Want to return to the main line of profit byte beat in the game industry "big retreat"
After six years of ups and downs, ByteDance's upper echelons have lost their last patience with the light-year.。
On November 27, Byte Jumping announced a massive business contraction in its gaming business.。It is reported that, in addition to some of the UGC and AIGC projects in the research project to be retained, games that have been launched and perform well will be sought for sale.。For projects that are not yet online, except for a very small number of technical projects, they will be shut down.。
Based on the current volume of Asahi Lightyear, the impact of this business adjustment ranges from 30% to 40% and will affect 700 to 1,000 people.。In terms of compensation programs, according to the current version of the various business layoff compensation programs are different, some departments for "N + 2," 3 months of year-end bonus, options all repurchase;。
For the abolition of this business, the morning light year said that there will indeed be business direction and organizational adjustments, will be more focused on the exploration of some innovative games and related technologies.。At the same time, it will also do a good job in the continuous operation of the online products to protect the rights and interests of players.。
Beat beat CEO Liang Rubo said, although the game business has made some achievements, but in the past few years byte game pursuit of "big and comprehensive," the project is not focused, resources are scattered, should put energy and resources into more basic, more innovative, more imaginative projects。
Six years of hard work byte finally lost patience
As early as 2017, byte is not afraid of difficulties, determined to get involved in the field of games。At the time, ByteDance believed that the game would create an extremely high contribution to the tremolo, spending a large premium to buy people and grab items.。In addition, Byte also has a deep understanding of the development of the game line, from the agent step by step, to self-developed products, from light games, and gradually to heavy games.。
Soon, with the blessing of the banknote capability, ByteGame's power map rapidly expanded to 10 + studios, 4 major distribution platforms and 29 companies; among them, the more well-known ones were Wushuang Studio (focusing on big DAU games), 101 Studio (developing classic IP games and MMORPG), Oasis Studio (focusing on developing MMORPG and ARPG), etc.。
In 2021, Byte's booming gaming business plunged into a cold winter overnight due to the hit of the game number policy。Not only the Shanghai 101 studio was forced to disband, but also the following year byte was forced to two-way integration of domestic and foreign business lines.。
Also in 2021, in order to reverse the decline, byte for $4 billion strong acquisition of Shanghai Mu pupil technology, intends to take down the company's explosive product "endless showdown"。However, contrary to expectations, Mu Tong Technology failed to obtain a license to distribute Endless Showdown in China for a long time, a delay that directly weakened Endless Showdown in China 6..The popularity of the 900 million players has also prevented it from becoming a fixture in the Hangzhou Asian Games e-sports competition, another major blow to the gaming business in the light year.。
In September 2022, the then 3,000-strong Lightyear launched its first large-scale staff and project cuts.。It is reported that among the four self-research studios under Chaoxi, Shanghai 101 Studio was dissolved, and both Beijing Oasis Studio and Hangzhou Jiangnan Studio had 20% layoffs.。
Although in 2023, Dayi Lightyear finally got its wish to create its own original burst "Crystal Core," but Tencent and Miha Tour two left too little space for Dayi, Dayi need to continue to grab food in the tiger's mouth to get a little respite.。Commentators said that the emergence of "Crystal Core," to the meaning of the day and night is to renew life, rather than "change life" - whether the "Crystal Core" can be built as a cash cow, is not only a "gamble" of the day and night, but also may be the last chance given to the game by Byte.。
Finally, after six years of ups and downs, ByteDance's top brass have lost their last patience with the light-year。According to people familiar with the matter, senior management, including ByteDance founder Zhang Yiming and chairman Liang Rubo, has been dissatisfied with the performance of Daylight Year, as games developed by the division have struggled to retain players and have failed to launch a blockbuster game globally.。
In order to "return to the main line," the byte has swung the knife twice recently.
Against the backdrop of cost reduction and efficiency, Byte had to refocus on its most profitable advertising and e-commerce business, putting its limited eggs in the same basket for the time being.。According to people familiar with the matter, due to a surge in advertising and e-commerce revenue, ByteDance's revenue in the second quarter of this year reached $29 billion, up about 40% year-on-year, an increase that far exceeds FaceBook's parent company Meta.。
People familiar with the matter also said that most of ByteDance's revenue still comes from the Chinese market, but revenue growth is mainly driven by TikTok.。ByteDance's revenue from overseas markets accounted for about 20% of the company's total revenue in the second quarter, with the vast majority of revenue from overseas markets coming from TikTok and a small portion from games and enterprise software services.。
All kinds of data show that the game is no longer the largest advertiser of the byte, the tremolo e-commerce is the most important source of realization of the entire byte beat.。In March this year, Liang told employees in an internal speech that ByteDance would focus on two core business areas: information platforms including tremolo and TikTok, and e-commerce.。
In order to "return to the main task," the abolition of the morning light year is already the second swing of ByteDance in the near future.。At the end of October, Byte also killed its VR company PICO, layoffs of hundreds of people, the same reason is that PICO is in the field of hardware non-byte beat good at, a few years down the results did not meet expectations, and do not see any hope for the future.。
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