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Features

The End Game:
2005 Acquisition Activity Update
Last
year, we concluded a comprehensive study of the most prominent independent
developer acquisitions of the last decade, discussing the motivations
for both publishers and developers to enter into an acquisition,
and including advice from a number of industry professionals regarding
this topic. That article is still available
on Gamasutra.
This
year, in concert with the Game Developers Conference seminar "Where
Are You Going with Your Studio", we have updated this base
of information to include acquisition activity in 2004.
What
is New?
Just
as it has been a foremost goal in the past, this year a number of
prominent independent developers sold their studios to major industry
publishers. They sold for many of the same reasons that past developers
sold their companies: concern over growth in a changing development
business environment, concern over technology changes and the impact
of next-generation hardware, a more stable investment future, and
liquidity.
For
publishers, acquisitions in 2004 appear to reflect a more strategic
view of their competitive environment and their anticipated ability
to compete in a next-generation-console world. In keeping with historic
acquisitions, however, publishers continue to select development
partners that they perceive as having strategically superior technology,
valuable intellectual property, and reputations as being best-of-class.
Publishers have continued the trend of building their internal studio
capability in order to maximize control and quality, and lower costs.
Whether they will achieve these goals is yet to be determined. Nevertheless,
this too has affected the independent development community.
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"With the amount of money needed to compete in this
business, the challenges for the external development community
are going to get more intense than ever before. The likelihood
of recouping with a development budget in excess of $10 million
dollars is going to be quite challenging."
-
Michael Pole, Vivendi Universal, on Vivendi's
exclusive deal with Radical
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In
a consolidation trend similar to what we have experienced on the
publisher side, larger independents are consuming more of the open,
available projects, making it difficult for smaller developers to
compete, both technologically and financially. As profits tighten
for all developers, a greater number are interested in finding shelter
beneath the roof of a stable purchasing partner.
Whether
intentional or not, publishers continue to exert their experience
and financial leverage over independents, and as a result, royalty-based
development agreements have become even more constrictive and demanding.
Many independents have come to the conclusion that actual royalties
beyond their development advance are an illusion. This is accentuated
when substantially high third-party licensing fees are deducted
before a developer's royalties are calculated. (See "The Bottom
Line on Licensing", Game Developers Conference 2005).
Independent
developers are also facing increasingly higher overhead as a function
of bigger, more complex projects. Because next generation games
will require even higher head-counts and fixed costs, we believe
that developers will be motivated to seek shelter through an acquisition,
such as what was experienced during the transition between the PlayStation 1
and the PlayStation 2.
Also
appearing more frequently are long-term publishing agreements, similar
to the exclusive, six-title agreement signed between Radical and
Vivendi last year. While the financial terms of the that deal were
not disclosed, Vivendi reported that in addition to Radical's development
commitment, they also secured a royalty-free right to Radical's
proprietary technology and hold an exclusive right of acquisition
during the term. I maintain that while this may have been Radical's
best option at the time, the deal may ultimately favor Vivendi.
Essentially, Vivendi appears to have acquired Radical's assets and
exclusive attention without the sizable investment usually associated
with the sale of a two-hundred person development company.
Activision
and Take-Two have struck similar deals. Over the past few years,
Activision has signed long-term publishing agreements with Stainless
Steel Studios, Spark, and Lionhead Studios. Likewise, in January 2005
Take Two announced a long-term publishing agreement with Sid Meier's
Firaxis.
In
the future, other publishers may look for long-term agreements with
those who either do not want to be purchased or those who are willing
to give up the prospect of an outright acquisition tomorrow in exchange
for a more stable future today.
