WRITE for ATol ADVERTISE MEDIA KIT GET ATol BY EMAIL ABOUT ATol CONTACT US
Asia Time Online - Daily News
             
Asia Times Chinese
AT Chinese



    China Business
     Mar 24, 2010
Game still on at Tencent
By Sherman So

HONG KONG - Tencent, China's largest Internet company, has lost some of its sheen as a darling of the Hong Kong stock exchange, with the share price dropping more than 5% on March 18, the day after the company reported fourth-quarter profit growth of 74%. The stock is now trading at just below HK$156, after peaking at above HK$175 in mid-January.

The shares tripled in the past year as investors bought into Tencent's success in attracting advertising and players of its Internet games. Concern is now growing that the company's spectacular growth might not be sustained. Deutsche Bank last week downgraded the stock to "hold" from "buy", saying the company's earnings growth would slow.

Shenzhen-based Tencent increased net profit 85% in 2009 after a 78% gain in 2008. This year could be a different story, with many

  

analysts expecting the trend to slow. JP Morgan's China Internet analyst Dick Wei expects net profit to grow only 43% this year, while Credit Suisse Wallace Cheung and Sharon Jing have forecast 51%.

The nagging worry is that demand for two of Tencent's most popular online games, Dungeon & Fighter and Cross Fire, is losing steam after shattering records one after another. Credit Suisse estimated Dungeon & Fighter would bring in 35% more revenue this year and Cross Fire 13%.

The two contributed a total of 745 million yuan (US$109 million) in the fourth quarter, or about 20% of Tencent's total revenue, less than two years after their launch in the second quarter of 2008.

"Dungeon & Fighter and Cross Fire have been [in] the market for a year-and-a-half and they have reached a mature stage," said a Tencent executive who did not want to be named. "That means their user growth will be gradual from now on - no more rapid growth in average concurrent users, peak concurrent users and so on."

Dungeon & Fighter recorded 2.2 million peak concurrent users in November 2009, up from 1.9 million last May, according to Tencent. Cross Fire had 1.6 million users playing at the same time during peak hours in November 2009.

Even so, the armory that gamers can purchase can be adjusted to encourage sales and maintain the interest of existing users. "Revenue [of the two games] can still grow 40-50% this year, as users play more and pay for more weapons or more expensive weapons," said the Tencent executive. "This can be achieved by promotion and game designs - for example no more simple, inexpensive weapons, only better and more expensive ones."

That may work in the short term, but the longer-term will demand new games, a problem confronting many of China's leading online game companies that have seen demand for their products plateau or even decline.

Fantasy Westward Journey, introduced by Nasdaq-listed Netease in January 2004 and now China's most popular online game, attracted 2.3 million peak concurrent users in the third quarter of 2008. The number plunged to as low as 1.7 million before rebounding to 2.5 million in the third quarter of 2009. World of Warcraft, a global blockbuster, has maintained the same level of peak concurrent users in China, about 1 million, since the fourth quarter of 2007.

Westward Journey II, a Netease game introduced in 2003, saw its peak concurrent users slide to about 547,000 in the third quarter of 2009 from a high of 897,000 in the fourth quarter of 2008.

Such massive multiplayer online role-playing games (MMOPRG) are the most popular kind of Internet games among China's serious players, contributing 84% of total online game revenue, according to JP Morgan. While demand for a new game can climb quickly, it can peak within a relatively short time. "As a rule of thumb, typical popular MMOPRG games reach their peak in around three years," said Wei of JP Morgan.

To lengthen the lifespan of their games developers and operators extend maps, create new weapons and run special virtual events. Typically, operators have a new release every month and a major upgrade once a year.

Yet ultimately the only way a game company can substantially increase revenue is to develop new hits - and new mega-hits are rare and far between.

Tencent will introduce more than 10 new games this year, including four MMOPRG, but not one of them is expected to be a major hit. Credit Suisse's Cheung expects new games to account for only 6% of Tencent's total game revenue this year.

Instead, Green ZT, from New York-listed Giant Interactive, is tipped to be the one big hit this year on the strong reception since its launch this month.

"Green ZT is doing well. Its peak concurrent users have reached 400,000 already," said a venture capital investor based in Shanghai. Others are cautious. "Many games for which people have had high hopes have turned out to be disappointments," said a Beijing-based analyst.

For example, after the success of Westward Journey II and Fantasy Westward Journey, Netease developed Datang and Tianxia. Both flopped.

Driving efforts to find a new hit is the high and growing demand in China for online games of one sort of another. The country's Internet population, already the world's biggest, is continuing to grow and high-speed broadband is becoming more widely available. At the same time, the limited leisure alternatives for teenagers encourages more of them to turn to online games as a favorite pastime, said Wei.

JP Morgan estimates that online games revenues would jump to US$4.69 billion this year, up from about US$3.55 billion in 2009.

The genre of social games is an increasingly attractive alternative to multi-player shoot-em-up games, mirroring developments in the United States, where products from San Francisco-based Zynga allow Facebook users to create and manage farms or have fun building collections of fish.

Social games attract people not usually associated with online gaming or who, like housewives, do not have time to play more sophisticated games, said Wei.

Kaixin001, one of the most popular social network sites in China, has built its popularity on social games since it began in March 2008 and is now the country's 11th most popular site, according to Alexa, a web traffic monitor service provided by Amazon. Other players, such as Renren and Tencent, are now launching their own social games.

"We estimate daily active users on Chinese social network sites playing social games to be comparable to the number of active users on Facebook, or about 60 million daily active users," said Wei. "We believe the social gaming trend will continue to pick up in China because community features add to the stickiness of social games." People can play with their friends and they can track the progress of their friends through the social networking platforms. This gives them a sense of competitiveness and that helps to keep them playing.

Social games are Tencent's new gold mine and it has introduced many to Qzone, its social network service. This helped boost the number of Qzone users to 388 million in the fourth quarter of 2009, from 183 million a year earlier. Qzone's revenue surged 142% to 516 million yuan in the quarter from the year-ago period.

The growing popularity of social games is keeping some analysts positive about Tencent.

"We maintain our earnings forecasts. We have reduced our forecast on online games, while raising expectations for community value-added service revenue, given the strong growth of the QQ [Tencent] social networking platform and social games," said Wei.

Sherman So is a Hong Kong-based correspondent and co-author of Red Wired: China's Internet Revolution.

(Copyright 2010 Asia Times Online (Holdings) Ltd. All rights reserved. Please contact us about sales, syndication and republishing.)


Shanda Games shows its wrinkles
(Oct 7, '09)

Video games move to mass market
(Jul 19, '08)


1. Obama in more trouble than Netanyahu over Iran

2. Debt doom

3. A brash face rattles China

4. US-Israel spat heads for a showdown

5. Brazil steps between Israel and Iran

6. Lights, camera, action ...

7. Afghanistan spy contract goes sour

8. US-China trade war talk heats up

9. Betting the farm on oil

10. Jakarta return a unique opportunity

(24 hours to 11:59pm ET, Mar 18, 2010)

 
 



All material on this website is copyright and may not be republished in any form without written permission.
© Copyright 1999 - 2010 Asia Times Online (Holdings), Ltd.
Head Office: Unit B, 16/F, Li Dong Building, No. 9 Li Yuen Street East, Central, Hong Kong
Thailand Bureau: 11/13 Petchkasem Road, Hua Hin, Prachuab Kirikhan, Thailand 77110