As of writing this blog post, I am living with my parents in South-East Melbourne. However, for many years I have aspired to move out of my parents’ home and live by myself by buying a first home. This is an important step in my life, where I can live independently without being burdened by family expectations. I will be able to live in a place where I can go wherever I want, whenever I want, and form long-term connections with the community. Having my own place to live also means I can arrange my things however I want, and possibly have a pet. I appreciate there will be some challenges in finding my first home given the housing and rental crisis in Australia. However, I not only have the determination to move to my own home, but I am also willing to learn more on what to consider when buying a first home. That way, I will be an informed first home buyer, able to purchase a first home that I can live in for at least 10 years.
I am starting “My First Home Buyer Journey” blog series to record in real-time my personal experience of buying my first home. I will provide an account of what it is like to buy a first home, from saving enough money for a deposit to moving into my first home. I will share some tips when finding a first home, as well as mistakes I have made along the way and what I would have done differently. I will also upload some research posts describing the housing and rental crisis in Australia, as a way to provide some background behind my personal journey.
Of course, I am not a property expert by any means, and what may have or will work for me may not work out for you. I would also strongly advise you to seek professional advice if you want to buy your first home. However, I hope that this blog series will give you a personal insight of what it is like to buy a first home in Australia despite the challenging circumstances. Reading my blog posts will hopefully help you identify some things to consider when buying your first home, as well as what to avoid.
Since graduating from a PhD in immunology in 2019, I have been moving away from a career in science and heading more towards program evaluation. I am motivated to do this by the desire to see a more immediate impact from my work. Program evaluation, the art of assessing whether a program works or not, fulfils that desire. This career change allows me to use my existing science and research skills to provide an independent voice to organisations who pursue lofty goals to improve society. With my advice and evaluation results, organisations can make changes to their programs to enhance their impact and promote their programs to other people. At the moment, I am finishing my Masters of Public Health degree where I have been training in program evaluation while working two jobs on program evaluation. Soon after I graduate from my Masters, I will start my career in program evaluation full-time from 2024.
This career change to program evaluation necessitates a small change to the name of my blog. From now on, my blog and my personal brand will be called The Active Evaluator. My blog will be focused on providing information about evaluation and policy frameworks that can be applied to real-life projects. I will also be building a portfolio of work in program evaluation and program and policy analysis to show you what I can do.
At the same time, I am keeping the ‘Active’ part of my brand. I will still be keeping old blog posts that I have written as The Active Scientist, sorted under different categories (you’ll see them when you hover above the ‘side projects’ tab). Additionally, there are a lot of interesting topics that I like to explore in my blog. I feel that I have some advice, information and personal experiences that would help people. To that effect, I will be doing some side-projects on areas that interest me and that will be published on The Active Evaluator. Note that I will still be keeping the logo and colours that I have been using as The Active Scientist.
I am in the process of getting everything ready for the change in the website name and brand. I will make an announcement when the transition to my new brand is complete.
With that, I would like to thank you for your support over the past few years while I sorted out what I want to do in my life. I hope that you will keep supporting me as I embark on a career in program evaluation and to write blog posts as The Active Evaluator. If you have not subscribed yet, consider putting your name on the mailing list. You will be notified when I post something new on my blog so that you can read what I am up to.
April 30th 2023 saw the end-of-service (EOS) announcement of Love Live! School Idol Festival ALL STARS (hereafter ‘SIFAS’), a rhythm action RPG that shut down on June 30th 2023 for both the Japan (JP) and Global (GL) servers. This followed the shutdown of Love Live! School Idol Festival (hereafter ‘SIF1’), a pure rhythm game, for both the JP and GL servers on March 31st 2023. Around that time, Love Live! School Idol Festival 2 MIRACLE LIVE! (hereafter ‘SIF2’), the successor to SIF1, was released to JP players on April 15th 2023, with a global release coming in 2023.
From ambitious beginnings, SIFAS has fallen by the wayside. Behind a flawed game design and mismanagement by KLab, MyNet Games and Bushiroad, the game experienced declines in player counts and revenues in both the JP and GL servers. Having writtenfourblogposts on the decline of SIFAS, I thought it fitting to provide a final update of the last few months of SIFAS, and what motivated the shutdown of the game.
A final update on player counts
Surprisingly, after the constant falls in player counts over the last 6 months of 2022, player counts have stabilised or even improved slightly in the first 3.5 months of 2023.
Green represents Love Live! Nijigasaki Season 2 anime airing, red represents 3 year anniversary period, blue represents 3.5 year anniversary period and red dashed line represents end-of-service (EOS) announcement
In the first three months of 2023, the JP server had around 46,000 players for item exchange (itex) events in the first half of each month and around 45,000 players for story events in the second half of each month. After the 3.5 year anniversary period (blue region), April 2023 saw a small decline of around 1,000 players for the itex event, but a massive fall by 5,000 players (or around 11% of the player base) for the story event. These declines in player counts occurred even before the EOS announcement.
After the EOS announcement, both itex and story events experienced massive falls in player counts in May 2023. In the JP server, there was a 16% decline in player counts for itex events from 45,279 to 38,162 players. Similarly, for story events, there was a 10% decline in player counts from 40,759 to 36,506 players.
