Live data from Hacker News

Draw Something Loses 5 Million Users a Month After Zynga Purchase

forbes.com

11–20 of 71 posts

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#11
post #5

A friend who really loved the game tried to show it to me, but it kept having server problems. I wonder if that was just an isolated case or if it was frequent, in which case it could drive off users.

My girl and I stopped playing because of that. It went from playable to unplayable literally within a week or two.

It would lose our moves (returning to "Your move" when you'd submitted something hours before).

It would give strange errors "You're using this on more than once device"... erm, no I'm not.

And once it forgot who I was and showed no active games once I logged in again... effectively losing the games I was involved in from my account perspective, but my girl could still see the game and when she nudged it re-appeared on my phone.

And then there is just the non-responsiveness of the server. The start-up splash used to show for less than a second, but now it takes 5-10 seconds if it works at all.

For such a simple app and game it went from being a pleasant distraction to a chore very quickly. As such, our use has plummeted in turn.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#12
"Halo 3 looses 5 Million Users 1 Month After Release" ... well of course it did, because most games get old pretty quickly.

To understand if Zynga overpaid, you'd need to know if they bought OMGPOP for a single hit title, or if they see them as a creative group with many hits to come, like Blizzard or Valve.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#14
post #11
post #5

A friend who really loved the game tried to show it to me, but it kept having server problems. I wonder if that was just an isolated case or if it was frequent, in which case it could drive off users.

My girl and I stopped playing because of that. It went from playable to unplayable literally within a week or two. It would lose our moves (returning to "Your move" when you'd submitted something hours before). It would give strange errors "You're using this on more than once device"... erm, no I'm not. And once it forgot who I was and showed no active games once I logged in again... effectively losing the games I wa…

Anyone have technical insight into the issues? Non-responsiveness sounds like performance scaling issues.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#15

To be fair, people get bored of mobile apps, in general, pretty easily. I remember playing Draw Something constantly for a few weeks then I eventually stopped playing because it got old pretty fast. I don't think Zynga is the reason why this is happening.

Nothing in the title or article implies that the Zynga acquisition caused the decline.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#16

"Halo 3 looses 5 Million Users 1 Month After Release" ... well of course it did, because most games get old pretty quickly. To understand if Zynga overpaid, you'd need to know if they bought OMGPOP for a single hit title, or if they see them as a creative group with many hits to come, like Blizzard or Valve.

Their history does not indicate a repeat performance, so if they bought them for the reason they made a really big gamble.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#17
post #4

And ? Zynga wasn't buying an app. They were buying a team.

This was in part a talent acquisition but a huge part of the sales price was definitely for Draw Something. A more appropriate/typical TA price for OMG would have been in the tens of millions.

Re: Draw Something Loses 5 Million Users a Month After Zynga Purchase

#18
Seems odd that a company of that size and experience would stand back and allow such a massive drop. 5 million of 15 million in a month. Ouch.

This drop is " active " users. This is not the end of the world but suggests something bad happened.

Post reply on HN