TWST: Could we start with a history and overview of iEntertainment
Network, Inc.?Mr. Stealey: I came into the game industry in 1982 with Sid Meier, who
is probably the best known and most famous game designer in the
industry, even today. Sid and I started a company called MicroProse
Software. We were internationally renowned for the best simulation games
in the world. Sid and his development crew did the simulations. I made
the simulations and Sid Meier famous, and he and I made a company. We
actually took the company public. We sold the company to another company
in 1993, it became part of Hasbro, and now it's part of Infogrammes, the
large French game publisher. I retired for three years. I started this
company, the predecessor to iEntertainment Network (IENT), called
Interactive Magic, in 1995. We started out in the CD-ROM game
distribution business. We got out of the CD-ROM business and went
strictly into the Internet business about three years ago in the middle
of the Internet boom. I left the company in 1999 during this transition.
I have been doing online games since Sid Meier did the original online
game back in 1986, or at least original for MicroProse. We shot at each
other in tanks and had a great time doing it all over a network. We just
didn't understand where the Internet was going, nor did we know how to
get paid for it. If we had known how to make money, we would have been
way ahead of everybody. We decided early at Interactive Magic back in
1996 that we needed to get some online games. We acquired two companies.
The first was Interactive Creations of Grapevine, Texas, in 1997. ICI
brought us a great and award-winning game called WarBirds. We acquired
MPG Net of Key West, Florida, in 1998. MPG Net brought us a large number
of mass-market advertising-supported games. Today, they make up the two
primary sources of revenue for IENT. iEntertainment is an Internet
survivor. Many of the people that we dealt with, many of the people that
we brought products from, and many of the internet portals we provided
mass market games for, are no longer in business. iEntertainment has
found a way to survive all that. The company was recently re-
capitalized. The investment group that accomplished this re-
capitalization, bought enough shares that it had the ability to elect
the directors. I was asked by those directors to become the Chairman and
the CEO once again of the company. The company is close to a breakeven
cash flow company, although we are not ready to report accounting
profits yet. Profitability is one of our big objectives for this year.
We have a number of weapons to use in search of our profitability goals.
We publish one of the most well-recognized, worldwide, Internet flying
games called WarBirds. We've got a brand new version coming of WarBirds
that should be out on 1 March, www.WarBirdsIII.com. Worldwide players
from over 70 countries fly WarBirds in over 200 squadrons almost every
night. So any time you want to blow something up, or shoot somebody from
Japan, Sweden, or Houston down, you launch WarBirds. In the game,
somebody will be there, in some language, who will be glad to go in a
B17 or a Spitfire 9 to teach you to be a World War II aviator. Although
the game generates considerable revenue each year, it's not as much as
it was at one time. This type of game, originally hosted on the Genie
Network, was Air Warrior, and was generating as much as $12 an hour from
each player. I can assure you we don't get anything near that now, but
it still gets us an average of higher than $9.95 per month from each one
of the players we've got playing. So one of the objectives for us is to
get more and more players.TWST: What's the business model?Mr. Stealey: It's a monthly subscription, come fly all you want. It used
to be an hourly subscription, and at that time some people were paying
$1,000 a month to play these kinds of games. I'm not sure many wives
would be appreciative of that. Now, for $20 a month they can fly all
they want, and the wives still don't like it because most of the guys
would rather play with their Spitfire than they would their mates
sometimes.TWST: How many subscribers do you have?Mr. Stealey: In our heyday we had in the 20,000s; now we're in the
10,000-15,000s right now. Not all of them pay the $20 a month; we have
prices from $9.95 up to $25.TWST: How do you market the product?Mr. Stealey: We have a demo disks that we can send out regularly. We
send out a brand new version to every magazine, every reviewer, and
every aviation historic site, Internet sites, and magazines quite often.