Green represents Love Live! Nijigasaki Season 2 anime airing, red represents 3 year anniversary period, blue represents 3.5 year anniversary period and red dashed line represents end-of-service (EOS) announcement
In the GL server, player counts increased slightly in the first four itex events, rising from 15,731 players in January 2023 to 16,497 players in April 2023. For story events, player counts stabilised around 15,000 in January and February 2023 before increasing by 1,000 players to 16,089 players in March 2023.
Similar to the JP server, even before the EOS announcement, we saw a 10% decline in player counts in the GL server for the April 2023 story event, decreasing to 14,534 players. After the EOS announcement, there were massive falls in player counts in the GL server in May 2023. Player counts for the itex event decreased by 17% to 13,755 players. The decline in player counts for story events was smaller than the JP server, only decreasing by 6% to 13,670 players.
Both the JP and GL servers experienced alarming declines in player counts even before the EOS announcement, and decreased even more afterwards. These results indicate that even the stabilising player counts could not save the game. Bushiroad decided in advance that SIF2 would replace both SIF1 and SIFAS, owing to the declines in player counts in both games over 2022.
A final update on revenues
The revenues of SIFAS over 2021-2023 under KLab’s and MyNet Games’ management
2023 continued to see a trough in revenues in the JP server. The game hovered around 100 million JP Yen in January 2023 before falling below that mark for the rest of the game’s lifespan. Not even the 3.5-year anniversary celebrations (which occurred in March 2023) could restore SIFAS’ revenues back to 100 million JP Yen. Matching the declines in player counts in April 2023, we saw a massive fall in JP revenues to 66.3 million JP Yen, the lowest monthly revenue ever generated by SIFAS. The massive fall in revenues appeared even before SIFAS’ EOS announcement.
Comparing SIFAS’ shutdown to other games managed by MyNet Games
In part 3 of the ‘Decline of SIFAS’ series, I put forward the benchmark of 2 years, or 24 months, as the benchmark for determining whether mobile games transferred to MyNet Games would survive or be shut down prematurely. That benchmark is consistent with what MyNet Games presented in their financial reports. I explained that a whopping 85% of games are terminated within the first 2 years of MyNet Games’ operations, highlighting that period as one with the highest risk of a shutdown.
Using 2 years (or 24 months) as the benchmark, SIFAS falls below the mark, only lasting 18 months after being transferred from KLab to MyNet Games before being shut down. From looking at the final player count and revenue graphs, it is hard to fathom whether SIFAS would survive to its 4 year anniversary as a result of low player counts and revenues.
How Bushiroad killed SIFAS
For most of part 3 of the ‘Decline of SIFAS’ series, I described how the transfer of SIFAS to MyNet Games does not bode well for the game’s future. At the same time, I also described how Bushiroad can contribute to SIFAS’ further decline and eventual downfall. That is because Bushiroad, as the publisher, has the final say on whether SIFAS continues on or is terminated. Bushiroad’s actions over the past few months can be seen as them wanting to rapidly move SIF1 and SIFAS players in both JP and GL to SIF2.
The major sign of SIFAS’ imminent shutdown came when the main story was rushed. The main story consisted of six seasons of content. The first three seasons, lasting from September 2019 to September 2022, lasted 9-11 chapters each, with new chapters being released monthly. These are divided by intermission sections that lasted 1-2 chapters, allowing each season to last a year.
The timeline of main story chapter releases over October 2022 to June 2023.
However, the last three seasons were very short and crammed in between October 2022 and May 2023 without any intermissions. Season 4 (in green) lasted from October to December 2022, with 3 chapters being released monthly. After the last chapter of season 4, season 5 (in blue) started right away, with 4 chapters being released monthly from January to April 2023. By the time of the EOS announcement, season 6 (in purple) was started, with the remaining 3 chapters crammed within a month. Ironically, if those chapters had been released monthly, there would have been enough main story content to tide SIFAS along until July 2023, meaning the game would have been shut down by the end of August 2023.
There were other red flags indicating that SIFAS was going to be shut down:
In mid-April 2023, Voltage Ranking songs for itex events were announced for May 2023 but not June 2023. Other similar notices would normally announce 2 months’ worth of Voltage Ranking songs. This indicated that SIFAS would be shut down around June 2023.
The reduced emphasis on new game modes and the increased reliance on existing game modes became apparent when MyNet Games introduced voltage ranking campaigns in mid-April 2023, a few days before the EOS announcement. MyNet Games did not introduce any new game modes or improved gameplay that kept the game fresh throughout its whole management period.
There was never any intention from Bushiroad to run SIFAS alongside SIF2. Not only did Bushiroad plan SIFAS’ shut-down in advance despite stabilising player counts in 2023, but they also made the point clear in the EOS notice:
“We regret to inform you that on June. 30, 2023 16:00 JST, we will be discontinuing the service for ‘Love Live! School Idol Festival All Stars’. With this, the ‘Love Live! School Idol Festival’ series of apps will be consolidated into ‘Love Live! School idol festival 2 MIRACLE LIVE!’.” (emphasis added)
The irony of shutting down SIFAS
As previously mentioned, Bushiroad had enough main story content to prolong the availability of SIFAS to August 2023, when it would be shut down. This implied that Bushiroad wanted to move SIFAS players onto the global version of SIF2 as quickly as possible around mid-July 2023 or the beginning of August 2023.
