FOCUS-After "Honour of Kings" failure abroad, Tencent retools overseas strategy

In This Article:

(Corrects currency to yuan, not dollars, in paragraph 11)

* Row with Riot led to 2-mth freeze in European marketing -sources

* Replacing characters in the overseas version a mistake -sources

* Tencent slow to grasp limits of mobile gaming in West -sources

* Tencent making efforts to adapt strategy to local needs -sources

By Pei Li and Brenda Goh

SHENZHEN, China/SHANGHAI, May 28 (Reuters) - When Tencent Holdings Ltd made its first big foray overseas with an adaptation of its blockbuster mobile game "Honour of Kings" in the summer of 2017, executives thought they had a sure-fire success on their hands.

The multi-player role-playing game, in which players hack and slash their way through battle arenas, had 55 million daily active users in China and was raking in roughly $145 million a month, making it the company's top grossing game.

But missteps in development and marketing, exacerbated by a rift with Tencent's U.S.-based Riot Games subsidiary, has seen the international version, called "Arena of Valor", flop in Europe and North America.

Tencent has now all but written off its original plans for "Arena of Valor" and disbanded the game's marketing team for Europe and the United States, two company sources with direct knowledge of the matter said.

"In those markets, we are really just letting it live or die on its own course," one source said, adding the game currently has just 100,000 daily active users in Europe and 150,000 in North America.

The sources were not authorised to speak to media and declined to be identified.

The company has since revamped its approach to overseas markets, paying more attention to local needs and turning to partnerships, such as the one forged with Singapore-based Sea Ltd to handle marketing. It is also expanding further into desktop and console-based games.

But the sobering failure of "Arena of Valour" raises questions about Tencent's international savvy at a time when it is trying to expand its WeChat messenger and other services beyond China.

"Tencent lacked distribution channels and experience in user demographics, so they did not know how to compete," said IHS Markit games analyst Cui Chenyu.

Tencent declined to comment.

The company, which drew one-third of its 85.5 billion yuan ($12.4 billion) in revenue last quarter from videogames, is eager to boost growth abroad as it grapples with problems in its home market.

Beijing has intensified efforts to regulate games it sees as too addictive, while an overhaul of regulatory bodies in China has hurt the industry, with a nine month-long freeze in approvals for new games only just starting to thaw.