Gaming
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The gaming sector has never been hotter or had higher expectations from investors who are dumping billions into upstarts that can adjust to shifting tides faster that the existing giants will.
Bay Area-based Manticore Games is one of the second-layer gaming platforms looking to build on the market’s momentum. The startup tells TechCrunch they’ve closed a $100 million Series C funding round, bringing their total funding to $160 million. The round was led by XN, with participation from SoftBank and LVP alongside existing investors Benchmark, Bitkraft, Correlation Ventures and Epic Games.
When Manticore closed its Series B back in September 2019, VCs were starting to take Roblox and the gaming sector more seriously, but it took the pandemic hitting to really expand their expectations for the market. “Gaming is now a bona fide super category,” CEO Frederic Descamps tells TechCrunch.
Manticore’s Core gaming platform is quite similar to Roblox conceptually, the big difference is that the gaming company is aiming to quickly scale up a games and creator platform geared toward the 13+ crowd that may have already left Roblox behind. The challenge will be coaxing that demographic faster than Roblox can expand its own ambitions, and doing so while other venture-backed gaming startups like Rec Room, which recently raised at a $1.2 billion valuation, race for the same prize.
Like other players, Manticore is attempting to build a game discovery platform directly into a game engine. They haven’t built the engine tech from scratch; they’ve been working closely with Epic Games, which makes the Unreal Engine and made a $15 million investment in the company last year.
A big focus of the Core platform is giving creators a true drag-and-drop platform for game creation with a specific focus on “remixing,” allowing users to pick pre-made environments, drop pre-rendered 3D assets into them, choose a game mode and publish it to the web. For creators looking to inject new mechanics or assets into a title, there will be some technical know-how necessary, but Manticore’s team hopes that making the barriers of entry low for new creators means that they can grow alongside the platform. Manticore’s big bet is on the flexibility of their engine, hoping that creators will come on board for the chance to engineer their own mechanics or create their own path toward monetization, something established app stores wouldn’t allow them to.
“Creators can implement their own styles of [in-app purchases] and what we’re really hoping for here is that maybe the next battle pass equivalent innovation will come out of this,” co-founder Jordan Maynard tells us.
This all comes at an added cost; developers earn 50% of revenues from their games, leaving more potential revenue locked up in fees routed to the platforms that Manticore depends on than if they built for the App Store directly, but this revenue split is still much friendlier to creators than what they can earn on platforms like Roblox.
Building cross-platform secondary gaming platforms is host to plenty of its own challenges. The platforms involved not only have to deal with stacking revenue share fees on non-PC platforms, but some hardware platforms that are reticent to allow them all, an area where Sony has been a particular stickler with PlayStation. The long-term success of these platforms may ultimately rely on greater independence, something that seems hard to imagine happening on consoles and mobile ecosystems.
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In the world’s largest gaming market, China, console games play a relatively small part as their revenue has been meager compared to mobile and PC games for years — at least by the official numbers (more on this later). There remains a community of hardcore console lovers, but they are finding it harder to get hold of devices and cartridges recently.
A handful of grey market videogame console vendors on Taobao stopped selling and shipping this week, according to checks by TechCrunch and online posts by gamers. Before we examine what might be happening here, a bit of industry history is needed.
In 2000, China banned the sale and import of videogame consoles as concerns over addiction in teenagers grew. Even with the ban, imported consoles still existed in the grey market targeting a group of loyal players. Meanwhile, the online PC and mobile gaming industry flourished, in part thanks to their affordability and the social experience built into their mechanics.
When China finally lifted its restriction on consoles in 2015, giants like Sony and Microsoft quickly responded by releasing Chinese editions of their products through local partners. Nintendo Switch hit the Chinese shelves in 2019 via a much-anticipated partnership with Tencent, which itself is the world’s largest gaming firm. But the grey market largely persisted because mainland Chinese versions of the consoles are subject to strict regulatory oversight, which limits users’ choice to a small friendly range approved by censors.
