Chit Chat Stocks - BONUS Interview - CEO Lars Wingefors - Embracer Group (EMBRACB)
Episode Date: December 22, 2021Lars Wingefors is the CEO of Embracer Group a Swedish video game holding company. Lars has been an entrepreneur his entire life, starting when he was selling comic books. Now Lars runs a 10 billion do...llar public company. Listen in to hear Lars describe how he did it and more about Embracer Group. Enjoy the show! We will conduct Bonus Interviews periodically whenever Brett and Ryan are eager to speak with a certain guest but know that the discussion wouldn't fit our traditional show format. This episode is sponsored by Stream by Mosaic, the highest quality expert network library. Sign-up here: https://streamrg.co/CCM Want more of Lars Wingefors? Find him on Linkedin here: https://www.linkedin.com/in/lars-wingefors-a366314/ Want updates on future shows and projects? Follow us on Twitter: https://twitter.com/chitchatmoney Rather watch us on video? Subscribe to our YouTube channel: https://www.youtube.com/channel/UCG5Ni-SI-jyrEsoNUhqftNQ Contact us: chitchatmoneypodcast@gmail.com Timestamps Founding Embracer Group | (4:08) Mobile Gaming | (32:27) Disclosure: Chit Chat Money hosts and guests are not financial advisors, and nothing they say on this show is formal advice or a recommendation. Brett Schafer and Ryan Henderson are general partners and portfolio managers at Arch Capital. Arch Capital and its partners may hold securities discussed on this show. Learn more about your ad choices. Visit megaphone.fm/adchoices Learn more about your ad choices. Visit megaphone.fm/adchoices
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Welcome to Chit Chat Money. Today we have a bonus interview with Lars Vinterfors. He is the CEO of Embracer Group, which is a gaming company based in Sweden. Do you want to kind of, we get right into it. So do you want to describe what Embracer Group does?
Yeah. So they buy up studios that produce video games and they have a lot of them. They basically have the head, which Lars is running as the founder and CEO, and they have people working there. And then they have eight separate operating groups who have either internal studios or they're the publisher or they're really just one big studio maybe. And they focus on different niches, maybe different games, stuff like that. But they have a lot of autonomy for each operating group.
So they're almost like separate companies, but it's all one big corporate entity.
Lars will get into more of that, how they set up incentives, all that good stuff.
But that should be, hopefully you can go into it now, understanding how Embrace Your Group,
the business works.
And I should say they're based in Sweden.
So if you're looking them up, they're going to be on the Swedish one.
Well, they could be like a Nordic stock exchange.
I forget exactly what it's called, but they're not, they have a US listing, like an ADR,
I believe, but it's a Swedish company.
They don't have a giant presence in the United States.
Yeah. And I will also add, feel free to go look up his kind of story because he started the business or his first business originally in high school. And it's really kind of a cool entrepreneurial path. And he's been in the gaming business for a long time. So it's fun to learn about that.
But before we get to that, we have a word from our sponsor, our new sponsor, Stream by Mosaic.
Stream by Mosaic is an expert interview transcript library.
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You are familiar with Stream by Mosaic.
What do you think of it?
Yeah, it's great.
If you want to get up to speed on a certain industry, if you're not sure about competitive
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understanding that, you know, you can get the basics of a business from its investor
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year. Without further ado, let's get to the interview. Welcome to Chitchat Money. On this
show, hosts Ryan Henderson and Brett Schaefer interview industry experts and riff on the world
of investing. As a quick reminder, Chitchat Money is a CCM Media Group podcast. Ryan and
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or any other podcast guests is not formal advice or recommendation. Now, please enjoy
this episode.
Okay, today we are welcomed by, I'm going to go ahead and try to get it right, Lars
Vingafors.
How was that?
Was that a decent presentation?
Great.
Fantastic.
Okay.
And he's the CEO of Embracer Group, which is a publicly traded video game publisher,
kind of a holding company.
I guess there's a lot of studios under their umbrella, based in Sweden, I believe.
So let's go back to the beginning.
What kind of inspired you to start with Embracer Group?
I know you have a pretty unique story you started when you were young.
So can you go back to that as well?
Sure.
No, I started doing business very young when I started collecting comic books and then
started my mail order business with comic books.
And then I got into other things.