In fact, the Smithsonian and similar historical sites and locations have
helped us in the past to promote the product because of the product's
historical accuracy. We have very specific and well-done models of 60 of
the aircraft that flew in World War II. The flight models are perfect
and the airplanes are perfect. Sometimes these simulations are too
perfect because it's too hard for new players to get flying without
getting shot down very quickly. The new players can also be challenged
as they learn that a Focke-Wulf 190 was something that killed more
pilots taxiing than it did flying. And I'm not sure that that's exactly
the fact, but it was very difficult to fly these old airplanes. So we
are trying to keep happy all our dedicated players, who produce 95% of
our revenue right now, and find a way to grow the mass-market version of
the simulation. We are having conversations with a number of large
companies that don't really want to participate in the hard-core,
dedicated player market. There is a much larger market (mass-market) for
those who like to just fly around and shoot other airplanes. So our
marketing challenge is to take that hard-core base and add a great mass-
market base to increase revenue. We're doing that by new versions of the
product. We're doing that with international partnerships. We were on
the phone recently talking with a number of groups in Europe where the
WarBirds product is very popular. At one time, we had servers in Europe
and offices in Europe. I'm attempting to reestablish these relationships
and playing communities Another revenue opportunity for IENT is to
publish the simulation games at retail. We are implementing four
versions of the WarBirds simulation game and expect to ship each game at
retail. We are not going to publish these games internally. We are
looking for a powerful, international publisher right now. We were in
the publishing business very successfully for 10 years and less
successfully for four years. So we believe that there are a lot of
companies with greater marketing clout and better infrastructure to be
in the publishing business than IENT. What we really want is to publish
a great game, get great recognition for it, get customers to come and
play online with us because they buy the retail version. We generate
revenue from retail royalties and the increased online customer base.TWST: As we look at this business, how big a market is this?Mr. Stealey: We are actually in two markets. The market for retail games
is very large. It has been estimated at over $8 billion. The subset that
is the simulator market, which we refer to generically as the WarBirds
market, is estimated at $1 billion. The advertising mass-market game
market, which includes bingo, chess, casino games, trivia games, is also
a very large. This market has been primarily an Internet advertising
based revenue model. I think we know where the Internet advertising
rates have gone. At one time that business was doing 10 times what it's
currently doing in advertising revenue. We have seen some firming of
that over the last three months. The last three months have been better
than the average of the six months before that. We don't know why that
is, even with September 11, we did very well in October, November and
December. We are adding to the advertising supported games, incremental
subscription revenue. We have new features, new functions. You can
always play for free, we're always going to show you some ads, but if
you want the special features, you can buy the VIP Feature for $7.95 per
month. On a test of the new VIP program we had about 30% of our players
sign up for the service. At IENT, we have over 800,000 registered
players, I don't know how many of those are active, we've only been
going for two weeks but it's got to be 50,000 at least, active, regular
players. So we are hoping to generate significant additional
subscription revenue with this new VIP program. Now, let's go back to
the market for WarBirds Internet simulators. As I said, that market is
very large. In fact, if you look at what some of the big companies have
done in the role-playing area, it is rather impressive. I believe
Electronic Arts has 100,000 people paying them $10 a month. I believe
that's about $1 million a month of online revenue on one game. We don't
have anything near that, as it's much easier to play a role-playing game
than it is a flight simulator. We are going to take this WarBirds game
and make four games currently out of it. We hope to generate significant
revenue from each game.TWST: Do you take that same game or do you have to create new games to
keep the attraction going?Mr. Stealey: The specific historical games like WarBirds will always
have an attraction because, luckily, new people come in all the time and
the old people seem to never go away until they get too old to handle a
joystick. That's a good thing. But what we are creating is new
historical periods. Four new games are being developed from the original
WarBirds, a World War II flying game. We have a World War I game, Dawn
of Aces, which is not completely finished. We are going to finish that.
We are developing a Korean War game (Korean Conflict!). Korea introduced
jets. When these aircraft came out in the 1950s, they were a very
exciting upgrade to all the aviators in the world. We have a lot of
people who are interested in playing that game. We've got Vietnam and
Desert Storm to make new products for. We are also getting ready to
consider doing Afghanistan and we are trying to find satellite data for
the area. We can have you flying the Predator, an armed drone, over
Afghanistan in a few weeks. Isn't that cool? That's with really accurate
satellite map downloaded, just like you'd see on CNN or Fox. Give us the
data for the terrain, and we'll have you flying right over that, whether
it's in a marine helicopter, a C130, or an F-16. Pretty cool stuff. So
you can go to Fox and watch it on TV, or you can come fly it at
iEntertainment Network.TWST: Do you market that to the same customer base that's doing the
World War II stuff, or how do you attract new users?Mr. Stealey: The World War II stuff is very much a community that has a
finite size. That's why these new products get marketed through
magazines, through PR. We have three or four hard-core WarBirds players
who happen to work at major international publications, and they get us
regular recognition there. We have secret WarBirds flyers everywhere. A
very famous newsman who's on every night at 6 o'clock is one of our most
important customers in terms of his interest. No names because I don't
want to get anybody into trouble here. But he used to be an old game
customer for us. He became very successful in the news business and,
guess what, while he's not out plugging us every night at 6 o'clock,
every once in a while he tells somebody and it really helps us out.