However, the rush to release remaining SIFAS content before its shutdown was unneeded because as of Anime Expo 2023, there was no official date of when SIF2 would be released worldwide. Bushiroad could have taken its time to release the remaining chapters of the main story monthly. By keeping SIFAS open for a longer period of time, it would buy time for the SIF2 developers to optimise the game for a global audience. Without SIFAS, there is no momentum to direct global SIF1 and SIFAS players to SIF2, where they would be lost to other mobile games. This would make it difficult to bring Love Live players back together to SIF2 when it eventually releases globally, presenting a massive lost opportunity for Bushiroad.
Conclusion
This blog post marks the sad end of SIFAS, and the conclusion of the ‘Decline of SIFAS’ series. Under both KLab and MyNet Games’ management, SIFAS has seen declines in both its revenue and player counts, with no recovery in sight.
There were many problems that have plagued SIFAS over its lifetime. The flawed game design tried to straddle the RPG and rhythm game genres without being good at either of them. This was made worse by the controversial season 2 story, stagnant gameplay and pay-to-win mechanics that neither KLab nor MyNet Games fixed. KLab also saw SIFAS as a ‘dead weight’ that did not live up to its potential, prompting its sell-off to MyNet Games. What prematurely ended SIFAS; though, was Bushiroad moving too quickly to get players to play SIF2 when it was not yet ready for a global audience.
The ‘Decline of SIFAS’ blog series provides a cautionary tale of what happens when a game with a flawed design is released to the world, and problems are not responded to right away to keep players in the game. Given the mad rush by game developers and publishers to release mobile and live service games, the story of SIFAS’ downfall is timely indeed.
In mypreviousposts of the ‘Decline of SIFAS’ series, I described why Love Live! School Idol Festival ALL STARS (SIFAS) is failing in KLab and what my thoughts were in transferring development of the game to MyNet Games. In 2022, the situation in SIFAS had somewhat stabilised, with the fall in revenues now stopped. However, SIFAS faced numerous issues in 2022 such as lower revenues, a shrinking player base and the move towards pay-to-win (P2W) tactics. In this post, I would like to provide an update on how SIFAS is going, and provide one possible reason why MyNet Games was facing the current situation in SIFAS over 2022.
SIFAS player counts in 2022
Player counts in SIFAS over the Japan (JP) server in 2022
SIFAS continued to see declines in player counts throughout 2022. In Japan (JP), the number of players playing the game has decreased by 22-28%, from 63,361 in the January 2022 item exchange (itex) event to 45,871 players in the December 2022 itex event. Similar results were found for the story events, decreasing from 61,266 players at January 2022 to 47,869 players in December 2022.
Player counts in SIFAS over the Global (GL) server in 2022
In the global (GL) server, the decline in player counts was just as dramatic, decreasing by 22-31% throughout 2022. From 22,548 players in the January 2022 itex event, only 15,541 players participated in the December 2022 itex event. For story events, January 2022 saw 22,534 players, but this decreased to a low of 16,015 players in November 2022, before coming back to 17,653 players in December 2022 due to the Christmas celebrations. Based on the percentage decreases calculated for 2022, I predicted that by the end of 2023, there would be 33,028-37,338 players in JP and 10,724-11,371 players in GL.
The anime and anniversary campaigns attracted new players to SIFAS (represented by green and pink rectangles respectively in the graphs). This resulted in a temporary increase in player counts that was not sustained after the campaigns ended. The half-year anniversary campaign in March 2022 was associated with an increase in player counts for story events in both JP and GL servers (by 3% and 6% respectively). These increases were sustained in story events that were run throughout April-June 2022. For itex events, there was initial strong interest towards the game, as indicated by more players playing SIFAS in April 2022 compared to January 2022 in both servers. However, that interest was not sustained, with 8-9% players from April 2022 not participating in the May 2022 itex event and a further 1-3% players not participating in the June 2022 itex event. As soon as the anime season ended, interest towards SIFAS quickly fell apart. In particular, from the June 2022 story event, 13% and 15% of JP and GL players respectively did not participate in the July 2022 story event. This result most likely indicates that MyNet Games failed to capitalise on the anime season to retain new players in SIFAS.
During the anniversary celebrations that occurred from September to October 2022 (pink areas), itex events in both servers failed to show increases in player counts, either stagnating or decreasing by up to 4% of the player base. In contrast, the anniversary celebrations had different effects on player counts in the story events for both JP and GL servers. The JP server saw a temporary upswing in player counts, increasing by 9% from 50,942 players in August 2022 to 55,387 players in September 2022. However, that increase was not sustained, decreasing to 52,164 players (6% decrease) in October 2022. In contrast, player growth was sluggish in the GL server, only increasing by 2% from 18,247 players in August 2022 to 18,688 in September 2022 and 18,735 players in October 2022. After the anniversary period, player counts fell precipitously, falling by 7% for itex events in both JP and GL and, for story events, by 10% in JP and, more worryingly, 15% in GL. The player counts for both JP and GL in November 2022 were lower than those of August 2022 (before the anniversary celebrations), indicating that MyNet Games had failed to retain both new and existing players in SIFAS.
A number of things can be drawn from looking at player counts for both JP and GL servers. There were spikes in player counts during the anniversary periods, indicating that the anniversary rewards were attractive enough for new players. However, the increases in player counts were not sustained after the anime and anniversary periods ended, indicating that MyNet Games failed to retain new players.