So when I was 16, I started the mail order business in video games and trading old NES
games, Super Nintendo.
and you know had like had like a an exchange on video for video games online or or by mail so
and then start importing started my own retail you know had distribution
so so that business kind of expanded in the 90s and brought in uh you know during the dot com i
I got acquired of a public company so I got to know how it was to work within the public company.
They went under so and then I had venture capitalists coming in work with them for a
few years and but since 2004 I've been on my own together with my business partners
um and we decided to to you know go public with the business we started thq nordic 2011
so we decided 2016 to go public and that's now five years ago in order to get access to growth
capital for both organic investments meaning making more games and then doing acquisitions
yeah and we'll talk about that you know your guys's m a strategy is you know pretty unique
uh but we'll get to that later but i want to just kind of connect everyone to where we are in the
present now so what were the early days like say you know you guys started this new business in
2004 and then how has it evolved kind of the big changes to where the business is now
yeah so going back to 2004 before then i had like an end consumer business mail order and so on
In 2004, we decided to focus around low-price discount games on retail, so that became really successful.
Remember, this was at the peak of the physical video games, and people bought all these Nintendo Wii games and PlayStation 2 games and Nintendo DS and all that.
and that market peaked 2009 and since then you know the physical market has been
you know stable or or in decline but obviously the growth in the industry has come from
the digital transition of games being bought online or digitally or a new business model
such as mobile so and that's why i decided 2009 to well 2008 we we start allocating our first
profits or capital to making our own games so we made a fairly successful
karaoke music game called we sing that sold over a million units in europe
uh but that was on nintendo only so we kind of
closed that down in a way and and then then the situation came from a austrian company that
went ran out of money and and they they were public a small public company in austria
a publisher called you would so they kind of called me uh and then took a while and then we
i you know we acquired all assets and ips and set up a new company so first business in vienna we
had like seven people employed and obviously now that is one of our eight operating groups
but now there are 800 people wow are uh are you a gamer yourself yeah i love games it's just a
time allocation is obviously
hard
in terms of games so
you know when I was
younger I loved playing this you know Metroid
on NES and the C64
games and Super Nintendo games
but nowadays
to be fair I play a bit of
my you know casual games
for example the Easy Brain games we have
and then I play with
my son occasionally
Okay.
Yeah, I can't sit down for the full console experience anymore.
All right.
So let's dig into the M&A a little bit.
Obviously, acquisitions are a pretty big part of your strategy now.
So what do you look for when you guys are making acquisitions?
Is it more IP-focused, more focused on the team that they have,
or is it kind of a blend of everything?
Yeah, so I think it's important to understand,
You know, why we exist and what's the difference of Embracer and others and that's coming into M&A.
So obviously, Embracer is all about finding great entrepreneurs or leading entrepreneurs in gaming that want to join the group
and to allocate more capital into those businesses and have them expanding organically and inorganically.
Last year, we made 37 acquisitions, but most of those acquisitions are
companies they are bringing into their groups like Sabre Interactive or THQ Nordic.
Normally, it's games developers. We have 86 game development studios across the group now,
but they are constantly obviously you know trying to add more and and then we are organically
setting up new ones do you uh do you give autonomy to the the groups because you have the you know
you have you you guys at the top the the headquarters and then you have the eight
operating groups do you give them autonomy to make acquisitions
yeah pretty much obviously that's this one one of our strengths and the operating model to empower
leading people to do what they're good at. Whether I'm making a game or running a business,
I don't believe that I should decide how they should manage their business. Otherwise,
I shouldn't have acquired them. Obviously, if Randy or Clemens tells me that,
hey, this is a fantastic games developer. I want to bring them into a group.
We find a reasonable transaction here. Obviously, I'm normally very supportive.
Legally, all acquisitions need to be signed off by me or the board. But I would say for
smaller acquisitions, it's more a formality. Obviously, we look into everything and there
is a due diligence process and there is a lot of formality around it. But in the end of the day,
I would say Embracer is about trusting people, I would say, the most.
On the side of the company that's being acquired, how do they benefit from being under the Embracer
Group umbrella?
Is there something they get out of it?
Is there maybe guidance, I guess?
Yeah, there's tons of things.
What we have seen in the companies that we have acquired, and especially the more sizable
ones, they've been growing organically post-acquisition.
Going from a private company to a public company, we are unlocking a lot of ambition.