Many Chinese players thus resort to brick-and-mortar electronics bazaars and online marketplaces to find imported editions of PlayStation, Xbox, and Nintendo Switch, along with their games. These products normally enter China through parallel trading, the import of legitimate goods through unauthorized channels. The games that are brought in normally lack a Chinese gaming license, which is hard to obtain even by local publishers.
Several major videogame console importers on Taobao have suspended business. Screenshot: TechCrunch
It’s unclear how many imported consoles and console games were taken down from Taobao and what triggered the purge. Tgbus, one of the largest console game sellers on Taobao with 462,000 followers, currently has zero product listing. When asked by TechCrunch, a customer service staff said the store has temporarily halted shipping due to “a water leak in the warehouse.” When we pressed further, the person said it was due to “an electrical-equipment failure.”
Other vendors keep their responses vague, citing “special reasons” for the suspended services. One seller named the “Shanghai Gaming Console Store” said it suspended its business at the request of Taobao, without elaborating further.
Alibaba could not be immediately reached for comment.
The incident appears to inflict mostly console sellers with a sizable business at this moment. Imported cartridges and console devices can still be found on smaller Taobao stores and alternative platforms like Pinduoduo by searching the right keyword.
Some users see the move as China further tightening its grip on what gamers get to play. Over the past year, Apple’s China App Store removed thousands of games to wipe out games without China’s official greenlight. Other motives are politcal. Animal Crossing was pulled from grey market stores on Taobao and Pinduoduo after one of Hong Kong’s most well-known pro-democracy activists used the game as his protest ground.
Other users point out that customs officers regularly clamp down on parallel trading, which is designed to evade import tax because goods are carried by traders who appear as regular travelers. This isn’t the first time the console grey market has been hit, either. Some grey goods manage to fly under the radar before they attract critical sales. There are signs that the new Monster Hunter Rise, a Nintendo-Switch exclusive which isn’t available on the Chinese console edition, is stoking much interest among local players in recent weeks and may have driven some imports.
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With Roblox’s massive IPO this month, game developers, brands and investors alike are wondering what factors cause the most successful games on this $47 billion platform to break out from the millions of user-generated passion projects.
According to Roblox’s S-1 filing, nearly 250 developers and creators earned $100,000 or more in Robux in the year through September 2020 out of nearly 1 million creators on the platform.
From Gamefam’s first game two years ago that topped out at only 25 concurrent players to our current portfolio with 2 million to 3 million daily visits, our team learned to develop on Roblox the hard way — by trial and error and by getting better at listening to the Roblox community’s unique gamer culture and vernacular.
Even the most experienced and talented game designers from the mobile F2P business usually fail to understand what features matter to Robloxians.
For those entrepreneurs just starting their journey in Roblox game development, these are the most common mistakes I have seen gaming professionals (myself included) make on Roblox:
In the F2P mobile games market, it’s all about layered game loops: play a match with the hero, level the hero up using resources from the match, buy more heroes to merge with the first hero, open up new matches with new rules to win more resources, and on and on. These require ongoing player tutorials across hours of play sessions. These mechanics tend to backfire on Roblox because players have no tolerance for anything but immediate, visceral fun.
Accordingly, in mobile F2P, a robust tutorial for new users is oftentimes one of the biggest investments during development. But in our Roblox game Speed Run Simulator (more than 400,000 daily visits), we saw a significant increase in D1 retention when we removed the tutorial entirely and just allowed existing players to guide new players’ understanding of the game. The differences between Roblox and mobile F2P are not only numerous but also sometimes profoundly counterintuitive.
Roblox players spend because they’re getting something they want. They won’t be cajoled or coerced into spending like in a mobile game where progress is restricted or slowed without making an in-app purchase (think Candy Crush).
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Ryu Games, a startup that helps developers add cash tournaments to their mobile games, announced this morning it has raised $2.3 million in a seed round. The funds came from a number of investors, including Side Door Ventures, MGV Capital, Velo Partners and Citta Ventures.