iEntertainment Network has a lot going for it. It has two primary market
segments. These segments are the WarBirds Internet Simulator side, from
which we are going to make four games of in the near term; and the bingo
advertising side, which has about 20 games, and is currently advertising
supported. We're adding subscription revenue to complement the
advertising revenue in this market segment. One of the best assets is
that this little company is a public company. IENT survived the Internet
debacle, with many companies going away around us. We continue to fight
that battle every day, obviously, but we have a public stock. And I
believe that the IPO market for small Internet-oriented companies is
pretty small right now. We have only been at the company for a couple of
weeks since the change of management. We have already had three
proposals of merging with other companies that have what their Boards
are calling 'trapped equity.' They've got considerable cash, they've got
considerable revenues, they are making money, but they have no way to
get to the public market. What a great opportunity for iEntertainment
Network.TWST: What was the problem with the company under the prior management?Mr. Stealey: I don't know that there was a problem specifically. I think
the issue was that the company attempted, when I first started it, to be
a CD-ROM company. Our previous CD-ROM company, actually it was cassettes
and disks, but we'll call it our first CD-ROM company, MicroProse, was
very, very successful. MicroProse grew from zero to $50 million in 10
years. When we started the second company, Interactive Magic, the
predecessor to iEntertainment Network, the market had become more
competitive. The products were more expensive to produce, and the
marketing requirements much larger. We were not terribly successful in
the CD-ROM business the second time. We got up to, I think, $17-$18
million in revenue, but we weren't making money. The Board decided, and
I was a member of that Board, and it was painful to me, but you've got
to take business decisions, that we needed to be an Internet only
company. All the Board members were watching all those stocks that went
from a penny to a million. They all said, 'Let's get rid of the CD-ROM,
it's costing us money, it's costing us $3-$4 million cash every year,
let's just do the Internet. We will get paid every day, we don't have to
worry whether the big retailers are not paying us, and everybody really
likes that kind of company.' I left the active management of the company
right after that decision was made. The CD-ROM business was sold and the
company was turned over to another group of investors. Another gentleman
who had put money in the company became Chairman of the company. He
installed a management team that never got ahead of the Internet bubble,
in terms of expenses and negative revenue growth. They would have, for
example, $1 million in advertising revenue one month and the next month
they would use that figure to determine what they would spend. In the
next month, they would still be spending the $1 million but revenue
would already be down to two-thirds that and going in the wrong
direction. So the expenses were always way ahead of the revenue and they
never got ahead of the problem. They did not seem to understand that you
can't just take the customer for granted. You have to market to those
customers all the time so you can add new customers to replace departing
ones. When I was at McKinsey and Co., we had a famous story, The Fable
of Joe. And The Fable of Joe was this supposedly really good manager who
would come in a losing company and really cut all expenses. The next
year the company would be profitable, and he'd leave. By the next year,
the company would go bankrupt. The bottom line was, he cut marketing and
product development and there was nothing to sell new the year after
they made the company profitable for one year. That's what the previous
management tried to do: cut the expenses, cut marketing expenses, cut
development expenses, spend nothing on promoting the products, nothing
on growing the community. That strategy may have been probably their
only option because of the cash problems. We've been here only a few
weeks, and we've already gotten ourselves a few press releases out.
We've already gotten in front of all the European customers who used to
be with us, we've already put announcements out in the community, we've
already seen an increase in the usage on both sides of our revenue
curve.TWST: If you look down the road, can you grow this company in a
meaningful way just on the simulation business or do you have to get
into more mainline gaming like bingo and other things?Mr. Stealey: We already have bingo, and about half our revenue comes
from those mass-market games, and half our revenue comes from the
simulator business. The simulator business itself could be a $10-$15
million business that was very nicely profitable in a few years. We have
the technology, the base of players, and the market recognition. We need
some international partners, we need some publishers to take these
products to retail The last time we shipped one of these products in a
retail box, we sold hundreds of thousands of them for very handsome
revenue. We need to add to the simulator side a few more formats. Right
now, we support the PC and the Mac. We'd like to support the Xbox and
the PS2. Great markets, but we don't want to publish there. We know how
to do the programming, we know how to do the marketing for the online
version, and we know how to make the product, but we don't want to
publish at retail. Too many risks, costs, and uncertainty there for a
small company without market penetration at retail.TWST: You can find people to do it for you?Mr. Stealey: We've already had a couple of them in here talking to us in
the last couple of weeks. I don't know if anything will come about that,
but we're working awfully hard. That's one of the things I spend most of
my day on. In fact, when we get off this interview, we'll be doing it
again. The bingo mass-market side, we are shying away from adding
advertising-based products. We are looking for products that have
dedicated user bases who are willing to pay $100 a year to be a member
of that community. Almost every card game out there, bridge, chess,
checkers, all have international and dedicated communities. We've had
some conversations with people who are well known in those businesses,
have hundreds of thousands of people on their databases, and they are
all struggling looking for a way to continue to operate their Internet
sites without revenue. And we are saying, Great, we'll do it. We believe
we can put together 150,000-200,000 dedicated players, let's take a
great game like chess, and have them pay $10 a month to be on the
ladder, to be in the tournaments, to get recognition, to win some
prizes, etc. This is the direction we are taking the mass-market side.TWST: How about the more traditional casino games?Mr. Stealey: We do those types of games already. We have a few of those
types of games up on our site right now. We are going to watch very
carefully what is really going to happen in the online internet gambling
market. It's very unclear where the gambling laws are going in this
country. We regularly run ads for international gambling companies on
our free sites without participating in the gaming revenue. We're
allowed to do that in the United States, we are just not allowed to
participate. We have been approached by a couple of those companies to
make investments in iEntertainment. We are reviewing that right now.