They want to do more things, they want to do more games, they want to set up more offices,
They want to do more business, and we are unlocking that ambition that these entrepreneurs
have been thinking about for years but not have been able to do because they've been
restricted being a private company or with a shareholder that is very risk-averse.
I think now since we have a much more diverse revenue streams and profitability, a business
risk, one game is not a huge business risk because we have 200 games under development.
An average game is not a huge business risk, but for a private company, one game could
be a huge business right right now yeah that totally makes sense um so we're sorry yeah sorry
go ahead yes i think it's just you know embrace about this embrace we are like an ecosystem of
opportunities we have hundreds of ips uh development resources access to marketing we have 17 publishers
QA services, translations, there are tons of things you can have access to if you would
like to.
Some people joining the group, they use a lot of services within the group, either the
existing vertical or across the group.
Some companies, in reality, they just continue doing what they did before but perhaps taking
a little bit more business risks but so it really varies uh depending on what you know the the
mindset of the management joining right okay and one thing i think anyone familiar with say
publicly traded video game publishers or studios is that at least in the united states a lot of
them have focused on building you know really big but focusing only on three or four maybe
large franchises. And the thought is for them is that that focus allows them to make them bigger
and bigger and bigger. But you guys kind of have the opposite approach, or at least it's built out
that way since you give everyone full autonomy. And you have 197 projects in development, like
you guys said, and almost 7,500 game developers, if I'm reading your guys' letter correctly.
How do you guys, what is your strategy to manage such a large set of assets and studios? I know
talked about it a bit but is there anything else that you guys try to do to help enable success
no each decision is is made you know within you know first of all i want people to make
decisions as close as they should be taken as possible so each each decision of making a new
game is taken at the studio level at publishing level or incorporation and and if needed it's
signed off you know with me or the board but i would say rarely for small and mid-sized projects
um whether they make a triple a game or we can make a double a game or a triple indie
game or something else it's it's about you know how how the allocation of resources meaning the
developers and other resources it's really up to the publishers and development teams
Some games developers wanted to make the transition from being AA to AAA, which is a big change,
or from an indie game to something else.
We are supportive of that.
We decided at the last quarterly reporting to show a little bit of this upcoming pipeline.
So far, on a performer basis, we have only released two AAA titles so far, but we have
25 AAA titles now under-planned or under-production over the coming four and a half years.
So I think we will see more sizeable games coming out.
It's not really a strategy just to make or start making more and more AAA.
we decided to show a little bit of this pipeline. Obviously, we will have tons of great AAA indie
game or triple indie game or indie games or AA games and so on as well.
The most important thing that at least we hear publicly from other publicly traded companies
in the video game industry is how important developer count is and a total employee count.
you see some people uh you know really telling that they're able to attract some and then
there's others um you know that i think are very well known that have had that have other struggles
with acquiring developers in the last year or so how important is developer talent or not maybe not
even talent just total head count for getting games out like what is the dynamic there like
how many do you need is there like a maximum or it's kind of a black box for something that's
not in the industry. Yes. Talking AAA, our definition of the AAA, the product has to be
at least 100 premium games developer at peak, but normally it's more. Let's say up to 250
across our portfolio. Obviously, development resources is one of the biggest bottlenecks
of the for growing in the industry there is a lack of talent and resources to
to to make you know enough games so and obviously that's why we have been you know
organically trying to add you know as much talent as possible and i'm super proud of we're able to
increase organically 25% year-over-year headcounts. On top of that, we're doing M&A.
I think it's critical. I'm happy to see that there are more and more countries and studios
coming up across the world that are able to produce high-quality content. It's not only
limited to america or sweden anymore so you can find real talents all across the world that are
able to also produce premium games do you do most of the studios have remote work do most of your
guys studios it varies by studio i think more i think most of them have yes okay and has it how
has it impacted the the industry at least again just anecdotally from us hearing from reading
other people's conference calls and stuff like that they've said they they felt a bit of a head
win for making that adjustment have you guys seen that or i guess how do you see the work
environment changing for maybe more of a distributed workforce is that a positive or negative or maybe
just kind of a weird part of the video game development story going forward i don't have
the full science on this i think you're right that this post-pandemic has definitely changed
dynamics especially for certain studios that has been you know used to work in a quite close
environment in office space in a small mid-sized city they could struggle because then they now
the talents working there could get offers from other studios you know on distance or global
offers at the same time this is an opportunity and again we grow our headcounts organically 25
percent so um so i i think there is for us it's it's hard to say what the net thing is i i think
for us is net positive uh for most our studios but i i know some studios has been you know it's
been tough and and especially if you have very sizable teams and and you know it could be tough
if you have not all people in the same room sometimes
or people, you know, obviously quitting
and moving to other studios and stuff.