In addition, 500 Startups participated in the round. To see the accelerator take part in the funding round is not a surprise, as TechCrunch first caught wind of Ryu during its participation in the most recent 500 Startups demo day. At the time, we were enthused by the idea of gamers wagering money to go head-to-head with other players on mobile devices. Investors appear to back our first impression of the company.
The gist behind our bullishness on the company’s idea is that esports is cool. And though your humble servant is sufficiently ancient as to favor PC-based esports, younger folks are into mobile gaming esports. Fair enough. Now mix in the sports-betting frenzy that we’ve seen in the United States, and you have a potentially potent cocktail.
TechCrunch caught up with Ryu Games co-founder and CEO Ross Krasner to dig in a bit more. It turns out that the original esports-y model that we envisioned for Ryu was a bit off. Instead, players will often go toe-to-toe in an asynchronous fashion, betting high scores in a game against one another. So, competitive “StarCraft II” this is not. But “StarCraft” is famously difficult to be even mediocre at, while mobile games are simpler by nature, and thus more popular.
Perhaps your parents will square off against office friends in cash-fueled solitaire tournaments.
The money setup is simple, with Krasner likening it to a poker tournament. You wager a set amount, and then play. Ryu collects a fee for hosting, and then players get to it.
Ryu hopes to be present on a few dozen games this year. One matter that could slow adoption, however, is that games it partners with tend to relaunch a version of their title with Ryu’s SDK built in. The startup bites back against the work that partner-developers have to undertake by cross-promoting titles that use its system. So, if you sign up, you can do more than generate revenue. Your game might also find a new audience.
Like with most seed-stage startups, Ryu Games is more of a bet on the future than proof of a new trend. Let’s see how far it can get with this set of capital, especially as vaccines take larger and larger bites out of the pandemic that has kept us locked up for so very long.
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Investor FOMO following Roblox’s blockbuster public debut is pushing venture capitalists who missed out on that gaming giant to invest in competing platforms.
Today, Rec Room announced it has raised $100 million from Sequoia and Index, with participation from Madrona Venture Group. The deal is a huge influx of capital for Rec Room, which had raised less than $50 million before this round, including a $20 million Series C that closed in December. In 2019, we reported that the company had raised its Series B at a $126 million valuation, this latest deal values the company at $1.25 billion, showcasing how investor sentiment for the gaming space has shifted in the wake of Roblox’s monster growth.
Rec Room launched as a VR-only platform, but as headset sales creeped along slowly, the company embraced traditional game consoles, PC and mobile to expand its reach.
In a press release accompanying today’s funding announcement, Rec Room detailed it has surpassed 15 million “lifetime users” and had shown 566% year-over-year revenue growth. In December, CEO Nick Fajt told TechCrunch that the company has tripled its player base in the past 12 months.
The company has been following in Roblox’s footsteps in many ways as it build out its creator tools and seeks to build out an on-platform economy for game creators. The company says that 2 million players have created content on the platform and that Rec Room is on track to pay out more than $1 million to them this year.
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It’s demo day for the current Y Combinator class, so we’ll have a largely early-stage focus at TechCrunch today. But there’s also a host of late- and super-late-stage news this morning that matters.
Let’s get to all of it before we start to talk accelerators, overheated pre-seed valuations and the like.
The Exchange explores startups, markets and money. Read it every morning on Extra Crunch, or get The Exchange newsletter every Saturday.
There are three things to discuss. First, the possible $10 billion exit of Discord to Microsoft. Discord is a well-financed unicorn that has raised oodles of capital and reportedly sports rapidly expanding revenues. Our goal will be to vet whether the price tag in question makes any sense, or if it is too low.
Second: Real estate tech company Compass has set an IPO price range we need to explore. Is its resulting valuation strong? Does it line up with its recent financial performance?
And, third, Intermedia Cloud Communications has priced its IPO. We’re behind on this entire debut, so we’ll take a second to riff on what the company does and what it is worth.
It’s a lot. But if we don’t get through it all now, we’ll fall behind and feel silly later. Let’s get to work!
Microsoft might be getting good at community, which is an odd thing to say about the enterprise software and cloud computing giant. The company’s Xbox gaming ecosystem has survived the test of time, Github is doing fine under Microsoft’s auspices, and Minecraft seems unharmed by Redmond’s stewardship.
