Sweden’s booming video game industry is more than just Microsoft’s ‘Minecraft’

Sweden’s booming video game industry is more than just Microsoft’s ‘Minecraft’

Microsoft’s acquisition of “Minecraft” maker Mojang in 2014 thrust it into the center of Sweden’s vibrant video-gaming cluster, where a boom in the last half decade — that includes much more than “Minecraft” — is one of the biggest success stories in the industry.

STOCKHOLM, SWEDEN — Microsoft raised eyebrows in 2014 with the announcement it was spending a hefty $2.5 billion to buy Mojang, the Swedish developer of world-building game “Minecraft.”

The reaction among the fast-growing video-game industry in Stockholm was a little different.

“For us, it was like, ‘Microsoft got a pretty sweet deal,’ ” said Susana Meza Graham, an executive with Swedish video game maker Paradox.

“Minecraft,” by the time Microsoft came calling, was a global phenomenon. It instantly gave Microsoft a hugely popular brand with kids and gamers of all ages, as well as the $100 million or so in profit that Mojang was then pulling in annually.

Bringing Mojang and its 35 employees under Microsoft’s umbrella also thrust the Redmond company into the center of a vibrant, and unique, video-gaming cluster.

Sweden’s video-game boom in the last half decade is one of the biggest success stories in the industry, fueled by a talented and creative workforce and the fruits of years of government support for education and technology.

The country today boasts the second-highest concentration of video-game studios per capita in the world (neighboring Finland is No. 1), according to data from industry tracker Gamedevmap. The U.S. clocks in at 13th, with less than half the rate of game companies per capita as Sweden.

And an industry trade group estimates that one out of every 10 people in the world has played a game developed in Sweden, from casual titles (“Candy Crush”) to the high-end (“Battlefield”) and whimsical (“Goat Simulator”).

Recently, many have plugged into “Minecraft,” an open-ended game that lets players pilot blocky characters and build elaborate universes. The game has sold more than 122 million copies, the second-biggest all-time seller behind No. 1 “Tetris.”

Converted factories

Stockholm, Sweden’s largest city and home to 930,000 people, is spread across an archipelago of 14 islands and coastline where Lake Mälaren meets the Baltic Sea.

At the core is the kidney-shaped island of Gamla Stan, “old town” in English, a maze of narrow cobbled streets connected by bridges and ferries to the adjacent islands.

Just to the south sits Södermalm, an island primarily used for farmland until its bogs and lakes were drained and working class housing was built in the 19th century. Today, it is Stockholm’s cultural capital, and the heart of its gaming scene.

One recent Friday, Meza Graham and most of Paradox’s 220 employees gathered on the sixth floor of their Södermalm headquarters to toast — Prosecco in hand — the simultaneous release of two updates to their games.

<strong>STELLARIS: </strong>Stellaris is a video game by Swedish developer Paradox.  (Microsoft)
STELLARIS: Stellaris is a video game by Swedish developer Paradox. (Microsoft)

Avalanche, another development studio, occupies two floors of the same building. Dice, the biggest employer in Sweden’s gaming industry, is headquartered across the street.

“This would have to be the most populated game-development area in the world,” says Jacob Kroon, a spokesman with the Swedish Games Industry trade group.

A few blocks away down a street of utilitarian-looking apartment buildings and brick-walled former factories converted into offices is a subsidiary of Rovio, the Finnish-headquartered “Angry Birds” builder.

And around the corner from there, on the first floor of an old tobacco factory, is Mojang.

Mojang’s trajectory

The company was founded in 2009 by Markus “Notch” Persson, who built “Minecraft” in his spare time.

Early on, he spurned a job offer from game publisher Valve, which wanted him to bring his game idea to the Bellevue company.

After the sale to Microsoft closed, Persson and Mojang’s two other founders left the company.

Microsoft’s purchase of one of Sweden’s crown jewels of video gaming sparked the concerns that typically come when a big company acquires a smaller one.

<strong>MINECRAFT:</strong> Microsoft bought Mojang, the Swedish developer of “Minecraft.”  (Courtesy of/Minecraft)
MINECRAFT: Microsoft bought Mojang, the Swedish developer of “Minecraft.” (Courtesy of/Minecraft)

New oversight and an infusion of foreign corporate culture can end what made the acquired company successful in the first place, particularly in the creative and personality-driven video-gaming industry.