So I think we are adapting
and I believe our decentralized management model
works well here.
You know, we are entrusting the local studio heads
and the CEOs to adapt and to work
the with the employees and find you know the right ways here what uh what metrics do you use to kind
of evaluate the success of embracer group i guess long term the profitability okay that's it that's
an easy one what uh well what kind of so that's the thing with video game companies you're not
a lot of the times it can be lumpier now you guys are more you have a lot more diversified assets
so it may not be as lumpy as say a studio that's doing a game every every three years or something
like that but how do you look at that as i don't know how do you track that you know like what
kind of indicators can show you that you're on the right path towards say growing your profits
per share or something like that yeah so we have started doing forecasts on the on the profitability
defined as operational diabetes which is basically the profitability before goodwill amortizations
and acquisition related amortizations and and you're right you know profits per share is
i would say also obviously very important now we are very financial obviously you can put tons of
other KPIs and keeping your employees working on the long term, building new IPs, customer
retention. So there are tons of other KPIs. But at the end of the day, we are a holding company
and we are entrusting entrepreneurs and creators to make their best decisions, to build their
business and games and what's paying the bills in the end of the day we need to make a business
meaning a profit and i'm trying to avoid having margin chasing higher margins all the time for me
capital allocation decision is the risk adjusted decision you need to make sometimes you you take
less business risk but you make a safe return sometimes you take a lot of business risk but
you have the potential to make enormous margins. For example, in profitability, we're talking about
having absolute numbers rather than a percentage, so we don't focus on the top line in order to
avoid making stupid decisions. Cash flow is obviously important at the end of the day, but
But right now, our strategy is to reinvest as much as we can, meaning hiring more or less old people that we think make sense to make more and better games.
and so start having a cash flow forecast i think would endanger that's right it's not
it wouldn't then it wouldn't really work to to have the strategy of then
to invest as much as possible so that's why we just came up to the conclusion profitability
that's that's kind of the the target okay no that makes total sense and the i guess the concern
in general when investors look at a conglomerate especially you guys are getting a lot bigger
is how much more can you reinvest that's the big question people always have do you think
and this is probably a tough question you may have something you don't want to disclose but how
how many operating groups do you think you could have how many like is there i know yeah is there
a ceiling out there or do you think with i mean the gaming industry is so large but with your
guys's strategy what do you think any sort of upper limits could be that you may be watching
out for you know i i think there is not a simple answer to that question obviously
Basically, we are evolving our operating model and we could for sure add more operating groups.
Then you can question how many more.
We have been adding a lot of people to the parent company.
We started with three people, now we are 31 people at the public parent company in terms
of to integrate, to do financial control, the compliance, governance.
So I think we have extended the ability to manage a lot of more businesses.
So at the moment, it's not a major concern for me whether we're having eight or 10 operating
groups.
The question is whether you can have 20 or 15 or whether that would make sense.
I think right now we are focusing on continuing building and continuing doing our strategy.
Okay.
Go ahead, Ryan.
Do you prefer to grow organically or do you like the process of acquiring companies?
We prefer organic.
I think all businesses, we love buying businesses with people that have a lot of ambitions to
either make more business or to make a bigger or greater game, and that is organic investments.
But you need to have a platform to allocate capital through.