We'd love for them to make an investment. We'd love to take our half-a-
million customers who seem to come through our portal here on a regular
basis and give them the opportunity to participate in the legal aspects
of online gaming. This will be a really big market opportunity for IENT
in the future. We are continuing to review the potential for being in
the paid bingo business ourselves, but we have to be very careful, we
don't want to violate any gambling laws. No one on our Board wants to go
to jail. I went to the Air Force Academy, so we are going to be very
strict about our understanding and interpretation of the law. We
probably won't be skirting the edge, we call it 'quibbling' at the Air
Force Academy, We will not be doing that. We do believe it's a big
opportunity because if you talk to our bingo players, they'd be glad to
pay $5 a night ' that's the survey we did ' for the chance to win $100.
And most of them said, bring it on. But, again, we can't do that
currently with the gambling laws, but we notice that there's a lot of
change going on there and there are a few states that are actually
allowing it. At least, our lawyers' initial look at that tell us that.
So online gambling is a big, big thing in the future. The immediate
future for IENT is taking the simulator business and the mass market and
adding products there and growing that internally. The second
opportunity is, as we get the stock price to a reasonable price, to make
effective acquisitions. We already, as I mentioned, had people come to
us and say, 'acquire us,' or 'give us some stock, let us put our
revenue, our assets, our profitability in your company and we'll take
what's a $0.10 stock and make it something worthwhile.' That scenario is
very attractive to my Board.TWST: So that's where you see the opportunity, to grow through
acquisition?Mr. Stealey: Yes. We're going to, one, make it profitable with the
products that we've got. Two, get some very significant growth for
those, but they are not big enough to make the stock $10 a share, okay?
They are big enough to make the stock, you know, 10 times where it is
today, but not big enough to make it $10 a share.TWST: What's the risk here? What can go wrong?Mr. Stealey: There's continuing risk that we get ahead of our britches,
which is what the company did before. We saw revenue growing nicely, so
we let expenses grow much faster than we let revenue grow. That's
stupid. That was done. We've gone back the other way. Now we have to
have the balance between being aggressive about marketing or being so
head-down, please-don't-hit-me attitude that we don't grow the business,
a continuing balancing act. Some of the problems that the company has is
to live though taking care of past liabilities, and other deals they
had. I'm right now trying to go through all those, find out what the
real contractual obligations are. The company still has liabilities on
its balance sheet from three or four years ago that no one's addressed,
no one's called about, they should be written off. We've got to work on
those. So we've got many past issues to fix. We abandoned Europe in a
bad way, in my mind, and we've got to go back and mend some of those
fences. So the first thing that happens when we're a breakeven cash
flow, which is just a few months away I hope, and with a little luck
it's closer than that, then the issue is managing through all the past
issues while we try and grow the company. And I think as we start
reporting a few profitable quarters, it's going to be a lot easier for
people to be interested in this company. Right now we've got a lot of
guys circling around because they see the stock price so low and they
know that we'd like to raise some additional capital if they can get a
fairly significant chunk of this company. And we're basically telling
them no, unless they are going to bring something that grows the
revenues significantly. So that's a balancing act as it is in every
business.TWST: As we look out over the next couple of quarters, what are the key
benchmarks that investors should watch for?Mr. Stealey: I think you'll notice some reports of significant increases
in revenue on both sides. The biggest milestone is when we get through
enough of this accounting stuff and we report our first operating
profit, which I don't think is too far away. That's the biggest one. I
think as we make our first acquisition, which may be announced in a very
short period, everybody will see where we're heading and how we're doing
it in a very prudent way of giving some very low-priced stock, and then
some milestones based on the company's performance so we don't give away
a lot of low-priced stock. So we've got revenue increases, we've got
operating profit, and we've got implementing the strategy of acquiring
companies that can add significant revenue, profitability and assets to