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Date
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Developer
|
Products
|
Publisher
|
Notes
|
| 3/1/2004 |
Wolfpack |
Shadowbane - MMO |
Ubisoft |
Undisclosed |
| 3/1/2004 |
Mobius |
Max Payne GBA, High Heat Baseball
GBA |
Take Two |
$4.5 million, of which $3.6
million was paid in cash, $920K due in March 2005. T2
recognized identifiable intangibles of $960K (non-competition
agreements) and goodwill of 4.6 million. $2 million more
based on delivery of products. |
| 3/4/2004 |
IO Interactive |
Freedom Fighters, Hitman |
Eidos |
£36 million ($68 million) in cash and stock,
along with a payment of up to £5 million linked
to the four year performance of the studio. |
| 3/9/2004 |
Surreal Software |
The Suffering |
Midway |
All-stock transaction: 540,317
common shares with an additional 137,199 restricted shares
issued to key employees. |
| 4/29/2004 |
Relic |
Homeworld, Warhammer: Dawn Of War |
THQ |
$6 million in cash and $4 million
over the next two years. |
| 8/9/2004 |
Criterion |
Burnout, Renderware |
Electronic Arts |
According to a 10-Q form filed
with the SEC, Electronic Arts spent somewhere in the range
of $48 million to buy Criterion Studios. |
| 8/9/2004 |
ARUSH |
Hunting Unlimited |
Hip Interactive |
871,312 common shares of which
55,607 are being held in escrow for a period of up to
one year. Under the terms of the escrow agreement, the
principal shareholder of ARUSH is entitled to purchase
the escrowed shares from Hip at a price of $1.50 per share. |
| 8/11/2004 |
Monolith |
Tron 2.0, No One Lives Forever,
Aliens vs. Predator 2 |
Warner Brothers |
Undisclosed |
| 8/26/2004 |
Inevitable |
The Hobbit, Defender, Tribes:
Aerial Assault |
Midway |
All-stock transaction: 218,421
common shares with an additional 152,824 restricted shares
issued to key employees. |
| 9/1/2004 |
Venom |
Rocky Boxing |
Take Two |
$1.2 million in cash, recording
identifiable intangibles of $750K and goodwill of $620K |
| 11/16/2004 |
Digital Illusions |
Battlefield 1942 |
Electronic Arts |
EA now controls approximately
67.3% of DICE, and all the 2,329,102 outstanding company
warrants. |
| 12/1/2004 |
Paradox |
Mortal Kombat, Backyard Wrestling |
Midway |
All-stock transaction: 333,334
Midway common shares, with 261,906 restricted shares issued
by key employees. |
| 12/4/2005 |
Indie Built |
Microsoft's former sports team,
Top Spin, Links, Amped |
Take Two |
$18.5 million in cash, recording
$5.8 million in identifiable intangible assets, $11.5
million of goodwill, $280K of fixed assets, and $820K
of accounts receivable. |
| 1/20/2005 |
Vicarious Visions |
Shrek 2, Spider-Man 2 DS, PSP |
Activision |
Undisclosed |
| 1/25/2005 |
Visual Concepts / Kush Games |
ESPN 2K sports |
Take Two |
$24 million in cash with rights
to all intellectual property associated with the sports
titles, as wells as rights to the 2K brand. |
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Developer
Acquisitions
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It
Only Takes One
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"The relationship and experience we have already shared
over the past five years gives us great confidence in their
ability not only to maintain the outstanding success of Hitman,
but also to develop new titles of unique IP."
-
Mike McGarvey, CEO of Eidos, about the purchase
of IO Interactive
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In
March of 2004, Freedom Fighters and Hitman creator
IO Interactive, was purchased by Eidos for £42 million ($80 million), proving
that it only takes one hit to initiate an acquisition. While Hitman 2:
Silent Assassin sold in excess of 1.5 million units and generated
over $60 million dollars in gross retail sales, prior Hitman
games were not as successful. In 2000, IO's Hitman: Codename
47 for the PC generated approximately $7 million dollars in
gross revenue and sold fewer than 300,000 units in the US. Reviews
reflected this. Game Rankings scores for Hitman: Codename 47
averaged 71%, which is seldom enough to get a publisher's attention.
But
Hitman 2: Silent Assassin was different. First, it was released
across all console platforms (including the PC). Second, the quality
improved significantly, with Game Rankings scores averaging 85%.