That means gamers, developers and kids are all content to hang with Satya Nadella and company. Adding Discord to the mix might give Microsoft even more tooling to augment its existing communities, or perhaps tie them more closely together. But that’s all product news, which isn’t our remit. Let’s talk numbers.
The New York Times reported that Discord has “held deal talks with Microsoft for a transaction that could top $10 billion.” That figure has been widely reported, so we’ll use it for our work.
With a possible valuation in hand, we need revenue numbers to figure out if the possible sale price makes any sense. Happily, we have somewhat fresh numbers: The Wall Street Journal reported earlier this month that Discord “generated $130 million in revenue [in 2020], up from nearly $45 million in 2019.”
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Non-fungible tokens (NFTs) offer new ways for consumers to collect, wear and trade fashion online, and now that most fashion shows have scaled back or gone virtual, they may become an important tool for the industry.
Because some of the most profitable NFTs are produced by celebrities with teams, it makes sense that music corporations, fashion brands and designers are venturing into the NFT market as well. Just this month, sneaker brand RTFKT Studios garnered $3.1 million in seven minutes by selling crypto collectibles. In December 2020, NFT startup Enjin partnered with Netherlands-based fashion house The Fabricant on a virtual collection. Real-life fashion brands use NFTs for marketing in virtual worlds like Minecraft, plus several Atari and Microsoft video games.
The fundamental value NFTs offer to bridge virtual fashion items with video games is the option to secure custody of the item for use in other games or mobile apps.
“Brands are coming up with some creative solutions because the pandemic is persistent, and fashion is something that is so close to our identities,” said Bryana Kortendick, Enjin’s VP of operations and communications. “You can snap a photo of yourself wearing your Atari-branded NFTs. You’ll also be able to wear them in video games.”
Breakout NFT star Beeple said he imagines a future where fashion NFTs could be redeemed for specific items in physical stores, especially at luxury retailers like his former client Louis Vuitton.
“You can relate NFTs to clothing in new and interesting ways,” he said. “This will be seen as the next chapter of digital art history. This is a continuation of digital art history that started decades ago, by that I mean art made on a computer and distributed through the internet.”
Fashion designers like Schirin Negahbani are already creating NFTs that represent actual clothing. Precisely because multimillion-dollar NFT sales are breaking records, spectators have been prompted to question the role speculative trading plays in this trend.
Textile designer Amber J. Dickinson says fashionable NFTs shouldn’t primarily be viewed as speculative trading opportunities. “The way I think fashion translates to the digital world is to view an NFT as a collectible piece of the garment for history,” said Dickinson, known for hand-made silk scarves and her work with Alexander McQueen. “I would only buy art as a piece that I liked. Whether digital or in the real world, I don’t take an investor’s point of view.”
There are many fashion fans who disagree with Dickinson, preferring to invest through assets like Birkin bags. They may have a different approach to NFTs. The DIGITALAX crypto fashion platform, for example, is being built with a plethora of trading features. As for Dickinson, she said she is still looking for her tribe of crypto-savvy artists on Twitter.
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A proposed witness list filed by Apple for its upcoming trial against game-maker Epic reads like a who’s who of executives from the two companies. The drawn out battle could well prove a watershed moment from mobile app payments.
The two sides came to loggerheads when the Fortnite maker was kicked out of the App Store in August of last year after adding an in-game payment system designed to bypass Apple’s – along with Apple’s cut of the profiles.
Epic has accused Apple of monopolist practices pertaining to mobile payment. Apple, meanwhile, has argued that Epic broke the App Store agreement in order to increase its revenue.
Filed late last night by the hardware giant, the document includes top executives from bot sides. For Apple, the list includes CEO Tim Cook, Software Engineering SVP Craig Federighi and Apple Fellow, Phil Schiller. On team Epic, it’s Tim Sweeney and VP Mark Rein. Executives from Microsoft, Facebook and NVIDIA are also included, for good measure.