this company.TWST: Do you have the balance sheet you need to carry you through to
operating profitability?Mr. Stealey: We do, but there's not a lot of wiggle room. The company
must be very careful. We didn't put a lot of money in this company when
we came in a month ago, we have some promises of some additional capital
from current and past investors, we're reviewing all that. They see this
very low stock price and they are all excited about getting lots. We're
very reluctant to give lots and we're focusing on doing as many internal
growth things we can do, without a lot of money. The balance sheet would
not be something that I'd like to write to my mother and say, look how
cool this is. My mother is a pretty savvy investor. But I will continue
to work, the whole staff will continue to work to try and improve that
over the next couple of months and I think we are going to have some
announcements that will make a significant difference. The biggest thing
that's going to happen is not giving away equity where we can resist. We
have companies that want to license our games, and we're going to get
cash out of them. These companies can license our online games for
retail. They can license the games for specific markets geographically.
These companies can license these same games for the specific game
platforms that they support like the PS2 and the Xbox. The licensing
opportunities would generate, I am hoping, a significant amount of
additional cash, not equity, just cash, operating funds for the company.
My old partner, Sid Meier, said, 'sometimes you've got to be very
careful about giving away the family jewels, but sometimes you want to
let somebody borrow them for a little bit.' So we are going to let these
outside companies borrow our games for a nice piece of cash. This will
help IENT grow and get additional capital and recognition for the
company without giving away our products.TWST: If you were sitting down with some potential investors, what two
or three reasons would you give them today to take a look at the
company?Mr. Stealey: We're an Internet survivor, so we know how to do that. Two,
we have some of the world's best technology and product in the WarBirds
family of simulation Internet games. Three, we generate cash every day
and we're very close to breakeven. And four, we're a public company that
has survived and brings a $50 million tax loss carry forward, stock and
operating management to those trapped equities out there that we can
merge with. This is public vehicle that can really be attractive to some
other companies and organizations that want to take advantage of it.
I've had everybody from newspapers to media people to people in the game
business interested in how they leverage what iEntertainment's got here.
IENT is an attractive acquisition candidate, we've got attractive
products, and we have a real potential for being a small but profitable
Internet company for the next couple of years that should make our stock
worth considerably more than it is right now. When IENT's stock price is
at the low price it is now, you don't have to move very far to make it
interesting. We will use that appreciated stock to make those
acquisitions to really grow the company.TWST: Does the current price just reflect the concern of whether you are
going to survive or not?Mr. Stealey: Correct, and the fact that they hadn't made a profit in
five years.TWST: That's a problem.Mr. Stealey: But we're going to fix that, hopefully, this year.TWST: Is there anything else that we should have touched on?Mr. Stealey: We are an aggressive bunch, we're a friendly bunch, we have
great customers, we've got a lot of work to do, but we have great
potential. And if people want to get involved, we would love to hear
from them. They can go flying with me in WarBirds. They can bring other
companies to join our growth crusade. They can cheer and enjoy our
online bingo and casino games. Most of all they can wish us luck and
participate in our effort to make the IENT stock worth a lot more than
it is now!TWST: Thank you. (TM)J.W. 'WILD BILL' STEALEY
Chairman & CEO
iEntertainment Network, Inc.
124 Quade Drive
Cary, NC 27513
(919) 678-8301
(919) 678-8302 - FAX
www.iencentral.comEach Executive who is the featured subject of a TWST Interview is
offered the opportunity to include a Corporate Profile or other
highlight material to be provided and sponsored by and for the company.Copyright 2001 The Wall Street Transcript Corporation
All Rights Reserved
Media >> CEO Interview >> February 18, 2002
J.w. Stealey
J.W. 'WILD BILL' STEALEY is currently the CEO and Chairman of
iEntertainment Network, Inc., an online gaming company in Cary, North
Carolina. Mr. Stealey is a video game pioneer who began in the gaming
business back in 1982. With co-founder Sid Meier, Mr. Stealey founded
MicroProse Software and built the first accurate historical military
simulations for home computers... More