There were “a lot of worries” among employees at Mojang, said Jonas Mårtensson, who joined the company the year before the deal and would stay on afterward as CEO. “What would Microsoft do? Who would we work with?”

But executives and developers in Stockholm say they haven’t seen much change in direction from Mojang in the 2½ years Microsoft has owned the studio, which now employs more than 50 people here.

From outward appearances at Mojang today, there’s little to suggest the company even belongs to Microsoft.

Much of the change has been in Redmond, where Microsoft has set up a studio to pilot some editions of “Minecraft,” and used the game prominently in marketing materials, including for the HoloLens, Xbox and the company’s education initiatives.

Bigger picture, “Microsoft hasn’t really shown yet what they want to do,” said Patric Palm, chief executive of Hansoft, a Sweden-based game and software development tool maker. “And since they paid such a hefty price, they obviously have a bigger game in mind here.”

Positive acquisitions

Some Swedish game studios have flourished under new management.

Dice, creator of the “Battlefield” series, was scooped up in 2006 by Electronic Arts (EA), the California-based company with a reputation for pulling the plug on studios it acquired.

Dice, creator of the “Battlefield” series, was scooped up by Electronic Arts in 2006. (Microsoft)
Dice, creator of the “Battlefield” series, was scooped up by Electronic Arts in 2006. (Microsoft)

Instead of withering, Dice has thrived. It employs more than 550 people in Sweden, including the team behind the hit “Battlefield 1.” Dice’s CEO at the time of the sale, Patrick Söderlund, now runs EA’s worldwide network of studios.

Another Swedish gaming company, Massive, has kept producing hits in nearly a decade as a subsidiary of French gaming giant Ubisoft.

“If anything, (international acquisitions) have only been positive” for the local industry, said Oskar Burman, an industry veteran who has led Stockholm studios owned by EA and Rovio, among others.

Like many of Sweden’s video-game pioneers, Burman got his start in the “demo” scene, tinkering with game making on early personal computers built by the likes of Atari and Commodore.

“Back in the 90s, it was really hard,” he says. “It was not seen as a proper path by anyone. We struggled (for legitimacy) with the government, our parents, everyone.”

They did, however, have advantages that would come into play as video gaming grew from hobby to a multibillion-dollar entertainment industry.

Swedish stimulus

Sweden made English-language education compulsory for all children in the 1960s, seeding a population fluent in what would become the default language of the internet and computer science.

Government investments in the information age paid dividends, too, from subsidies to buy home computers in the 1990s, to a state-funded broadband internet build out in the 2000s.

Peter Zetterberg, a Swedish video-gaming pioneer who helped pilot Microsoft’s Mojang acquisition, said the country’s cultural scene has also benefitted from a patient parenting attitude. Kids, he says, are often given the freedom to learn through play, rather than pressured into traditional career paths.

“To the frustration of my parents, we had a computer, and I sat in front of it a lot,” he said. “We fiddle with things, we tinker, and eventually, we might find the thing we want to do.”

Meanwhile, the country’s small domestic market forces companies to look to the global market — and particularly the U.S.

<strong>EUROPA UNIVERSALIS IV</strong>: Sweden’s Paradox writes games in English.  (Microsoft)
EUROPA UNIVERSALIS IV: Sweden’s Paradox writes games in English. (Microsoft)

Meza Graham, a former consumer-goods marketer and Paradox’s 12th employee, was hired in 2004 to help build the company’s international presence and publishing studio. Paradox’s games — mostly deep, historical, world-spanning strategy simulations — were written in English. So were its website and user forums.

“At first, everyone assumed we were American,” she said. The company didn’t go out of its way to correct that impression.

Meza Graham also tried to inject a bit of American-style confidence into the company’s correspondence, a contrast to a Swedish tendency for humility and deference. Simple things, she said, like “if we think we’ve made a good game, say that in the news release.”

Paradox would go on to make its share of hits, and went public last year, listing shares on the Nasdaq First North exchange in Stockholm.

Growth spurt

The industry’s biggest growth has occurred in the last few years, a boom partly fueled by digital downloads of games that meant startups like Mojang didn’t need to work with a publishing-house gatekeeper.

Between 2010 and 2015, the most recent figures available, employment at Swedish game companies more than tripled, to 3,700 people, according to the Swedish Games Industry group. Sales surged from the equivalent of $132 million to $1.4 billion.