It also appears that IO's technology or process had taken a substantially
favorable turn. Freedom Fighters, being developed at the
time for EA, obtained similar review scores, averaging 82%. It is
reasonable to assume that Eidos was at least partially motivated
to acquire IO in order to protect its investment in Hitman
and IO. At £42 million ($80 million), Eidos' purchase of this 137-person
development team was one of the largest of 2004.
Midway
Makes Surreal Acquisitions
In
March 2004, Midway began a shopping spree that would last through
out the year. First, Midway purchased The Suffering and Drakan
developer Surreal Software in an all-stock transaction worth approximately
$6.5 million dollars. Then in August, Midway acquired Inevitable,
creator of the latest Defender update and Sierra's The Hobbit in another
all-stock transaction worth approximately $3.7 million dollars.
Finally, in December Midway purchased LA-based Paradox, developers
of Mortal Kombat and other fighting games, for approximately
$6 million dollars.
The
Midway all-stock proposals hit pay-dirt with these three developers,
no doubt leveraging a promise of better days under new management
and Sumner Redstone's financial umbrella. In each transaction, Midway
also issued restricted stock to key employees. It is likely that
this was designed to retain these individuals during this formative
time.
It
is important to note that in an all-stock transaction, the value
of the deal at the time a developer is able to liquidate can be
significantly different than the value of the stock at the time
of acquisition. We discussed this in "The End Game 2004"
with Sculptured Software. Sculptured was acquired by Acclaim in
1995 in an all-stock transaction, and shortly thereafter Acclaim
restated their income. The stock price dropped significantly, and
Sculptured was suddenly committed to a substantially less favorable
deal. Fortunately, they were able to re-negotiate, but for a time
their profits had nearly vaporized.
Over
the past two years, Midway's stock has grown considerably, starting
in January 2004 at $4.27, rising to a high of $12.47 in August of
the same year, and then falling to the current price of $9.32 (January
2005). The financial affect on Midway's new studios has been mixed.
Surreal's shares are worth approximately
$1.2 million dollars more than when their company was acquired.
But Inevitable's shares are worth $1.0 million dollars less. Nevertheless,
both companies could realize significant profits if Midway's stock
continues to grow.
Electronic
Arts' Key Acquisitions
EA
made two significant acquisitions or majority holdings in 2004. The first was expected-the
second was not.
Predictably,
EA completed its majority holding of Digital Illusions in November, acquiring
48% more of the company. Combining this with their initial 19% investment
in 2003, EA now has controlling interest, owning approximately 67.3%, although it does not own the entire company.
It also controls 2,329,102 outstanding warrants.
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"Criterion is a great cultural fit with EA. We've had a
great relationship working on Burnout 3 the past year. The
talent, the intellectual property and the middleware technology
all combine to make this an acquisition EA is really excited
about and further readies us on the next generation of hardware."
-
Trudy Muller, EA
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When
purchasing independent developers, EA continues to demonstrate that
it was most interested in those with both technology and enduring brands.
A senior EA executive revealed that the Digital Illusions purchase
was driven by a winning combination of network-centric technology
and the Battlefield 1942 brand.
What
was more surprising was EA's acquisition of Criterion in August
2004. Criterion, the creator of the Burnout racing series,
is known equally well for its middleware solution Renderware. In
a deal that was valued at $48 million dollars, EA purchased both.
It is important to note that Burnout was first published
by Acclaim in 2001, and review scores at that time were averaging
78%. In its next release, Burnout 2 improved significantly,
with average Game Ranking scores of 85%. But EA's timing was flawless.
Capitalizing on Acclaim's decline last year, EA acquired both the
developer and the franchise. They released Burnout 3 over
the holiday and achieved Game Ranking review averages of 93%.
EA
reports that it will use Renderware as a basis for its next generation
platforms, but in doing so some industry executives are concerned
that this may compromise Criterion's ability to sell it as a middleware
solution. At least one publisher we talked with felt that their
future use of Renderware was in question.
