ly popular free-to-play game from closely held Epic Games Inc. The success of that game is forcing competitor­s to adopt similar models. Electronic Arts, for example, just released a freeto-play game called Apex Legends, that, like Fortnite, generates revenue from in-game purchases.

In-game spending and free-toplay are still working for socialgami­ng pioneer Zynga Inc. The company reported better-thanexpect­ed fourth-quarter sales and profit Wednesday and its shares rose in extended trading. The company credited franchises such as FarmVille and new titles like Merge Dragons! and Empires & Puzzles.

CEO Frank Gibeau, a former Electronic Arts executive, draws a distinctio­n between his company and those that make games for consoles, such as Sony Corp.’s PlayStatio­n 4 and Microsoft Corp.’s Xbox.

The traditiona­l console-based video-game business, even with its recurring revenue sources, “hasn’t been as resilient as many people hoped.”

 ?? PATRICK T. FALLON/BLOOMBERG ?? The silhouette­s of attendees are seen standing in front of a Electronic Arts Inc. logo on a screen during the company’s EA Play event ahead of the E3 Electronic Entertainm­ent Expo in Los Angeles last June.
PATRICK T. FALLON/BLOOMBERG The silhouette­s of attendees are seen standing in front of a Electronic Arts Inc. logo on a screen during the company’s EA Play event ahead of the E3 Electronic Entertainm­ent Expo in Los Angeles last June.

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