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IGM-05 2020-Tencent.Pdf IGM 05 / 2020 088 STORY 09 Tencent ist die größte Games-Firma der Welt – doch der Gigant erhält in der westlichen Öffentlichkeit vergleichsweise wenig Beachtung. Wie tickt ein Unternehmen, das hunderte Der unbekannte Riese Millionen Nutzer erreicht und Milliarden US-Dollar Umsätze scheffelt? Wir haben mit zwei Die Firma Tencent im Porträt Experten für den asiatischen Spielemarkt gesprochen. Die Zahlen sind, nun ja, beeindruckend. In Q4 Und natürlich hat Tencent auf heimischen Boden ren“, so Ahmad. „Zum einen besitzt Tencent die 2019 erzielte Tencent einen Gesamtumsatz von einen enormen Vorsprung vor Konkurrenten wie nötige Expertise in Sachen Spieleentwicklung umgerechnet 15,2 Milliarden US-Dollar. Der Be- Netease oder Yoozoo. Das allein erklärt allerdings und Publishing. Zum anderen verfügt es aber triebsgewinn lag bei satten 4,34 Milliarden US- kaum den enormen Erfolg des Konzerns, dessen auch über die großen und wohlbekannten Distri- Dollar – eine Steigerung von 35 Prozent gegen- Games-Abteilung (Tencent Games) 2003 ge- butionskanäle WeChat und QQ, bei denen es sich über dem Vorjahr. Tencent ist – wohlgemerkt gründet wurde. Wie also lautet das Erfolgsre- im Wesentlichen um Social-Media-Plattformen – kein reines Games-Unternehmen. Gleichwohl zept? „Tencent hat sich auf drei Schlüsselberei- und -Applikationen handelt.“ tragen Games einen erheblichen Teil zum Ge- che konzentriert, um ein starkes Gaming-Business schäft des Giganten aus Shenzhen bei. Der Um- in China und weltweit aufzubauen“, sagt Daniel satz mit Online-Games wuchs um 20 Prozent Ahmad, Senior Analyst beim Marktforschungs- „ gegenüber dem Vorjahr, und zwar auf 7,42 Milli- unternehmen Niko Partners. „Erstens sind das Konzentration arden US-Dollar. Besonders ergiebig waren dabei die internen Entwickler-Ressourcen, zum Bei- die Mobile Games Peacekeeper Elite, PUBG Mo- spiel mit selbstentwickelten Titeln wie Honor of auf drei bile und die Supercell-Titel, die sich Tencent mit Kings oder Peacekeeper Elite. Tencent ist es ge- dem Kauf des finnischen Entwicklers einverleib- lungen, über herkömmliche MMORPGs hinaus- Schlüssel- te. Geringere Einnahmen erzielten derweil PC- zugehen, die in China traditionell sehr beliebt wa- Client-Titel wie Dungeon und Fighter – wobei ren - und neue Genres erfolgreich zu erschließen. bereiche „geringer“ in China immer noch „viel“ bedeutet. “ Zweitens habe sich Tencent die Telko-Gesetz- Ehe wir‘s vergessen: Im gesamten Jahr 2019 gebung in China zunutze gemacht: Ein Gesetz machte Tencent einen Betriebsgewinn von 16,4 schreibt vor, dass ausländische Entwickler mit Als dritte Zutat für das Erfolgsrezept nennt Milliarden US-Dollar. Uff. örtlichen Firmen zusammenarbeiten müssen, Ahmad die weltweite“ Expansion des Konzerns. wenn sie ihre Games nach China bringen wollen. Mittels Investitionen und Akquisitionen habe Ten- Natürlich ist China mit seinen knapp 1,4 Milliar- „Dadurch konnte sich Tencent als führender Pu- cent seine Games-Pipeline erweitert und gleich- blisher für ausländische Games in China etablie- (Quelle: Promo) den Bürgern der größte Spielemarkt der Welt. zeitig seine weltweite Präsenz erhöht. „Durch die IGM 05 / 2020 10 STORY 11 Beteiligung an Riot Games wurde Tencent bei- und Akquisitionen, die im Einklang mit den ei- spielsweise auf einen Schlag zum wichtigsten genen Werten und Schwerpunkten steht.“ Bei Publisher für PC-Spiele“, so der Analyst. „Durch Supercell etwa habe Tencent genau diesen die Übernahme von Supercell wurden sie einer hands-off approach gefahren. „Hands-on wäh- der größten Mobile-Game-Publisher weltweit.“ len sie nur, wenn sie die betreffenden Games Ein weiterer wichtiger Expansionsschritt war der nach China bringen oder die Erfahrung der Ent- Kauf des norwegischen Studios Funcom, das ge- wickler nutzen wollen, um eigene Games auf rade auf Live Services umstellt. Basis jener IP zu erschaffen“, so Daniel Ahmad. Frank Sliwka berichtet, dass Tencent auch bei Epic Games eher im Hintergrund bleibt: „Bei „ Epic hat laut der Geschäftsführung Tencent kei- Auf einen nen Einfluss auf das operative und strategische Schlag zum Geschäft.“ LOHNENDE ZUSAMMENARBEIT wichtigsten Die Zusammenarbeit von Tencent und Riot Games trägt derweil Früchte: „Tencent besitzt Publisher das nötige Fachwissen für den lokalen Markt, deshalb ist League of Legends in diesem Jahr in für PC-Spiele China stark gewachsen“, so Ahmad. „Auch E- Sport ist ein wichtiger Teil des Geschäfts. League of Legends wurde erfolgreich promotet und läuft KOMPLETTES ÖKOSYSTEM jetzt besser als letztes Jahr.