At the same time, the precipitous declines in player counts in the GL server were very worrying. That put into question the viability of running a separate server for GL players as it would cost money to run two servers. There was a strong chance that MyNet Games will merge the JP and GL servers into one server in 2023, similar to what had happened in Love Live School Idol Festival. This would have major repercussions on retaining meta players as GL players will find it harder to compete in voltage ranking against JP players who had more time and opportunities to obtain and upgrade powerful cards.
SIFAS revenues in 2022
SIFAS revenues when the game was run under KLab’s and MyNet Games’ management (pink and blue respectively)
Two arguments can be made on the effect of MyNet Games on SIFAS revenues in JP. On the one hand, MyNet Games have stopped the constant declines in JP revenues when SIFAS was run by KLab (shown in pink). If KLab had continued to run SIFAS in 2022, SIFAS revenues in JP would have hovered around 60 million Japanese Yen by the end of 2022. Its continued decline would have led to its termination by 2023 or 2024. In contrast, since MyNet Games took over SIFAS (shown in blue), revenues remained steady, averaging around 125 million Japanese Yen per month.
However, that flat trendline masks a pattern of peaks and troughs in revenue that were worse than KLab’s. Unlike KLab, MyNet Games did see an ‘anniversary bump’ in revenues, increasing by 41% from August to September 2022. The revenue peaks in 2022; though, only matched KLab’s worst-performing month in November 2021. MyNet Games also experienced much lower baseline revenues than KLab. Half of 2022 had monthly revenues that only hovered around the 100 million JP Yen mark
Collectively, these results indicate that although revenues stabilised in 2022, they did not increase during the year. MyNet Games would become increasingly reliant on anniversary celebrations to collect much of their revenue, with the rest of the year stagnating around a baseline level of revenue. That baseline revenue may fall during 2023; though, as meta players either stop paying or playing the game and are not replaced by new paying players.
MyNet Games burning the bridge for paying players
The stable revenues experienced in 2022 despite a shrinking player base were driven by MyNet Games transitioning SIFAS towards a pay-to-win (P2W) strategy. Their actions, particularly during the second half of 2022, heavily supported whales (players who spend a lot of money on the game) at the expense of free-to-play (F2P) players and low and middle spenders. These included:
Making limited resources such as High Memories and Shikishi Boards unlimited by selling them as paid packs. This allowed whales who were willing to spend to purchase them to quickly boost their cards and idols while shutting out F2P, low and middle spenders.
Increasing the tap cap from 50,000 to 100,000 per tap in Advanced songs. This destroyed the meta in the Advanced difficulty as song requirements were trivialised and voltage ranking these songs heavily favoured whales who had strong cards. The change also reinforced the existing meta, placing SP filler cards above all other cards due to their ability to reach the tap cap often.
The increased tap cap led to continual powercreep over the last months which made older cards increasingly redundant. This pressured players to get new cards, making it difficult to keep up with the meta without investing a significant amount of money. These effects increased player burnout and fatigue towards SIFAS.
Combining actions 2 and 3, there was a sudden change to the meta of one event (Super Big Live (SBL)) which drastically marginalised a card that was released just beforehand (found below). That card was useful for voltage ranking in SBL under the old tap cap of 50,000 per tap. After the SBL and the gacha to get that card ended, MyNet Games released a notice saying that the tap cap for SBL would be raised from 50k to 100k. This relegated the card from an essential card in every SBL song to a niche role of scoring well in one attribute and swapping subunits in certain songs to maximise the score. This change upset plenty of meta players who have obtained that card in an effort to compete in the old SBL meta. This was evidenced by the fact that four JP whales who used to compete in SBL voltage ranking left the game altogether.
Details of the card that is reference in point 4 of the above text.
Altogether, MyNet Games implemented these changes in an effort to extract money from the whales while the game was going well, maintaining steady revenues. This came at the expense of new players who were not retained, as well as existing free-to-play and paying players who left the game due to the burnout they experienced in SIFAS. The shrinking of the player base not only precluded increases in revenues, but also resulted in a slow but continual decline in revenue.
This is in contrast to Genshin Impact which not only maintained high revenues throughout 2022, but have also promoted practices that are friendly to both casual and meta players:
Hoyoverse’s commitment to not release end-game content for Genshin Impact, while controversial, actually positioned it as a casual game to be enjoyed at its own pace instead of being a competitive game like Tower of Fantasy. Players do not feel pressured to get the latest character in an effort to keep up with the meta. This not only reduces stress towards the game, but players can still enjoy playing their favourite characters without it being powercrept.
The introduction of the dendro element in Version 3.0, along with its associated elemental reactions, improved the gameplay of existing characters. For example, electro characters such as Keqing now have an elemental reaction (aggravate) that increased their damage output compared to previous versions.
Hoyoverse also gives players time to decide whether to pull a new character. They not only drip-market new characters before they are released, but they also give players the opportunity to trial new characters before pulling for them. This allows players to decide whether the character fits their playstyle before pulling for the character in the gacha.
Hoyoverse’s practices in running Genshin Impact have allowed them to generate high revenues without resorting to P2W practices or alienating any part of their player base. Their practices are better than MyNet Games which have placed all their chips on extracting money from the whales at the expense of other players before SIFAS’ eventual decline and termination.