In a statement provided to TechCrunch, Apple notes,
Our senior executives look forward to sharing with the court the very positive impact the App Store has had on innovation, economies across the world and the customer experience over the last 12 years. We feel confident the case will prove that Epic purposefully breached its agreement solely to increase its revenues, which is what resulted in their removal from the App Store. By doing that, Epic circumvented the security features of the App Store in a way that would lead to reduced competition and put consumers’ privacy and data security at tremendous risk.
The trial is expected to kick off May 3. We’ve reached out to Epic for additional comment.
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Nvidia’s cloud gaming service GeForce Now has announced some changes when it comes to subscription plans. Starting today, paid memberships now cost $9.99 per month, or $99.99 per year — they are now called “Priority” memberships.
If you’re an existing “Founders” member, you’ll keep the same subscription price as long as you remain a subscriber. If you stop your subscription at any point, you won’t be able to pay $5 per month again.
Last year, when Nvidia originally introduced paid plans for GeForce Now, the company was pretty transparent with its user base. You could pay $4.99 per month to access the Founders edition, but the company was going to raise the subscription fee at some point. And it sounds like Nvidia has made up its mind and thinks the paid subscription is worth $9.99 per month.
If you’re not familiar with GeForce Now, it lets you start a game on a powerful gaming PC in a data center near you. You get a video stream on your computer, mobile phone, tablet or TV of the game running in a data center — GeForce Now uses a web app on iOS and iPadOS and is available on a limited number of Android TV devices. When you press a button on your controller, the action is relayed to the server so you can interact with the game. All of this happens in tens of milliseconds, making it one of the smoothest cloud gaming experiences available right now.
Compared to Google Stadia and Amazon Luna, Nvidia isn’t starting its own game store. GeForce Now customers launch games they already own. The platform supports Steam, Epic Games, GOG.com and Ubisoft’s launcher.
Game publishers have to opt in to GeForce Now, which means that you can’t launch all your games that you own in your Steam library. Right now, GeForce Now supports around 800 games that you can find on this page.
If you want to try GeForce Now, you can start playing for free. Nvidia offers a free membership that should be considered as a free trial. First, you have to wait in a queue until a free server is available — it can take five, 10 or 15 minutes.
After that, you’re limited to one-hour sessions. When you’ve played for an hour, you’re kicked out of the server. You can still start the game again, but you’ll have to go through the queue one more time.
If you become a paid member, games start nearly instantly and you can play up to six hours at a time. Similarly, you can start the game instantly after your six hours are up. Paid members also get RTX-enabled graphics.
When it comes to specifications, Nvidia has several configurations with different CPUs, graphic cards and RAM. If you play Fortnite, you might not get the best rig as you can get very high graphics on a medium-range PC. But if you launch Cyberpunk 2077, the service tries to prioritize better rigs.
Nvidia says it has attracted nearly 10 million users for its cloud gaming service. It’s unclear how many of them are paying for a subscription.
The company doubled the number of data centers in the last year. There are now more than 20 data centers operated by Nvidia or local partners. The company plans to expand capacity in existing data centers, and add new data centers in Phoenix, Montreal and Australia.
There will be some quality-of-life updates as well, such as the ability to link games with your account to make it easier to launch them and more aggressive preloading of games.
Image Credits: Nvidia
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Many of us are working in distributed environments these days, and in the best scenarios, it might actually have improved rather than impeded our productivity. Today, a company that has built technology that taps into that concept as it applies to computing is announcing a large round of funding to boost its growth after a strong year of business.
Incredibuild, an Israeli startup that provides a way for organizations to implement distributed computing architecture to speed up the processing needed for intensive tasks like software development by tapping into a company’s network of idle CPUs, has picked up $140 million in funding.
“Startup” might be overstating what Incredibuild is: Yes, it’s a privately backed tech company, but it has been around since 2000, and although it counts substantial companies like gaming giants Epic (the company behind Fortnite), Microsoft and Nintendo, as well as Amazon, Citibank, Adobe, Disney, Intel and Samsung among its 800 customers, it’s been somewhat quiet and under the radar.