Mojang has contributed much of that revenue growth, and its sales have continued to climb under Microsoft. Revenue attributed to the Mojang subsidiary during Microsoft’s fiscal year ended in June was up 84 percent from the company’s last full year of independent ownership, to $443 million.

Tommy Palm, chief executive of Stockholm-based Resolution Games, said Microsoft could prove to be a good home for Mojang. “I think Microsoft certainly has the long-term vision,” he said. “Minecraft is a super interesting product, there are so many things you can do with it.”

For Sweden, Microsoft’s cash also minted another set of wealthy game-industry veterans who might wind up looking for second acts.

Palm and Burman are both repeat entrepreneurs, using some of the cash from previous deals to test new ideas. Many here are also waiting to see what Mojang’s departed founders do next.

“You need heroes,” said Mårtensson, the current Mojang CEO. “And we’ve had a few success stories. That inspires people.”

Sweden’s booming video game industry is more than just Microsoft’s ‘Minecraft’

Microsoft to Launch Minecraft Marketplace

Microsoft to Launch Minecraft Marketplace

The Minecraft Marketplace is set to open later this spring with nine businesses that will sell feature packs inside the game. Some of those feature packs will include storylines, landscapes and in-game activities and will sell for between $1 and $10 per creation. Microsoft is allowing other companies to apply to be part of the marketplace in the coming months, noted Bloomberg in a report. “For the first time we are going to enable creators to come in and put content into our store alongside the same content that Minecraft makes,” said John Thornton, the game’s executive producer at Microsoft, in an interview with Bloomberg. “The real impetus is to let creators connect to players and help them make a living on top of Minecraft.” (See also: Minecraft Has Sold 100 Million Units Worldwide.)

Virtual Revenue

For Microsoft, Minecraft has been a huge success. Since acquiring the game, it has sold more than 121 million copies around the globe, according to Bloomberg, and counts 55 million unique monthly players. Bloomberg cited data provided by Microsoft for the Minecraft figures. The marketplace is aimed at the mobile and tablet markets and as a result won’t be found on Microsoft’s Xbox One or Sony PlayStation’s game consoles. It will only be available on Windows, iOS, Android, Apple TV, Oculus Rift and Samsung Gear VR virtual reality platforms and Amazon’s Kindle Fire. Microsoft will share in the revenue from the Minecraft marketplace, giving creators 50% of the sales. Thorton told Bloomberg the creators are happy the revenue will be split 50/50. In order to purchase the feature packs, users will have to use the virtual currency, which can be purchased with an device that has an app store whether its Apple’s iOS, Google’s Android or Microsoft’s Windows.

The move to launch a marketplace in which users have to make in-app purchases was made popular last summer by the popular Pokémon Go augmented reality game. Pokémon Go is free to download but requires users to make in-app purchases, which generated close to $1 billion in revenue last year, says Bloomberg.

Compete, Risk Free with $100,000 in Virtual Cash

Put your trading skills to the test with our free Stock Simulator. Compete with thousands of Investopedia traders and trade your way to the top! Submit trades in a virtual environment before you start risking your own capital.

Microsoft to Launch Minecraft Marketplace

‘Minecraft’ Realms multiplayer finally heads to Apple TV

‘Minecraft’ Realms multiplayer finally heads to Apple TV

If you’ve been looking to play Minecraft with your other Apple TV-owning gamer buddies, it’s time to get excited. The latest update to the Apple TV version of this hit game enables “Realms,” Minecraft‘s subscription-based multiplayer system. This upgraded version also includes Xbox Live authentication support, which will let players access their linked avatars and character skins.

When you purchase a Realms account, it’s like getting a Minecraft server, only it’s maintained by Microsoft so you don’t have to mess with things like hosting or IP addresses. You get to control who can visit your private Minecraft Realm, too. That way, you don’t have to worry about anyone trashing your world as you race around fighting exploding Creepers or building insane recreations of King’s Landing from Game of Thrones. You can get a two- or 10-player Realm of your own for $3.99 and $7.99, respectively.

Unfortunately, owners of existing Realms subscriptions on Mac, Linux or PC won’t be able play alongside their iOS or Apple TV brethren; there are two separate Realms systems, one for PCs and one that includes iOS, Android and Windows 10 users. We’ve reached out to find out if there are plans to connect the two systems.