That's why you need companies with management or entrepreneurs with that ambition and have
them growing organically okay and i guess for anyone that doesn't know can you highlight maybe
one of your operating groups that can be an example of that you know maybe one of the studios
that has a tracker going to building some bigger games i forget some of the names but there's uh
you know like borderlands i think was one of the names sorry we're not of the of the game oh yeah
of the games for someone to like give an example of how a successful operating group you know would
or would release something under you guys yeah what it looks like
yes so obviously coach media for example uh was our first transformative acquisition and and is
still our largest operating group that we acquired 2018. uh when when we acquired them they were 800
people today there are 2 200 people and so they've been growing organically and inorganic
and a number of the acquisitions with them you know under coach media for example
a warhorse that had a very successful release of kingdom come deliverance
uh with coach media 2018 and then we acquired them they been growing organically since the
acquisition from 30 people to 180 people so now warhorse in prague is one of the leading aaa
game developers and in in czech or in eastern europe or central europe that's one example
saber saber interactive we we got into the group as operating group in february 2020 last year
and they were about 600 people when we got them into the group now 18 months later they are
i think 2500 people um so so they've expanded organically as well as mainly inorganically
obviously so their main studio in saint petersburg which i would imagine is the largest premium games
developer in in europe has grown from like 500 to 750 people
and i think they make 14 games or 11 games so so there is i think there is a lot of different
cases across the group of studio tests really have been are growing a lot within the group
Okay. And last question, we don't want to hit this topic too hard, but the most interesting
thing about you guys is your payout strategy for companies that you acquired. I don't think I've
seen, maybe you make it more public than other people, but can you explain how that works and
what inspired you to do this long-term payout strategy? So, when I talk to entrepreneurs,
is the likes of myself across the industry
that has built various businesses
for 10, 20, 30 years.
I asked them,
what's their ambitions for the future?
Do they want to join and so on?
And I think the long-term mindset
is just critical.
So that is kind of sorting out
a lot of entrepreneurs
that just want to do an exit.
So, and all the respect,
making an exit, that's great.
If you want to make an exit, that's fine.
But then it's not for embracers.
So I'm trying to get people that, okay, I want to do this thing for the next five or ten years, and then they have a really long-term mindset.
And obviously, I want to give them incentives aligned with that ambition.
So we normally strike a day-one consideration, cash and shares, and then we have an earn-out based on the business plan.
They tell me, okay, I will
grow my EBIT from whatever
$50 million a year to
$150 million over 10 years
or 8 years.
Then we put milestones
across that.
With some
catch-up mechanism in order to
be aligned so it's not
like a hard cut.
That's kind of
how...
Then we're raising equity.
So we give them the equity also for the earnouts
already at day one of the transaction.
And then we have them under clawback.
So to have the full earnout, the maximum earnout,
then the entrepreneur needs to hit the 150 million EBIT year eight,
and then he would have the shares we agreed on.
All right.
Well, I have a bunch more questions,
but before we get to them, we should hit a quick ad break.
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you triumph. Book your stay at LQ.com. All right, welcome back in. Something I wanted to touch on
because you guys have kind of highlighted this as a part of your strategy is the recent focus
on mobile so i guess what excites you the most about the mobile market like some fantastic
entrepreneurs in mobile with long-term ambitions that really build sustainable growing businesses
take easy brain for example that is the category leader on brain brain and puzzle games uh globally
and DecaGames acquiring established IPs, Crazy Labs, one of the leading hyper-casual publishers
of the world. They found their niches. They're having a lot of ambition.
I'm happily surprised of the stability and the nice growth in the businesses.
The cash flow generation is fantastic.
Oh, it's nice. I was a bit skeptical. Historically, I've been a bit of a premium games guy, but you learn.
well on i guess on that note what is what's the difference in finding success
for a mobile game versus a triple a game because some games get really popular on mobile and i
would never think that they'd be uh that that kind of game would be would work so i guess like
i don't know what what are the differences are the teams much smaller is it different tactics i
Yes.
It highly depends on what kind of game there is.
A new mobile game could be a very big investment today.
Talking about the shooter or a big casual game,
it could be a significant team size with years of development.
It's quite risky, I would say, if you're in that field of mobile.
Our businesses, it's a bit… EasyBrain has found a magic formula to create repetitive successes in
their core, numbers games and brain and logic games. Crazy Labs has hundreds of game developers
out there creating content or games for them. They all have formulas how to create games.
I think it's very different from premium games.
You are creating a different kind of experience.
You're creating a different kind of monetization,
which changes the gameplay mechanics.
So it's really hard to compare.
I think the synergies in mobile gaming and premium gaming
is quite limited, I would say.
I think sometimes it's more synergistic with premium gaming and the TV and film production industry.
You said you play a little bit of mobile games yourself. Do you have a favorite?
Oh, wow. The hard-hitting question here.
No, I really enjoyed Easy Brain's latest numbers match game.
