NetEase's Marvel Rivals has been a resounding success, attracting ten million players within three days of launch and generating millions in revenue for developer NetEase. However, a recent Bloomberg report reveals that CEO and founder William Ding nearly canceled the game due to his initial reluctance to utilize licensed Marvel IP.
The report highlights NetEase's current strategic shift: Ding is streamlining operations, reducing staff, closing studios, and scaling back overseas investments. This restructuring aims to create a more focused portfolio, counteracting recent growth deceleration and enhancing competition against industry giants Tencent and MiHoYo.
This streamlining nearly resulted in the cancellation of Marvel Rivals. Sources claim Ding initially resisted the licensing costs associated with Marvel characters, advocating for original character designs. This attempted cancellation reportedly cost NetEase millions, yet the game ultimately launched to great success.
Despite this success, the restructuring continues. The recent layoff of the Marvel Rivals Seattle team, attributed to "organizational reasons," exemplifies this trend. Over the past year, Ding has halted investment in overseas projects, reversing previous significant investments in studios like Bungie, Devolver Digital, and Blizzard Entertainment. The report suggests Ding prioritizes projects projected to generate hundreds of millions annually, though NetEase denies using arbitrary revenue targets for game viability.
Internal accounts from NetEase employees depict a challenging work environment marked by Ding's volatile leadership style. He's described as decisive yet prone to changing his mind frequently, pressuring staff with long hours, and recently appointing numerous recent graduates to significant leadership positions. Allegedly, numerous project cancellations have raised concerns about NetEase's potential lack of new game releases in China next year.
NetEase's retreat from game investments coincides with ongoing instability in the global games industry, particularly in Western markets. Recent years have witnessed widespread layoffs, cancellations, and studio closures, alongside numerous high-profile game failures despite substantial investment.