The company will be using the funding to continue building out its technology and its business model to apply to a wider range of enterprises and use cases.
CEO Tami Mazel Shachar said in an interview that the key concept that Incredibuild created was an efficient way of tapping CPU power in a network of computers regardless of whether they are on-premises or in the cloud. That technology is priced on a per-use basis, but implementing it, Shachar said, brings down a company’s overall computing and equipment costs, and can speed up builds by 8X.
As you can see here, Incredibuild is not available to punters in easy-to-understand tiers: you need to get in touch with the company to sign up. The plan will be to devise and list new pricing tiers, including a freemium tier to bring in more and smaller developer teams.
This round of financing is the first substantial outside investment made in the company since it was picked up by private equity firm Fortissimo in 2018. It comes from a single backer, Insight Partners, and represents a partial spinning out of the business, effectively back into startup mode. From what we understand, Incredibuild was already generating a lot of cash — hence no big fundraising history — and while it is not disclosing its valuation now, we understand from reliable sources that it is between $300 million and $400 million.
Incredibuild was started by two engineers, Uri Mishol and Uri Shaham, who first thought of the concept of speeding up software development processing through a distributed model when they were still in the Israeli army, working in the special forces and finding the processing times for their work to be much too slow, even on the most advanced machines (both are no longer actively involved in the company, although both support it, Shachar said).
The company found early traction with games companies, whose heavy use of media required lots of code processing; longer-term, other companies that deal with graphics, AR, VR, artificial intelligence and other work-intensive loads came to the company as well.
Of course, there are a number of other solutions being built to speed up workloads, from improving processors on devices, through to other DevOps and workload plays such as CircleCI, CloudBees and many more. Nor is distributed computing a new concept: it’s the basis of a lot of peer-to-peer architectures such as those devised early on by the likes of BitTorrent, and it’s equally something that has been taken up by the blockchain community.
Interestingly, Shachar told me that Incredibuild itself does not own any patents on what it has built.
“The barriers are in the technology itself,” she said. “At the end of the day, the IP is in how good we do what we do. It would take many years to try to copy what we have built and we are building on those hooks more now.” It’s also adding in more integrations to improve and expand on all of the use cases for its technology.
For now, the basic idea is predicated on networks of computers that are idle within a specific team of users, and there are no plans for bringing that concept into a wider network of users as you might find in P2P networking models. The privacy issues, for one thing, are a non-starter, Shachar noted.
But, she hinted that there are some concepts in the works to improve processing power using its technology for some of its current partners’ customers. It’s interesting to remember that Microsoft, owner of Azure, and Amazon, owner of AWS, are both in Incredibuild’s client list. Watch this space.
Insight is notable for its other investments in DevOps — its portfolio includes both containerization leader Docker and JFrog — and so it will also be interesting to see whether we see more alignment with these.
“We firmly believe that Incredibuild has built a crucial technology for any business that wants to develop better software, radically faster,” said Teddie Wardi, managing director at Insight Partners, in a statement. “With our long history of investing in the development ecosystem, we are confident that Incredibuild will continue to innovate and build upon their recent momentum.” Both Wardi and managing director Lonne Jaffe, as well as senior associate Brad Fiedler, are joining Incredibuild’s board.
Fortissimo is staying on as a shareholder in the company.
“Fortissimo bought Incredibuild in 2018 with belief in the enormous potential of distributed processing,” said Yoav Hineman, Partner at Fortissimo Capital and board member of Incredibuild, in a statement. “The investment by Insight Partners is a great milestone in delivering unparalleled acceleration for software developers.”
Early Stage is the premier “how-to” event for startup entrepreneurs and investors. You’ll hear firsthand how some of the most successful founders and VCs build their businesses, raise money and manage their portfolios. We’ll cover every aspect of company building: Fundraising, recruiting, sales, product-market fit, PR, marketing and brand building. Each session also has audience participation built-in — there’s ample time included for audience questions and discussion. Use code “TCARTICLE at checkout to get 20% off tickets right here.
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