Okay. And yeah, no, that was great on the mobile and premium stuff. Cause I mean, everyone talks about how like the developers, if, or say development team, if they're going up like a mobile track, it's kind of hard to switch over, but I'm glad you could talk more on that.
But speaking more on other entertainment mediums, there are rumors and a lot of talk out there
about video game companies investing in TV and film for their intellectual property.
I don't know if we see any big, well, there was The Witcher, I guess it's kind of a big
one.
There's been a few rumblings.
How much of an opportunity do you believe there is in this market?
Because I know you guys do have, that's your other big operating segment that's not strictly
video game publishing.
No. I think we are all passionate about what we define as IP-driven media companies such as
film and TV production, board gaming, comic books, sci-fi novels, trading cards, anime.
There is tons of love for this kind of IPs and businesses.
I think there are fantastic entrepreneurs out there.
We have been updating our investors at our recent AGM that we might, in the future, allocate
capital towards this, including M&A.
I think we see a lot of opportunities.
I think all industries are changing, but I think there is a lot of opportunity to use
IPs across various medias and also to put the leading creators in the same room and
creating things together or from the same base.
the the support or the growth of unreal is is unreal engine for example is supporting that
okay well well on the topic of i guess alternative mediums we can't have a gaming expert on without
mentioning uh the the m word as we call it which is the metaverse so do you spend much time thinking
about the metaverse um and i guess do you think maybe some of it's overblown or maybe
maybe too popular now or i guess just what are your thoughts on it no obviously we are we are
them you know we are in the metaverse and we are creating content for the metaverse already um
On Thursday this week, we are releasing our first metaverse, true metaverse title after
the fall, which will be a true 32 players multiplayer across different VR.
You can hang out with your friends and enjoy a shooter, a zombie shooter.
So I think we are one of, hopefully, an important content supplier to the Facebook meta ecosystem.
We are hopefully great business partners, or I know we are, to Epic and their ambitions
in the metaverse.
We don't have a virtual world defined metaverse within the group at scale today.
Let's see if we would have that one day, but until then, I think we love to work with partners
that have the ambition to create their own metaverses and to be a great content supplier
to them.
different is the development cycle for i guess a metaverse game is it much vr vr yeah we are
or a virtual mmo or you know it's it's different you know it's more depend what you do obviously
but i would say right now it's a bit you know the content you're creating for roblox or
or obviously it's not AAA productions as such.
So I think there is definitely an opportunity
for small and mid-sized games developers
to benefit from the rise of the metaverses.
Also, VR games development is shorter and cheaper
than normal premium games.
Really? Interesting.
I would have thought it was, maybe it'll expand over time,
but I would have thought it was, since it's more immersive,
it would have taken more development time, but it's the opposite.
Is there any reason for that?
Well, I think, no, I'm not an expert on that,
but I would imagine it's less content.
You can't consume so much content over so many hours.
You get sick or it could be a problem.
So I think that's one of the reasons.
Okay. And speaking of the platform,
your relationship with platforms and stuff like that,
So the big things that I guess investors talk about for the long term with the industry is the subscription services for games and potentially, although it hasn't really worked out so far, the cloud streaming stuff.
Stadia is the biggest example.
It hasn't really worked out too well so far, but we'll see if it ever gets there.
What opportunities or risks do you see to your business if those type of things become more popular, excuse me, for consumers?
No, we love that.
First of all, we love when there are big companies entering gaming and with a lot of ambition to build an end-consumer business.
We're happy to work with them and happy to supply our IPs and content to them.
At Stadia and Google, I think we are the number two content supplier to them.
We have been working now with Facebook and Amazon and other companies.
I think that's great for us.
I love competition.
don't think obviously i i don't want i don't want the gaming universe just to be become one universe
one day i love that there is several platforms and several real technologies around that's good
for embracer and i think it's good for the industry i have i have one more question on
the metaverse which is uh i get do you think it's going to be new types of games that are popular
in there or do you think it'll be the existing franchises the popular console types translated
over to the metaverse well depending on how you define a metaverse so i think in vr there will
definitely be new ips uh becoming popular and new genres but i think there is a market for existing
IPs or licenses. Talking about the virtual worlds like Fortnite and Roblox and so on,
I'm sure there's room for a few more.
There will be games that we are not aware of today coming up in that field.
