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November
17
Midway: What went wrong?

Midway_logo_2 I've got a story i the most recent weekly Variety that sprang out of a conversation I had with an editor where he noted how it's been widely reported what a drain Midway, and its debts to National Amusements, have been on Sumner Redstone's financial structure. What isn't as clear, he said, is "Why?" When Sumner Redstone moved to take control of Midway four years ago, the company seemed to have promise.

"Midway is clearly a second-tier producer, but it has the potential to be in the first tier, and that's what attracted me to the company," the Viacom and CBS chairman said at the time.

Clearly that promise didn't pan out. Calling Midway a "second-tier producer" today would be generous. Its market value is a pathetic $37 million, it wasn't able to recruit an experienced CEO to take the job after David Zucker was fired last winter, and its mounting debts mean it would be more expensive to buy than competitors like THQ (meaning an acquisition is very unlikely unless/until it goes through bankruptcy).

Mkdc "Mortal Kombat vs. DC Universe" could sell well and the red ink could stem a bit, but Midway still has fundamental liquidity issues and no clear path to becoming a stable, profitable publisher. How did things go so very very wrong?

To find out, I spoke to several ex-employees. And while there were lots of little things, one issue popped up again and again: Midway's decision to license Unreal Engine and use it for ALL its games.

"The mistake we made was, instead of just taking the base Unreal 3 engine that 'Gears of War' was made on and building games off of that, we let our tech and product development guys try to really modify the engine to add all these diff things," one ex-employee told me. "It was a ton of new technology which they just weren’t capable of doing. It put all the games way behind schedule."

Even though Midway invested millions in building a common tech base for all its studios, apparently they all had to adapt UE3 for each project, which meant they couldn't share resources in a timely manner, so none of the promised benefits materialized. Making the code work for PS3 was particularly hard, sources said, and so games just weren't coming out. Look at the first half of 2007, when all Midway shipped was "Lord of the Rings Online" for Turbine, or the first half of this year, when all it shipped was "Unreal Tournament III" for Epic.

Combine that with Midway's relatively weak cash position, as former Chief Marketing Officer Steve Allison explained, and it was a recipe for disaster.

"The delays of next-gen titles pushed them into a window where money became very tight for the company," said Allison, who's now CMO for TNA Wrestling, for which Midway makes licensed games. "When that happens decision-making can become focused around not always what is best for each title, but how to fix cash flow issues. This is a spiral of doom in videogame publishing because you can't ship compromised titles against the exceptional quality level of competition that is on the shelves."

Still, he added, "Most of those problems should be behind Midway now."

Stranglehold_2 The perfect example of that "spiral of doom" came in the fall of 2007. "Stranglehold," the highly touted action game developed with John Woo, had been delayed for nearly a year and ended up costingt over $40 million, but it finally hit store shelves just one week before "Halo 3." Combine that with so-so reviews and suffice it to say it didn't turn out well. The game sold only 320,000 units domestically, according to NPD.

Then Midway was in a really tough spot. With "Stranglehold" not performing, it needed money. Which led to the November disaster that was "Blacksite: Area 51," a game so compromised to get pushed out the door even its own director famously badmouthed it two weeks after release.

"'Blacksite' was a game that clearly wasn’t ready," recalls the ex-employee. "Everyone was like, 'Push it to Q1,' but 'Stranglehold' had bombed and we needed another game out the door; we needed revenue."

Not everything was a disaster. The "Happy Feet" tie-in game sold nearly a million units in the U.S. and didn't cost much. The first "Blitz' did well enough to merit a sequel. Original "NBA Ballers" sold quite well, though the sequels failed.

But Midway's slate is small. It's doesn't have a big line-up like Activision and EA full of profitable sequels that can subsidize the majority of original properties that inevitably won't peform in search of the 12% or so that do. The simple fact is that Midway needed its new games to be hits and they weren't.

Sumner Redstone and his daughter Shari -- who famously don't get along too well but share a lot of family assets -- weren't too involved until late last year, when Shari took over as chairman and, not long after, fired CEO David Zucker. Word is that a big name exec was being wooed to take over, but when he backed out, interim CEO Matt Booty (by all accounts a good guy, but not an experienced corporate executive) ended up staying in the job longer than planned, especially as things went downhill and it became even tougher to recruit a replacement.

So what happens now? If "Mortal Kombat vs. DC Universe" performs, Midway will get a short reprieve, but won't fundamentally solve its severe liquidity problems. It will have to find a very optimistic investor, go into bankruptcy, and/or sell off its core IP (although then, one has to ask, what's left?). Most likely, sources and analysts say, it faces a future Atari's, where the name might survive, but the company will have to sell off a lot of what it is and almost re-start from scratch.

"Midway has some great IP hidden in the vault," Allison noted. "'Rampage' quietly did a million units on Wii and PS2 a few years back. 'Mortal Kombat' is a great IP that has survived the decline of the fighting genre. Then there's 'Gauntlet,' 'Rush,' 'Blitz' and many others that could be reborn in the right hands. If 'Fallout' can make the incredible transformation it has in the hands of Bethesda, then the right team with the right vision can make something from the history there."

Related article: Midway Games struggling to survive

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Comments

It is the knight noah which makes me very happy these days, my brother says knight gold is his favorite games gold he likes, he usually knight online gold to start his game and most of the time he will win the knight online noah back and give me some cheap knight gold to play the game.

very poorly researched article. The problems at Midway were extensive and to use the tech base as "the" reason for failure is ridiculously stupid. All game companies have "shipping on time" issues and seem to survive just fine.

The execs several years back never cared to fix any of the problems or even address them as such. I'm still amazed that the former CEO and Sr. mgmt team never were investigated for dumping their stock at the absolute high - they were not capable of running the company but when it came to personal investment decisions these people were brilliant....interesting....coincidence I'm sure.

Much of this article is revisionist history - there is plenty of blame to go around, and the sources in this article are hardly innocent victims themselves.

Gotta love when suits dictate technology decisions...or creative decisions for that matter. This is the biggest crutch that the huge gaming corporations have, with Blizzard-Activision being the only notable exception.

I love how they didn't even mention Vegas..thats very sad..

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Chris Morris reports on the business and culture of video games and offers analysis of recent events and industry trends.
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