Business Big Tech Layoffs Megathread - Techbros... we got too cocky...

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Since my previous thread kinda-sorta turned into a soft megathread, and the tech layoffs will continue until morale improves, I think it's better to group them all together.

For those who want a QRD:


Just this week we've had these going on:

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But it's not just Big Tech, the vidya industry is also cleaning house bigly:

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All in all, rough seas ahead for the techbros.
 
Well they've been bleeding money out since 2001, no one's lining up to buy them out. I feel for their dev team.
Hopefully they can become consultants when the firm goes bust, another company picks up all the IP for buttons, then realises no one knows how it works.
 
Waiting to be bought out?
"Tech" Business Model for 21st Century

1. Collect Underpants
2. ?????
3. Get bought out
4. PROFIT!




Only slightly different than the "Journalism" Business Model

1. Write no-research opinion pieces and bitch about Trump.
2. ????
3. Unionize
4. PROFIT!
 
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it's just business lord business
TLDR: Monkey KING Swagger happened
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Tencent, NetEase Rethink Japan Approach as Game Strategy Stalls
China’s biggest game publishers are rethinking expansion plans
‘Wukong’ success also encouraged looking domestically for hits
By Takashi Mochizuki


Tencent Holdings Ltd. and NetEase Inc. are reconsidering or scaling back many of their investments in Japanese studios, after years of spending yielded few hit games and the Chinese market staged a comeback.

NetEase has cut all but a handful of jobs at its Ouka studio in Tokyo, according to people familiar with the matter. It intends to shut the Shibuya outfit, which had opened with much fanfare in 2020 and gone on to hire veterans from big names such as Capcom Co. and Bandai Namco Holdings Inc. The few that remain will oversee the rollout of its final games, before the studio winds down.

NetEase’s far larger rival, Tencent, is also reconsidering the pace and scale of investments in the country, the people said, asking not to be named as the details aren’t public. It’s already backed off from at least several funding commitments for new games, the people said.

The previously unreported moves to cut back staff and spending in Japan follow years of investment in the world’s No. 3 gaming market, with not much to show for it. China’s two dominant game publishers sought to escape a stagnating home market by making a series of bets in Japan since 2020, looking to incubate the next great entertainment hits to bring back home.

In one of the more prominent deals, Tencent in 2023 secured the rights to develop and publish the mobile edition of Bandai’s Blue Protocol, which it hoped to build into a franchise. But this week, its Japanese partner said it will end support for the game in 2025.



Shenzhen-based Tencent, the world’s biggest games distributor, has been frustrated by its interactions with Japanese developers, in part because of a mismatch in ambition between the Chinese firm and local partners, the people said. Local creators are adept at smaller-scale, lower-risk projects, whereas Tencent went to Japan in search of tentpole franchises to take global, one of the people said. Since late last year, Tencent has been setting higher goals and expectations when offering money to studios, according to the people.

“We may be approaching a point where Tencent and NetEase begin to scrutinize their returns more closely,” Bernstein analyst Robin Zhu said. “Globally, the video gaming industry has retrenched post-Covid, and many large publishers have reduced headcount or scaled back investments. Anecdotally, the Japanese developers’ desire to tightly control what can be done with their IP has sometimes been a source of friction.”

Both Tencent and NetEase continue to work closely with Japan’s biggest names, such as Capcom and Bandai Namco, and neither is planning a full-scale retreat from the country, Zhu added. Gaming hits can be notoriously difficult to predict and require a long-term commitment to development, a common issue for the entertainment industry.

Tencent said in an emailed statement that it remains committed to its partner studios and developing its business in Japan. NetEase said it had “nothing to announce” when asked about a potential closure of Ouka, and that it was seeing progress at the many Japanese studios it’s invested in.

“In supporting studios outside China, we craft our strategy based on our goal of providing better gaming experiences to local and global players,” a NetEase spokesperson said. The company is “thus always making necessary adjustments to reflect market conditions.”


Still, Ouka encapsulates the way many of their initial plans didn’t quite pan out.



Hangzhou-based NetEase recruited seasoned creators from Japanese publishers like Capcom, Bandai Namco and Square Enix Holdings Co. in 2020 when it set up the console-focused team. The studio was held up as a key operator in NetEase’s push to develop more high-profile hits, helping infuse them with Japanese creative flair. Tencent, similarly, saw Japan’s wealth of anime, comics and gaming content — already popular in China — as attractive territory to mine.

Among signs of Tencent’s shifting market strategy, the company’s longtime Japan chief, Juno Shin, has taken on more global responsibilities in recent years. He now also oversees its search for promising investments in Europe. Last week, he was named the head of its international Venture Lab, widening his remit to nurturing early-stage game developers worldwide.

All that coincided with a revival in the Chinese market after years of stagnation, spurred by incessant regulatory scrutiny.

Chinese-made Black Myth: Wukong has become this year’s biggest blockbuster, capping a summer of hits including NetEase’s own Naraka: Bladepoint.

Crafted by a tiny Hangzhou studio set up by former Tencent staffers, Wukong has stoked confidence to look for hits domestically and, together with external headwinds, made overseas spending less attractive, according to one of the people.