“ Frank Sliwka be- Auch Frank Sliwka ist“ ein ausgewiesener Fach- stätigt, dass Tencent dem Thema E-Sport große mann für den asiatischen Markt. Der frühere Vorsitzende der GDC Europe leitet seit nunmehr acht Jahren die Beratungsfirma ibMedia mit Sitz Erfolgreiche Tencent-Titel: ten verkauft“, sagt Ahmad. „Wir rechnen damit, in Singapur. „Tencent hat sehr konsequent auf Honor of Kings (links) dass Tencent künftig einige seiner eigenen und Peacekeeper Elite (oben) die Nutzerbedürfnisse in seinem Heimatmarkt Spiele auf die Switch portieren wird, damit die gesetzt“, beschreibt Sliwka das Erfolgsrezept Konsole attraktiver wird.“ Auch Ubisoft sucht des Gaming-Giganten. „Tencent hat nicht nur übrigens eine starke Partnerschaft mit Tencent, auf Games gesetzt, sondern auch auf Bezahl- um Zugang zum asiatischen Markt zu erhalten. möglichkeiten, Inhalte und so weiter. Sie haben „Tencent ist als Distributionspartner die Num- für ihre Kunden ein komplettes Ökosystem ge- mer eins in Asien“, sagt Sliwka. schaffen. Die Kunden spielen, socializen und bezahlen auch darüber.“ Als zweiten Erfolgs- faktor nennt auch Sliwka das Expansionsstre- „ ben des Konzerns: „Tencent ist sehr schnell aus Auch seinem Heimatmarkt herausgegangen – und in Emerging Markets hinein, zum Beispiel Indien E-Sport ist und Afrika. Außerdem sind sie in neue Bereiche gegangen – Spiele, Bezahlsysteme, Socializi- ein wichtiger ng.“ Nicht zu vergessen die bereits genannten Investitionen in westliche Spielefirmen. „Aus Teil des meiner Sicht geht es ganz klar um Distribution“, Will den chinesischen Markt erobern: Nintendo (Screenshot: IGM) so Sliwka. Tencent wolle schlichtweg Zugang Geschäfts zu bestimmten Märkten erhalten. Dass Tencent Bedeutung beimisst, auch wenn der Konzern sehr auf Konsolen – es sei denn, es geht um Ak- kürzlich eine nicht genannte Summe in das Ber- nicht selbst als Turnierveranstalter in Erschei- quisitionen im Ausland.“ liner Studio Yager Development investiert hat, nung tritt. Tencent habe beim E-Sport gleich meh- Konsolenhersteller versuchen schon seit gerau- Die Corona-Krise wird Sliwka zufolge vorerst deutet womöglich auf weiterreichende Motive rere heiße Eisen im Feuer. Ein Beispiel: „Fünf der mer Zeit, mehr Marktanteile in China zu erobern keinen großen Einfluss“ auf das Kerngeschäft hin. „Vielleicht finden sie The Cycle von Yager sieben Spiele bei den Asian Games 2019 waren – bisher war das allerdings nicht wirklich von von Tencent haben: „Digitale Services sind interessant und wollen es in ihren Distributions- von Tencent.“ Mobile sei in China ohnehin die do- Erfolg gekrönt. „Das ist im Wesentlichen ein Ni- kurzfristig nicht stark davon betroffen. Die Fra- kreislauf aufnehmen“, sagt Sliwka. „Für Yager minierende Games-Plattform, so Sliwka. Konsolen schenmarkt, der seine eigene Berechtigung ge bleibt natürlich, wie sich die Kaufkraft in den ist es aber ein sehr gut Deal. Congratulations!“ seien demgegenüber noch ein Randgeschäft. „Der hat“, sagt Ahmad. Allerdings arbeitet Nintendo asiatischen Ländern weiterentwickelt.“ Sliwka Umsatz mit Mobile Games liegt in China bei 18,5 nun gemeinsam mit Tencent daran, die Switch glaubt, das Tencent seinen Expansionskurs un- Doch wie geht Tencent eigentlich mit den ein- Milliarden US-Dollar“, zitiert Daniel Ahmad Markt- auf dem chinesischen Markt zu etablieren. Aus gerührt fortsetzen wird: „So wie ich Tencent gekauften Firmen um? Übernimmt es die volle zahlen von Niko Partners. Der PC sei immer noch Sicht von Ahmad könnte das durchaus klappen, einschätze, werden sie in Europa weitere Dis- Kontrolle oder hält es sich eher zurück? „Ten- eine starke Plattform, die jährlich rund 15 Milliar- weil sie als Hybridkonsole den Mobile-Plattfo- tributionsplattformen für ihre Games und Ser- cent wählt normalerweise einen hands-off ap- den US-Dollar Umsatz mache. „Mobile ist aber men ähnele, vergleichsweise günstig und zu- vices suchen – und das dann stärker ausbauen. proach“, berichtet Daniel Ahmad. „Es lässt die stärker und wächst schneller.“ Konsolen machen dem sehr familienfreundlich sei. „Momentan ist Sie sind nicht an kulturell wertvollen Produk- Firmen machen, was sie am besten können. laut Ahmad weniger als ein Prozent des Marktes die Switch – wenn man den Graumarkt einrech- tionen interessiert. Es geht für sie einfach um Tencent sucht grundsätzlich nach Investitionen aus. „Tencent konzentriert sich folglich nicht so net – die Konsole, die sich in China am schnells- Sales und Marketing.“ (feh) Daniel Ahmad, Niko Partners: Frank Sliwka, ibMedia: „Distributionskanäle WeChat und QQ“ „Konsolen sind noch ein Randgeschäft“.
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