Take
Two Takes Three
Cash-rich
Take Two's activity reflected a key initiative to compete in the
sports genre. In 2004, they completed three acquisitions. In March,
they acquired portable developer Mobius for $4.5 million dollars, $3.6
million of which was in cash. Prior to the acquisition, Mobius had
developed Max Payne GBA for them, and in what may have been
an early signal of their interest in sports, 3DO's High Heat
Baseball for the PS2.
In
a second transaction, in September 2004 Take Two acquired United
Kingdom developer Venom for $1.2 million dollars. Founded by former
Rage employees, Venom emerged from Rage's receivership with the
rights and technology to Rocky, a boxing game that had moderate
success on the PlayStation 2 and Gamecube.
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"We were very impressed with the Mobius development team
from the time they began work on the Game Boy Advance version
of Max Payne. They bring a uniquely progressive vision
to the titles they develop and we believe this studio is ahead
of the industry on next generation handheld development. We
are proud to have them join the Rockstar family."
-
Sam Houser, President of Rockstar Games
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In
December 2004, Take Two acquired Microsoft's Salt Lake City sports
development team, Indie Built for $18.5 million in cash. Indie was
the developer of Microsoft's Amped, Top Spin, and
Links Golf games.
Still
reeling from EA's exclusive NFL deal1,
in January 2005 Take Two exercised their option to purchase Sega's
ESPN sports developer Visual Concepts for $24 million in
cash. Furthermore, they secured exclusive third-party rights to
the Major League Baseball license for an undisclosed amount.
Also,
in January 2005, Take Two signed a long term publishing deal with
Sid Meier and Firaxis, giving them certain rights to the Civilization
franchise.
Activision's
Investment Avoids Extreme
In
2002, in a move to accelerate its O2 extreme sports brand, within
a twelve-month period Activision purchased Grey Matter, Shaba, Z-Axis,
Luxoflux, and Treyarch. Unfortunately, outside of Tony Hawk,
Activision's O2 brand failed to generate notable sales. Wakeboarding
Unleashed, developed by Shaba, did not sell well. And Kelly
Slater Pro Surfer, developed by Treyarch, also didn't set the world on fire. Activision
dissolved the O2 brand almost as quickly as it was started, and
then set about finding development projects for these new internal
studios.
Fortunately,
the latter part of 2004 was profitable for Activision, with Spider-Man,
Tony Hawk's Underground, and Call of Duty all selling
extremely well. In January 2005, Activision announced the acquisition
of well-known Game Boy, console and middleware developer Vicarious Visions. Prior to the
acquisition, Vicarious had maintained a strong relationship with
Activision, developing Spider-Man 2 for the Nintendo DS and
PSP, Id's Doom 3 for the Xbox2;
and Shark Tale, Shrek 2, and Tony Hawk Underground
for the GBA. The 100-person studio has also developed other hit
handheld games, including Crash Bandicoot, SpongeBob Square
Pants, and Star Wars. Terms of the deal were not disclosed,
but Activision cited Vicarious Visions' proprietary Alchemy(TM)
middleware technology as an opportunity to enhance their next-generation
development capabilities.
Other
Activity
In
March 2004, Ubisoft acquired Shadowbane developer Wolfpack, citing
Wolfpack's massively multi-player technology as a primary motive.
Later that year, EA would surprise everyone by acquiring nearly
twenty-percent of Ubisoft for approximately $90 million dollars.
Ubisoft reported that EA's purchase was unsolicited and hostile.
Ubisoft employs over two-thousand workers and posted sales of $618.9
million in 2004
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Relic and Rainbow
Note
the differences in the acquisition price of Relic and Rainbow.
For both, goodwill (substantially the difference between actual
physical value and perceived value) accounts for the majority
of the sale price (88% for Relic and 91% for Rainbow).
At
the time of its acquisition, Rainbow had over 100 employees
and developed substantially for the PS2 and Xbox, whereas
at the time of its purchase, Relic had approximately 60 employees
and developed substantially for the PC.
