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January 31, 2014 02:05 am GMT

Zynga Buys NaturalMotion For $527M, Signaling A New Tack For The Gaming Giant

TorstenZynga has long been famous (or infamous?) for its data-driven approach to game design. The company never focused on building strong character IP, or intellectual property, in favor of releasing games that had been thoroughly funnel-tested. But now that founding CEO Mark Pincus has stepped aside and let Xbox executive Don Mattrick take the reins, perhaps the company is going in a totally new direction. Mattrick is sending a big signal on that front today with a $527 million deal to acquire NaturalMotion, the Oxford, U.K.-based gaming company behind franchises like CSR Racing and Clumsy Ninja. The deal involves $391 million in cash and about 39.8 million shares of Zynga stock at yesterday’s price, leaving Zynga with about $1.2 billion in cash and marketable securities on hand. (There is also sad news today, with layoffs for 15 percent of the company’s workforce.) Torsten Reil, who runs NaturalMotion, doesn’t come from a cookie cutter gaming background. He had actually been working on Ph.D. in Complex Systems in Oxford’s zoology department when he decided to go in a totally different direction. He used his biology background to design software that could realistically animate 3D movement. Those products went on to become a middleware business that helped animate games in the Grand Theft Auto franchise and films in the Lord of the Rings trilogy. Then a few years ago, Reil and NaturalMotion pivoted to building their own games, using their proprietary animation software to make freemium titles like My Horse and most recently, Clumsy Ninja. Reil is a perfectionist, and he’ll delay games for months until the details are just right. That attention and care has attracted support from key partners like Apple, which let the company demo Clumsy Ninja and CSR Racing on-stage at the WWDC and iPhone 5 keynotes. When he launched Clumsy Ninja last fall (a whole year after the company teased it on-stage at the iPhone 5 launch), Reil told me, “We want to get the game right. We want to make people laugh and smile. We don’t want to design it to be a hard-core monetizing game. It has to be a delightful, wholesome experience.” It doesn’t sound like stereotypical Zynga, does it? Well, times have changed on the iOS platform. It used to be comparatively cheap to launch lots of casual, social games on the platform. But if you look at the top-grossing charts today, they’re almost

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