To be sure, both Chinese firms have enjoyed success with their international investments elsewhere.

NetEase has a minority stake in Marvel Snap maker Second Dinner. Tencent’s early-day investments were highlighted by landmark acquisitions of Riot Games Inc. and Supercell Oy. It’s since shifted to more widespread and smaller stakes in the makers of many well known games, from Elden Ring to Path of Exile 2 to Baldur’s Gate 3. It also has a 5% share in Wukong maker Game Science.

— With assistance from Zheping Huang
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they know optics whole thing
People are calling stray bullet
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....
What do you mean ...
O!!!

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The popular gaming platform Steam experienced a severe DDoS (Distributed Denial of Service) attack on August 24, 2024, coinciding with the launch of the highly anticipated game “Black Myth: Wukong.”

The attack, which targeted Steam servers across multiple regions, caused widespread disruption, leaving millions of gamers unable to access the platform. While initially speculated to be due to an overwhelming number of players, further analysis by XLab revealed that the outage was the result of a coordinated cyber assault.

Incident overview and initial reactions
On the evening of August 24, reports began flooding in from players around the world who were unable to log into Steam. The timing of the outage, closely aligned with the release of “Black Myth: Wukong,” led many to believe that the servers had simply been overwhelmed by the influx of players. However, an announcement by the Perfect World esports platform, which manages Steam's operations in China, clarified that the real cause was a massive DDoS attack.

XLab's analysis
XLab, a cybersecurity research group, conducted an in-depth investigation into the attack, revealing that it was far more extensive than typical DDoS incidents. The assault was orchestrated using approximately 60 botnet control nodes, significantly more than what is commonly observed in such attacks. These nodes managed a large number of infected devices, directing them to flood Steam's servers with traffic in coordinated waves.
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This all sounds great on paper, but if they haven't broke even, not even ONCE, then what the fucking fuck are they doing?!
The main issue is that most Phone Systems have this sort of software baked in - so there's virtually no reason to switch to Five9.

They're also targeting Call Centers very hard but a lot of businesses that used VOIP aren't Call Centers so they're missing a big demographic there.
 
it sounds retarded but its sort of what Amazon and Walmart did. Once you're the only game in town you can do whatever you want. Look at google.
That business model relies on the field being too expensive for competitors to break in. Amazon and WalMart can pull this off because their distribution networks would probably cost millions to replicate.

But for DoorDash/GrubHub? An order online app is cheap to make and at least around me, many places have decided that making their own is preferable to the inordinate cut those sites take. Put more succinctly - they are getting burned because they started acting like a monopoly before getting a captive audience.
 
If anything its the opposite of corporate greed, they let DEI dumbasses go hog wild and burn seven and now eight figure projects to the ground, just to avoid bad remarks from the right side of history. Despite popular belief, getting DEI investment is not just a magic cash faucet - its investment, not just free money. When DEI Incorp gives them a hundred million dollars to make a game, they still expect to get a hundred million plus interest back, they just won't give you the money unless you meet their demands, and it seems like they cared less about the proven track record of the relevant creators over the racial makeup of them, so they were a more open, easily accessed funding pool.

Sony and every other publisher knows damn well that if they take the most racist, sexist game developer on twitter and give him $20 million dollars to make a team and a game, it'd probably print money. Without even going that far and just acknowledging that attractive women and men in the roster help sell games would give you more Stellar Blades, and again would print money. But interests other than greed stop them from doing that, the opposite of profit motivated development. Honestly a lot more of these developers would still have jobs if they'd swallowed their pride, locked their twitters, and just made the games people want to play instead of the messages they think people need to be told.

You can ideologically crusade all day long once you're off shift, but on shift, just make entertainment. That's all we asked, and you fucked it up. You can bitch and complain all day long about why customers reject it, but at the end of the day the old saying is true - The customer is always right in matters of taste.
 
Sony and every other publisher knows damn well that if they take the most racist, sexist game developer on twitter and give him $20 million dollars to make a team and a game, it'd probably print money. Without even going that far and just acknowledging that attractive women and men in the roster help sell games would give you more Stellar Blades, and again would print money. But interests other than greed stop them from doing that, the opposite of profit motivated development. Honestly a lot more of these developers would still have jobs if they'd swallowed their pride, locked their twitters, and just made the games people want to play instead of the messages they think people need to be told.
The main issue with that line of thinking is failing to realize that the selfsame racist/sexist game developer can just make the game by himself and keep the profits for himself.

The main issue with corporate greed is they've gotten so greedy (and shitty) that solo/small indie teams have risen up in response. Sony isn't burning money trying to be on the right side of history - they're burning money trying to bring in consultants to fill massive gaping holes they've left in their core teams because the job is so incredibly bad that they can't find people do it.

It's like the time period when being a sailor was so terrible that people started making their own crews and keeping the plunder for themselves but with video games.
 
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Microsoft has announced they're cutting off 650 jobs (approx 3% of it's gaming bizness). However there is one thing to note from this: none of the business unit leaders are affected (RIP Halo still).
Link (A)
 
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