Maker of hit videogame draws new investment
By Sarah E. Needleman and Katie Roof
This article is being republished as part of our daily
reproduction of WSJ.com articles that also appeared in the U.S.
print edition of The Wall Street Journal (October 27, 2018).
Epic Games Inc., the creator of the smash-hit videogame
"Fortnite," is valued at almost $15 billion as part of a major new
investment round, according to people familiar with the matter.
The company on Friday announced investors have purchased $1.25
billion in stock. People familiar with the matter said not all of
the money is going directly to the company. A portion of that
amount represents shares being sold by existing stakeholders who
are cashing out some of their investment.
Epic had no further comment on the investment.
The company said the new investors represent people at the
forefront of competitive gaming and live gaming events, areas that
have elevated the industry's visibility. The new investors include
traditional investment firms KKR, Kleiner Perkins and Lightspeed
Venture Partners, as well aXiomatic, which owns the
competitive-videogaming organization Team Liquid.
Epic already counts China's Tencent Holdings Ltd. and Walt
Disney Co. as investors. Tencent said in 2012 it paid approximately
$330 million for a 48% stake in Epic.
"Fortnite" vaulted to the top of the more than $100 billion
industry by putting a cartoonish spin on the classic shooter genre.
In its "Battle Royale" mode, 100 players compete to be the last
team or player standing, instead of players endlessly roaming a
battlefield offing each other.
Epic released the mode free, but makes money by selling virtual
costumes and dance moves for the game's characters. The company has
raked in more than $1 billion in revenue from these so-called
microtransactions over the past year, according to estimates from
SuperData.
The game's popularity has fueled a cottage industry of videogame
tutors and knock-off modes in new games from bigger rivals such as
Activision Blizzard Inc. In its earnings report this week,
Microsoft Corp. name-checked "Fortnite" as a contributor to strong
earnings in its gaming division.
The videogame industry is on a tear. Annual investments in game
startups and closely held companies exceeded $3 billion globally
for the first time earlier this year, according to Digi-Capital LLC
said. So far this year, they have topped $5 billion, according to
the tech advisory firm.
The potential payoff for early investors can be significant. In
2016, Tencent and its partners acquired Supercell Oy, the Finnish
maker of "Clash of Clans," for $8.6 billion. The prior year,
Activision Blizzard Inc. bought "Candy Crush Saga" maker King
Entertainment for $5.8 billion.
The game industry's biggest players also have grown
substantially. In the U.S., share prices for the top publicly
traded game makers by market capitalization -- Activision Blizzard,
Electronic Arts Inc. and Take-Two Interactive Software Inc. -- have
more than doubled. Earlier this week, Take-Two's stock popped
nearly 10% on strong early reviews of its latest big release, the
Western shoot-'em-up "Red Dead Redemption II," a game that could
rival "Fortnite" for players' time and money.
Much of the videogame industry's growth has been fueled by
in-game purchases of virtual weapons and other goods common to
mobile apps, as well as online components such as downloadable side
missions in console and PC games that can suck in gamers for
countless hours. "Fortnite" checks the box for both.
The gaming industry, though, also has faced hefty criticism over
its use of tactics for keeping players hooked, including offering
rewards for frequent logins and tapping into people's fears of
missing out with limited-time offers.
"Fortnite" had attracted more than 125 million players as of
June, according to Epic. After conquering basements and living
rooms, the company is eyeing a deeper move into competitive gaming,
known as esports. Epic recently pledged $100 million in "Fortnite"
tournament prizes.
There are some signs of "Fortnite" fatigue. Last month, fans
clocked in 104 million hours watching the game being live-streamed
on Amazon.com Inc.'s Twitch, down from 149.3 million hours in July,
according to Newzoo BV. Still, it remained the No. 1 most watched
game on Twitch as of September, a rank it has held since March.
Epic, which is based in Cary, N.C., was created by Tim Sweeney
in his parents' basement in 1991. In addition to "Fortnite," it is
known for developing the Microsoft Corp. published series Gears of
War and for its Unreal Engine, a suite of tools for developers use
to make videogames and other digital entertainment.
"They have built a sustainable business," said Jefferies analyst
Tim O'Shea. While "Fortnite" is no longer "as hot as it was in the
summer, [Epic is] still doing really well. No doubt people will be
playing this game for years to come."
Rolfe Winkler contributed to this article.
Write to Sarah E. Needleman at sarah.needleman@wsj.com and Katie
Roof at katie.roof@wsj.com
(END) Dow Jones Newswires
October 27, 2018 02:47 ET (06:47 GMT)
Copyright (c) 2018 Dow Jones & Company, Inc.
Tencent (PK) (USOTC:TCEHY)
Historical Stock Chart
From Oct 2024 to Nov 2024
Tencent (PK) (USOTC:TCEHY)
Historical Stock Chart
From Nov 2023 to Nov 2024