Conclusion
I provided a balanced picture on the situation in SIFAS in 2022. The stabilisation of revenues in 2022 was good news for SIFAS. However, this is contrasted by a declining player base, where the meta players leaving the game are not being replaced by new players entering the game. This motivated MyNet Games to move towards P2W tactics which heavily favoured whales at the expense of other players. The result was short-term gain for long-term pain for all players in terms of revenues and player counts. The next blog post explains the termination of SIFAS, and the reasons why it was terminated.
In the previoustwo parts of “The Decline of SIFAS” series, I explained how Love Live! School Idol Festival ALL STARS (SIFAS) has become unpopular and why, in the face of its financial loss, KLab had to sell off SIFAS to MyNet Games. Now, we delve deeper into MyNet Games, and how its management and performance of previous games might have affected SIFAS’ future prospects. I did a lot of research into MyNet Games which included gathering and machine translating lots of Japanese documents, articles and websites and tracking the performance of MyNet Games’ currently operating and terminated games. From my research, I argue thatSIFAS’ transfer to MyNet Games and Bushiroad does not bode well for its future. This post will provide background information on MyNet Games and game development before describing how the work of MyNet Games and Bushiroad, the developers and publishers of SIFAS respectively, might influence SIFAS’ prospects.
What is MyNet Games?
MyNet is a Japanese company that does a variety of things in the digital transformation (DX) sector. Its core business is in game services via its subsidiary MyNet Games. MyNet Games does not currently develop its own games. Rather, it acquires and manages existing mobile games from other developers, with the aim of having them last for a total of 10 years (in both the original developer and MyNet Games). MyNet Games is a main driver of MyNet’s diversification into other businesses which include:
An AI and marketing consulting firm to help businesses in DX;
Management of two Japanese sports teams: the soccer team FC Ryukyu and the basketball team Shiga Lakestars via data analytics and DX; and
Establishment of fantasy sports in Japanese professional basketball and baseball.
MyNet Games claims that they have a large number of operating professionals in their team, allowing them to accept any mobile game regardless of genre or platform. Consequently, as of January 2022, MyNet Games currently operates 21 games simultaneously, including SIFAS, plus other games that have not been disclosed publicly. There are two ways that MyNet Games acquires mobile games:
Purchase: MyNet Games purchases an existing game from a game developer and wholly takes over the game’s operation, either with its own staff or with the original development staff. A developer may want to sell the game to MyNet Games to:
Sell the company to MyNet (For example, C&M Games sold its games to MyNet Games by placing them in its spin-off company Crooz which they subsequently sold);
Exit the mobile game sector to focus on other businesses; or
Raise funds or free up staff to develop new mobile games.
Collaboration: MyNet Games operates the game with a publisher and shares the profits. This is the case with SIFAS, where Bushiroad has taken over publishing duties while MyNet Games takes over development and operating duties.
After acquiring the game, there are three main ways that MyNet Games manages games to boost and maintain revenues. The first way is data analytics. By acquiring a total of 80 mobile games, MyNet Games claims that they have built a database and a range of indicators and parameters to optimise the user experience and raise the profit margin of games. The second way is increasing sales by redesigning how games are managed and applying sales knowledge to market the game. The last way is cost reduction, where they reduce costs as much as possible by sharing illustrations, assets and users; outsourcing work; automating processes and merging servers.
The business practices and management of mobile games by MyNet Games does not bode well for the quality, profitability and survival of SIFAS. However, Bushiroad, as the publisher of SIFAS, may also contribute to SIFAS’ further decline, and has the final say on whether SIFAS gets terminated. To understand what can go wrong in how SIFAS is currently managed, we must first understand the difference between game developers and publishers, and how either (or both) of them can contribute to a bad game.
Differentiating game publishers and game developers
The publisher and developer of SIFAS after the changeover in January 2022
A game developer is a person, group or organisation that designs and creates video games. Game developers differ in size, ranging from one person who creates the whole game (for example, Stardew Valley) to teams or even companies of people that work on different parts of a video game. In contrast, a game publisher is a company that markets video games to consumers. They have the marketing and public relations expertise to promote the game to consumers and networks to distribute the game globally. Game publishers often provide funding to game developers in exchange for having a say on the game’s development. For example, they can provide input on what to include or exclude in a game, set sales targets to reach or propose timelines on when the game needs to be released.
Often, problems with or negative reception towards a video game can be the main fault of the developer, the publisher or both. Here are some examples of how developers and/or publishers have contributed to some bad games in 2021:
Fault of developer: Balan Wonderworld, a platform game whose development was led by Sonic the Hedgehog creator Yuji Naka. The game did not sell well, with revenues falling well below expectations, and received unfavourable reviews from everyone. Criticisms of the game include clunky controls and gameplay, bloated, outdated graphics and an uninspiring, confusing story. The fault lies with the developers as they brought forward flawed ideas to a game that cannot be fixed by the publisher.
Fault of publisher: Battlefield 2042, a first-person shooter that was negatively received by fans as the game was very buggy at launch and dropped a lot of features from previous Battlefield games. This is because DICE, the developers of the game, only had 15 months to develop the game, a very short timeframe for AAA game development. The fault lies with EA, the publishers of the game, as their actions adversely affected Battlefield 2042’s development. This included letting experienced Battlefield developers leave DICE, suddenly pivoting to an entirely different genre in the middle of the game’s development and not delaying the game long enough for DICE to get the game to a playable state.