The procedurally-generated worlds of Minecraft deserve to be explored with others; now Apple TV and iOS fans have a chance to do just that… as long as they stick to their own platform.

‘Minecraft’ Realms multiplayer finally heads to Apple TV

Minecraft Museum of London project adds third and final Great Fire map

Minecraft Museum of London project adds third and final Great Fire map

At last, rebuild fallen London.

Last year, the Museum of London launched its Great Fire 1666 campaign—an educational project that uses Minecraft to reimagine the Great Fire of London, in-line with the disaster’s 350th anniversary. Split into three distinct time periods during the event, different Minecraft maps portray events pre-fire, during the fire, and the aftermath and rebuilding of London in the wake of the fire. Part one and two can be found via those respective links and part three is now also live.

Supported by the Worshipful Company of Information Technologists, part three is named The Rebuild and looks something like this:

“Inspired by the Museum of London’s rich collections, Great Fire 1666 uses the power of Minecraft to tell the story of the fire,” reads the project’s site. “Three maps offer immersive experiences, allowing players to enter the City of London in 1666 and explore the story of the Great Fire like never before. Uncover the causes of this terrible event, help fight the fire and eventually try your hand at rebuilding London.

“Each map includes challenges to help players delve deeper into the story and experience what it was like to be part of the Fire of London.”

Head in this direction for download links for each stage of the Great Fire 1666 project, as well as more information on the project’s aims and purpose.

Minecraft Museum of London project adds third and final Great Fire map

‘Minecraft: Nintendo Switch Edition’: Special Features To Be Included

‘Minecraft: Nintendo Switch Edition’: Special Features To Be Included

“Minecraft: Nintendo Switch Edition” was officially revealed just a few days ago, and now, fans thinking about getting this game can learn more about what new features it will offer.

Minecraft official website‘Minecraft: Nintendo Switch Edition’ is due out on May 11

Though the Switch works differently from other consoles, players can expect that the version of “Minecraft” that will be released for it will be capable of supporting whichever style of play they want to try out.

In a recent post on the game’s official website, it was also revealed that up to eight players can join up online, while as many as four different players can take part in the experience when it is played in local multiplayer mode.

Additional details about the Switch edition were then revealed by developers during a recent livestream, WWG reported.

Starting off with world sizes, players can reportedly create 3072 x 3072-sized worlds, and that upper limit is a significant step up from what was provided to players in last gen consoles.

Another promising revelation is that players who enjoyed “Minecraft” on the Wii U may also not have to simply abandon the previous game even as they move to Nintendo’s newest console. Developers are reportedly primed to introduce a special system that will allow for the proper transfer of worlds from the Wii U edition to the Switch version of the game.

This special system is not expected to be made accessible right away to players, however, so they may have to wait for a bit before they can see their Wii U worlds moved over to the Switch edition of “Minecraft.”

The “Super Mario Mash-Up pack” is also being bundled together with the Switch edition, giving players more items to play around with right away.

Players can start creating worlds using Nintendo’s newest gaming platform as soon as “Minecraft: Nintendo Switch Edition” is officially released on May 11.

‘Minecraft: Nintendo Switch Edition’: Special Features To Be Included

Free Fire director used Minecraft to map out set design

Free Fire director used Minecraft to map out set design

Minecraft is used for a lot of different things. It’s used to emulate entire programming languages, it’s used to train AI, and people even sometimes use it to enjoy themselves (via actually playing the game, is what I mean by that). Now there’s a new thing you can add to the list of Cools Things Minecraft Is Used For: designing sets for movies.

Or at least, that’s what Ben Wheatley did for his new film. The English director of Kill List and High Rise tweeted two images today showing the Minecraft build he used to plot out the film’s grimy warehouse setting. Here they are:

According to Wheatley replying to other Twitter users, he finds Minecraft a quicker tool for plotting out sets than Google Sketch, to name one example.

As for the film itself, Rotten Tomatoes reports that it’s “an electrifying action comedy about an arms deal that goes spectacularly and explosively wrong.” I haven’t seen the film, but I’ll be keeping a close eye out for creepers and suspiciously blocky looking structures when I do.

Here’s the trailer for the film, by the way. You’ll note some vague similarities between the above images and the final product.

 

Free Fire director used Minecraft to map out set design