I'm sure there will be similar games very popular on mobile as well in the future.
um so let's see i i i'm not uh you know i i'm trying to
bring the leading people and and supply people with the content uh and
then uh then uh mark and tim and other visionaries they they they outline their future and and we
you know make business with them yeah whoever whoever wins uh you guys will you know i'll
serve everyone right yeah you'll be there uh for all for all the users yeah one uh the other
kind of fast-growing part of the industry is roblox or anyone similar to them with the
i guess it's an entirely different model where it's well it's not too different than you guys
where it's more decentralized but it's you don't even have you don't even know who's really
making the games or you can i guess you kind of do they work with them sometimes but you have these
you know platform-based do-it-yourself almost almost youtube style stuff what are you what do
you think the advantages and disadvantages of of that model are no obviously it's fantastic to to
have your people creating content for you and and a lot of people are successful so i i think that
will definitely evolve over time and uh you know it's i know there's a field we we some people are
looking into with a cross embracer as well so let's see um roblox has built a fantastic universe
but i i think uh there there is room for more so you know you've also it sounds like uh you've been
a part of the gaming industry for a pretty long time so uh something that i saw on i think it was
an investor presentation or something like that was this games archive um what what exactly is
that and then kind of what's your ambition with that no i i think you know we're trying to you
know build the archive of all games made um here in sweden in karlstad and and you know some
Something I'm personally very passionate about, and I have a lot of people here in Sweden that are really passionate about retro gaming and old games.
Also, when you bring people here to Sweden and to my hometown, I think there is always a game that someone has been working on or there is a company someone has been working on.
So it's actually quite nice to just sit down and look at a bit of the legacy and the history of the industry.
um and i think it will be a tool for us to support potentially in the future museums
and institutions or exhibitions or let's say we're doing a star wars game or
we can push a bottom and then having all hundreds of different star wars game
shipped to e3 or or another trade show so i think it's just a very nice passion-driven function
you know which talks to a lot of people and then a lot of people are interested
both internally and externally to take part of this yeah all right and are we got two more
questions first one's more specific kind of the last one in gaming what what do you think
i guess so the big thing with a lot of franchises is there's been some in gaming that have stayed
around for multiple decades and some kind of have one hit wonders and then they die off
with this may be something that more of the operating groups themselves deal with but what
what do you think makes a franchise have sticking power or staying power excuse me within you know
with consumers well you know i i think there are several factors i think one factor you need to
a fantastic development team that are developing and extending the IPs and by iterations just
improve it and building a community, listening to your customers, and then just constantly
improve the product over time. I think that's critical and I think that's why you see more
more games successful that are either early access for a very long time or live operated
through very active communities for many years. I think it's a challenge to do these huge AAA games
that comes like every five or 10 years.
You really need to have a very strong IP
and a very strong team to be successful in that.
Okay. All right.
And we appreciate you taking all these questions.
I know we asked a ton, so appreciate that.
But the last one we have, just in general,
you have a very successful business going.
What's one piece of advice that you have
for anyone who is looking to start a business today?
Wow.
Pick what you know and what you believe in
and don't listen too much to what other people.
There's going to be a lot of noise, right?
I'm sure you had a lot of people saying that,
I don't know, that strategy or whatever,
the decentralized strategy wouldn't work.
But yeah, that totally makes sense.
It's like when you have an issue somewhere
and then you're asking the best experts in the world
and key stakeholders.
If you ask 20 people,
you will have 20 different answers.
So in the end of the day,
you need to be able to make your own decision
what you believe is the right thing.
But still, it's important to listen
and to gather information.
So I think that's critical
to be successful starting your own business.
Okay.
All right.
Well, that's all the questions we have.
I guess thank you for taking the time to do this.
Thank you.
All right.
But I guess as far as sign-off goes, do you have a Twitter?
Can people follow you on Twitter?
I'm not active on Twitter.
I'm sorry.
No worries.
It's a waste of time.
But if you want to check out Embracer Group's games,
you can go check out all their studios.
Go try out some of the games for yourself.
Without further ado, I'm going to do the disclosure here.
Brett and I are not financial advisors.
Anything we say or discuss here on Chit Chat Money is not formal advice or recommendation.
We are, however, general partners at Arch Capital, so clients may have positions in
the securities discussed in this podcast.
Thank you all for listening.
We'll see you next time.