Fault of developer and publisher: Grand Theft Auto: The Trilogy – The Definitive Edition, which has received backlash from both critics and fans for its numerous bugs, terrible character models, framerate issues and lazy rendering. The game is the fault of both the publisher Rockstar Games for rushing development of the game to make money and developer Grove Street Games for remastering the games from existing mobile ports instead of remaking them from scratch.
In the context of SIFAS, although their actions are being heavily scrutinised, it is not enough to focus solely on how MyNet Games will further fuel SIFAS’ decline. Although I will be explaining them at length in this post, we must also consider how Bushiroad, the game publisher, can exacerbate SIFAS’ problems. I will explain their role later in the post.
How do games operated by MyNet Games fare?
Reading comments from the SIFAS subreddit, some people believe that MyNet Games has garnered a bad reputation for being the graveyard of mobile games. Receiving games from other developers, MyNet Games can shut down unprofitable games. Seeing how SIFAS has been transferred to MyNet Games, I decided to investigate how long games transferred to MyNet Games last and measure the chances that a game gets shut down.
I first compiled a list of all mobile games that MyNet Games has operated. For each game, I noted down the dates that the game was released under its original developer, was transferred to MyNet Games and, if applicable, shut down. I then used the dates to calculate the number of months that each game was operating in total and under its original developer and MyNet Games. The amount of time each game was operated by MyNet Games was tracked up to January 2022 (for a currently operating game) or its termination date (for a discontinued game). Afterwards, between currently operating and discontinued games, I compared the number of months that games operated in total and under the original developer and MyNet Games. I also tested whether differences in operation periods were statistically significant (at p < 0.05) via a Mann-Whitney U test. Statistical differences in operation periods mean that these differences did not arise through chance but usually for specific reasons.
Looking at the number of months that each game was operating, I found the following results.
Total operation time between discontinued and continuing games
First, looking at the total amount of time that each game was operating, games that were discontinued operated for significantly less time (by a median of 30 months) compared to games that are still operating (p = 0.027).
Operation time under the original developer’s operation between discontinued and continuing games
This was not due to the original developers, as the operation time under their original developers were similar between currently operating and discontinued games (p = 0.182).
Operation time under MyNet Games’ operation between discontinued and continuing games
Rather, the lower operation time among discontinued games may most likely be due to MyNet Games. When looking at the periods of time that games were operated by MyNet Games, discontinued games spent less time in MyNet Games (by a median of 14 months) compared to currently operating games. Although the difference is not statistically significant (p = 0.094), the result seems to suggest that MyNet Games played some role in determining how long a mobile game lasts.
I further investigated the operating periods of games by sorting currently operating and discontinued games into different categories. First, I sorted each game based on whether they lasted less or more than 2 years with MyNet Games. I chose 2 years as this is the benchmark set by MyNet in their financial presentations.
The number and proportion of games that were currently operating or discontinued (as of January 2022) between games that operated less or more than two years under MyNet Games
Looking at the contingency tables, the most striking result was when looking at the termination rates under different operating periods. Within the first two years of MyNet Games’ operation, the termination rate is 85% which is very high. This is reduced to 53% when the game is operated by MyNet Games for more than two years. This result indicates that even though there is a high chance of MyNet Games terminating a game, the risk is highest in the first two years of operation. This is particularly true for games that were unprofitable or not promising which may explain MyNet Games’ willingness to quickly shut them down.
Just as interesting is how long SIFAS would last under MyNet Games’ operation. To predict this, I sorted currently operating and discontinued games based on how long each game was run by its original developer. I chose 2 years 3 months as the benchmark as this was the amount of time that KLab managed SIFAS.
The number and proportion of games that were currently operating or discontinued (as of January 2022) between games that operated less or more than two years three months under the original developer
Out of all the games acquired by MyNet Games, games that have lasted as long as or shorter than SIFAS under its original developer had about a 16% higher chance of being shut down, compared to games that lasted longer with their original developer. This result shows that SIFAS has a slightly higher risk of being shut down while being operated by MyNet Games.
Taken together, the data suggests that MyNet Games may have an influence on which games continue for a long time, and which ones get shut down. These results fit with their objective of having games last for a total of 10 years. To sustainably achieve this objective, they need to shut down bad games quickly and use their resources to promote good games. This may explain how MyNet Games has garnered a bad reputation for being the graveyard of mobile games. This might be worrying for SIFAS as they have a slightly higher risk of being shut down, but that is only one part of the story.
Tracking revenues of games managed by MyNet Games
Other people say that for each game acquired, MyNet Games tries to generate as much profit as possible by either reducing costs or making the games more grindy and pay-to-win, and terminates them as soon as they become unprofitable. To test these claims, I tracked the revenues of two games that were transferred to MyNet Games in 2019 and were still operating:
With revenue data available from 2018 to 2021, we can see how monthly revenues have fared before and after the transfer to MyNet Games.
Monthly revenues of the Flash God Ceremony gameMonthly revenues of the Future Family Tree game
Looking at both games before the transfer, we can see that revenues fell from their peaks in 2018. This was particularly true for Future Family Tree which saw a precipitous decline in revenues throughout 2018. Consequently, both games were transferred to MyNet Games: Future Family Tree in April 2019 and Flash God Ceremony in June 2019.
The transfer to MyNet Games affected the revenues of both games differently. Flash God Ceremony continued to show declines in revenue even after the transfer, reaching a low of 5.9 million Japanese yen in October 2021 before bouncing back to 38.9 million Japanese yen in December 2021. In contrast, Future Family Tree saw an increasing trend in revenues after the transfer. From a low of 3.6 million Japanese yen in April 2019, revenues increased to 33.2 million Japanese yen by December 2021.