Relic
Valuation as reported in THQ's 8K report, November 2004
| Estimated
Fair Value (in thousands) |
|
| Cash
acquired |
255 |
| Tangible
assets acquired |
292 |
| Intangible
assets acquired |
1,092 |
| Liabilities
assumed |
(440) |
| Goodwill |
9,016 |
| Purchase
Price |
10,215 |
Rainbow
Valuation, as reported in THQ's 10K report 2002
On
December 21, 2001, THQ issued approximately 1,287,000 shares
of common stock and assumed approximately 159,000 stock options
as part of the purchase price of Rainbow Multimedia Group,
Inc. The issuance increased common stock and additional paid-in-capital
by $13,000 and $48.6 million respectively, and was allocated
among the assets acquired.
| Estimated
Fair Value (in thousands) |
|
| Cash
acquired |
N/A |
| Tangible
assets acquired |
5,838 |
| Intangible
assets acquired |
3,531 |
| Liabilities
assumed |
(5,411) |
| Goodwill |
44,972 |
| Purchase
Price |
48,930 |
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In
April 2004, THQ purchased Homeworld developer Relic for approximately
$10 million dollars in cash. Relic's sixty-plus person enterprise
recently finished developing Warhammer 40,000: Dawn of War.
In
August 2004, Warner Brothers acquired Seattle developer Monolith
in a move to protect its investment in The Matrix Online.
It is noteworthy to mention that prior to his involvement at Warner
Brothers, Jason Hall (Senior Vice President of Interactive at Warner
Brothers) was a co-founder of Monolith. Terms of the Monolith acquisition
were not disclosed.
Also
in August 2004, Hip Interactive acquired Hunting Unlimited
and Playboy Mansion developer ARUSH for 871,312 shares of
common stock. This follows Hip's acquisition last year of French
developer-publisher LSP for $3.8 million dollars.
Outlook
As
we move closer toward the release of next generation consoles, industry
consolidation will inevitably make it more difficult for new independent
development teams to break into the industry, especially when you
consider the sizable investment in tools, technology, and reputation
that is now required.
As
a result, successful independents such as BioWare, Backbone, Zipper,
Blue Shift, High Voltage, Climax, Krome, and a handful
of others are already finding themselves in high demand, both for
new projects and as acquisition candidates.
As
mentioned at the start of this article, consolidation on the developer
side of the business will be more common, with mega-developers looking
to outsource certain aspects of their projects or to acquire a particular
expertise in order to control costs and to respond to opportunities
not available to smaller studios.
The
acquisition prospects for these studios should grow as budgets for
next generation games continue to rise (with street estimates for
PS3 games forecasted at between $7 to $25 million dollars). As publishers
are required to invest more in a game or brand, they may look to
acquire successful developers in order to mitigate their investment
risks and to increase their stock value. Midway's all-stock transactions
this past year may be an indication of what is to come with others,
especially for those publishers who are without sufficient cash
but requiring development expertise for the next generation.
As
mega-developers are acquired, contrary to intuition, the effect
could actually create fewer new opportunities for independent developers,
especially if publishers continue their current trend of investing
more money in fewer projects.
Acquisition
values in 2004 appeared to be smaller than those of 2003. If developers
continue to see publishers as their only means of liquidation,
and as publishers spend more cash on licenses and development investments3,
all-stock transactions such as those offered in 2004 by Midway may
be more common.
For
independent developers who are able to hold on during this transition
time, they could find themselves in high demand and able to command
a premium acquisition price. For those who are highly leveraged,
of mediocre quality, and maintaining substantial burn rates, this
time could be difficult, since the law of the jungle tends to prevail,
with the stronger getting stronger and the weaker falling away.
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1 After competing head-on with
Visual Concepts' impressive NFL 2K5, on December 13,
2004, EA announced that it had signed an exclusive, five-year
agreement with the National Football League. This exclusive license essentially cut off
any hope of another developer competing in this genre. Following
this, EA signed a 15-year exclusive licensing deal with ESPN,
beginning in 2006.
2
Id has a publishing agreement with Activision.
3
EA's NFL license reported unofficially at more than $300 million. EA's
ESPN license reported unofficially at over $850 million. Financial details
of Take Two's MLB license were not disclosed.
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End
Notes
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