Let’s now look at a game where revenues have stagnated after MyNet Games took over operation duties: Yakuza Online (Ryū ga gotoku ONLINE, 龍が如く ONLINE). Yakuza Online is a card-collecting RPG that recounts the events of the Yakuza series, but starring Kasuga Ichiban, the main character of Yakuza: Like a Dragon. Sega initially developed and operated the game which was released on 21st November 2018. However, the game was co-operated by Sega and MyNet Games from March 2021 due to Sega’s inexperience in operating mobile games for the Yakuza series.
Monthly revenues of the Yakuza Online game
Before the co-operation period, Yakuza Online showed unstable revenues. Not only is there a small decreasing trend in revenues, the game also did not experience a bump in revenues during its anniversary periods in November 2019 and 2020, a warning sign that the game is not doing well. Revenues stabilised after co-operation with MyNet Games but otherwise did not grow. In fact, the game experienced a dip in revenues to 54.9 million Japanese yen in October 2021, only recovering to 90.6 million Japanese yen by December 2021.
Collectively, these results show that the transfer to MyNet Games can have different effects on game revenue. While some games can experience increases in revenue after the transfer, other games can show stagnation or even declines in revenue. Most likely, SIFAS will follow Yakuza Online’s path, stagnating or even experiencing declines in revenue. This is because Yakuza Online and SIFAS are based on popular IPs, allowing them to maintain a player base. However, they did not perform well under their original developers, not generating an ‘anniversary bump’ in their revenues. This does not bode well for SIFAS which desperately needs to improve and innovate to stay afloat in a competitive mobile gaming industry. MyNet Games will not provide that platform for SIFAS to succeed.
The implications of transferring SIFAS to MyNet Games
MyNet Games is, first and foremost, a game services company, not a game developer. It acquires as many games as possible to fuel MyNet’s growth, at the cost of maintaining the game’s quality. This does not bode well for SIFAS’ growth, quality and survival. Here are three key problems of MyNet Games’ game management and how they relate to SIFAS.
More limited resources and staffing
MyNet employs less people than KLab, with only a subset of them working on mobilegames. As of September 2021, MyNet only employed 387 staff in total, spread out across game services, sports management, fantasy sports and consulting. This is in contrast to KLab which had 654 employees in September 2021, with 526 of them working on mobile games. This means only a subset of MyNet Games’ employees are actually working on mobile games. Worse, these staff members are simultaneously working on at least 21 mobile games over various genres, with vastly different coding, gameplay and monetisation systems. In contrast, KLab operates a smaller number of games over set genres, each using similar systems.
Even more concerning is that in its December 2020 financial presentation, in an effort to cut costs, MyNet announced that they will reduce the amount of work done by full-time employees and transfer their work to part-time and outsourced workers. This thinly spreads out game operations to many people, many of whom will have less stable jobs, have to work on multiple games and are less experienced in game management.
All of these problems are detrimental to SIFAS. First, under MyNet Games, there are less resources and staff to operate and improve SIFAS, both in terms of fixing SIFAS’ problems and innovating to keep players stimulated. Second, as staff are working on multiple games, less time will be spent maintaining SIFAS. Any bugs or issues in SIFAS will take longer to identify and fix as staff will be preoccupied by other games.
MyNet Games are less familiar with SIFAS
Given the complex game mechanics of SIFAS, it is imperative that the new development team in MyNet Games are sufficiently briefed on how the game works. Although we do not know who is currently working on SIFAS (as the staff list was not updated after the transfer), it is likely that not many people have transferred from KLab to MyNet Games to keep working on SIFAS, leading to new staff being recruited to operate and manage the game. Despite claims that MyNet Games has a large number of operating personnel to accept any game regardless of genre or platform, the staff would be less familiar with SIFAS’ codebase and gameplay. This has resulted in two problems that cropped up in SIFAS.
First is based on the staff’s unfamiliarity with SIFAS’ codebase. Given that MyNet Games staff were not the original developers of SIFAS, they may introduce bits of code that inadvertently alter the game or introduce new bugs. For instance, in one of the recent School Idol Channels, the song for the Voltage Rally changed from Torikoriko PLEASE!! to Mirai no Bokura wa Shitteruyo, the song from two weeks ago. What might have happened is that a MyNet Games staff member accidentally changed the code for the Voltage Rally song, shifting the Voltage Rally back by two weeks. This example not only shows how unfamiliar MyNet Game staff were with SIFAS’ codebase, but the reduced resources and staff time towards SIFAS meant that the bug was not fixed in time before the School Idol Channel ended. This highlights that it would take longer for MyNet Games staff to identify and fix SIFAS’ bugs and problems which would demotivate players from playing the game.
Second is based on the staff’s unfamiliarity with SIFAS’ gameplay. MyNet Games staff have little to no understanding of how the game works due to less staff time being dedicated to understanding the game. Hence, they would be less familiar with SIFAS’ gameplay (which is vastly different from other rhythm games) or its meta (i.e., which cards are powerful or not powerful).
For instance, in the Year of the Tiger Unit, Assemble! marathon event in January 2022, all three URs, including the event UR, had the exact same attribute, type and skill set as their respective UR cards in the Pure White event (March 2021 in Japan, April 2021 Worldwide). The only differences were in their stats and their art work. By copying UR cards from a previous event, it shows a lack of understanding from MyNet Games of SIFAS’ meta. This makes it likely that they will not keep the meta balanced, either introducing underpowered cards that have no impact on the meta or overpowered cards that can disrupt the meta (and making players pay to get them).
Given the terrible working conditions in MyNet Games, it is not surprising that no KLab staff would want to transfer to MyNet Games to keep working on SIFAS. Even if KLab’s financial situation is dire, they would rather stay in KLab to work on a new game than move to MyNet Games to work on something whose future is uncertain.
An analytics approach to game management cannot solve everything
A data-driven approach to game management cannot solve everything as it neglects the inherent flaws of SIFAS and the reasons why the game is failing. MyNet Games uses analytics and AI to manage its games, analysing different kinds of data such as user loyalty data and game costs based on the performance of past games. It then uses the results of these analyses to take different actions on various games, from marketing promising titles to reducing costs to boost profit margins or even terminating unprofitable games. This approach, based on past performance of previous games, forces MyNet Games to adopt the same strategies to manage different games which stifles innovation. It also ignores the unpredictable behaviour of humans and the unique gameplay elements of each game. This can be seen by the fact that after the transfer to MyNet Games, some games become tougher to play with more pay-to-win elements. These actions are in an effort to quickly milk as much revenue as possible before it falls, leading to their discontinuation.
Combined with the reduced time budget to manage each game, MyNet Games will not have sufficient time to understand and fix the problems of each game to improve quality and restore profitability. In the case of SIFAS, this is aggravated by KLab being less invested towards SIFAS as they believe that it is on the decline. This will be worsened by MyNet Games as they will have less time to understand the problems of SIFAS and make meaningful improvements on the game. Hence, SIFAS is under the mercy of MyNet Games’ ruthless operation and management procedures which is not adapted to the unique elements of SIFAS.
Explaining Bushiroad’s role in SIFAS’ further decline
The saving grace of SIFAS is that it is being managed by Bushiroad. As the publishers of SIFAS, Bushiroad can direct MyNet Games to improve certain parts of SIFAS, set up promotional campaigns (such as allowing SIFAS players to enter a lottery for online viewing tickets of Niji’s 4th live if they clear L!L!L! in chapter 30, hard mode), and has the final say on whether SIFAS continues or is terminated. However, Bushiroad has been laissez faire on SIFAS while KLab was still running the game. While Bushiroad was not the publisher at the time, it did recruit a producer to oversee SIFAS. As one of the gaming partners of SIFAS, it should at least intervene to get SIFAS back on track. This did not happen when season 2 of SIFAS’ story went out of control, where Bushiroad did not intervene in time to defuse the situation. If Bushiroad and Sunrise had foreseen this and forced the writers to rewrite the story, the fate of SIFAS might have been different.
With publishing duties handed over to Bushiroad, they now have more power to decide where SIFAS should go, and how it should be promoted. It is unclear how responsible Bushiroad will be to keep SIFAS running smoothly. For instance, Bushiroad decided to speed up BanG Dream! Girls Band Party on the Global server to catch up to Japan. This has caused a lot of consternation among players as events are out-of-sync with their respective holidays and less time was available for staff to prepare and implement updates and fixes, ironically causing delays. This highlights how problems in games can be not just the fault of the developer but also the publisher.
Additionally, SIFAS is at the mercy of Bushiroad who can decide whether to continue the game or terminate it. This is not helped by the announcement and release of Love Live! School idol festival 2 MIRACLE LIVE! (SIF2) which introduced a lot of uncertainty on whether SIFAS can keep running in the future. As soon as the game was announced, Bushiroad poured all their efforts in promoting the game while neglecting SIFAS. Consequently, SIFAS’ popularity and player base dropped as players eagerly await for the new Love Live game, putting it in a further downward spiral that may lead to its termination.
Hence, just as much as SIFAS’ further decline can be driven by MyNet Games’ actions, we must also consider how Bushiroad may contribute to the decline.
Conclusion
The transfer of SIFAS from KLab to MyNet Games is regrettable given that KLab had given up on SIFAS towards the end of them operating the game (and the fact they have resorted to NFTs to recoup their losses instead of fixing how they develop and operate their games). It is reasonable that, with more time and effort poured into it, SIFAS would bounce back. It is also reasonable that, should it be transferred, SIFAS can be given to a developer that is passionate about Love Live and is willing to improve the game to restore its growth and reputation.
Instead, KLab have handed it off to MyNet Games, a game services company that has less resources to operate or improve SIFAS. As highlighted in the post, SIFAS was at the mercy of MyNet Games’ management which is known for spreading its staff thinly across many games and for ruthlessly terminating games it does not see as profitable. Bushiroad might also aggravate SIFAS’ decline, given how unpredictable they will be to keep the game operating smoothly or promote the game in the face of a new Love Live game. Hence, at best, SIFAS would survive, albeit with no prospects for future growth. At worst, SIFAS would be shut down, to make way for new games that are more faithful to Love Live or have better gameplay than SIFAS. That is when the final nail in SIFAS’ coffin will be hammered.
https://gamebiz.jp and https://www.4gamer.net were used as the main Japanese websites for collecting dates on the launch, transfer to MyNet Games and termination of games operated by MyNet Games.