This page contains materials used with information meetings and telephone conferences with securities analysts that Capcom conducts for each quarterly earnings announcement. To ensure the fair disclosure of information to investors and shareholders worldwide, this page includes presentation materials, summaries of presentations by speakers, and summaries of question-and-answer periods. Investors can also view Japanese-language webcasts of Capcom's information meetings.
2nd Quarter in FY2016 Presentation of Financial Results
October 28, 2016
Question and Answer Summary
You have released Consumer-like games in new formats, such as Toraware no Paruma; will you be making use of Consumer development know-how in Mobile development?
Launched in August, Toraware no Paruma was developed with a staff of female home video game developers at its core. While a title targeting female users is rare for Capcom, a fastidious attention to detail characteristic of home video game development proved successful and the title is indicating signs of a boom. We will analyze what made this a hit, and utilize that in future mobile development.
What measures will you take going forward with regards to cost reductions in the PC Online business?
In the PC Online business, we plan to continue to operate over the long-term via profitability improvements through streamlining areas such as server operation costs while also improving our user numbers and our DAU rate. In this market, however, it is said that 80% of sales are in general generated from 10% of users. We feel that resolving this unbalance is one issue we must face in order to make improvements to our profitability moving forward.
What is Capcom's stance with regards to developing for the Nintendo Switch?
It is excellent to have the market invigorated with new hardware launches. As a software publisher, we endeavor to develop games that offer enjoyment best suited to each piece of hardware's features and target users. Following first party, in order to introduce our own content we are currently moving forward with internal planning and analysis as a partner company.
How many major titles is it possible to launch in one year from the Consumer business?
We are proceeding with diversified planning based on our 60-month map internally, however due to structural reforms focusing on internal development we are shorthanded for developers. We will continue to proactively hire primarily new graduates, and expand our number of titles by increasing our number of development lines.
What developments are in store for Resident Evil films and movies?
With the Hollywood film Resident Evil: The Final Chapter, scheduled to premiere in December (in Japan), the films have reached a break; however, as with the feature-length Resident Evil CG films, we will continue a multifaceted expansion in this area beyond the live-action format.
What are your expectations for lifetime revenue of Resident Evil 7 biohazard?
We are expecting 4 million unit sales worldwide in this fiscal year. Also, we expect to recognize sales of the game as a catalog title in the next fiscal year; however, revenue for catalog titles tends to grow in relation with the timing of movie releases and new titles in a series. What is more, the sales lifecycles for titles has grown due to digital distribution, so we expect this game to become a foundation title, producing revenue not limited to the next two fiscal years but into the long term as well.
How has Monster Hunter Online been received and what is the situation with the Chinese market?
Service began in China in December of last year, and with the agreement between Tencent and Capcom as a base, we have been dedicating our fullest attention to vitalizing the title. However, we have reaffirmed the drastic differences in tastes that exist between the Chinese and Japanese markets, despite both being within the same Asian region. We perceive the title to be of extremely high quality, however believe that it requires certain steps to help it better resonate with local users.
What is Capcom's position regarding revenue opportunities in VR?
We are actively pursuing expansion into VR, such as with full VR support on Resident Evil 7 biohazard and with the VR attraction Tokusatsutaikan VR Daikaijyu Capdon. However, elements of sales promotion and cutting-edge technology research are prominent in both of these cases, therefore we do not believe VR on its own will contribute to earnings immediately at this time. Going forward we will consider measures towards future revenue generation, including that of VR-only titles, following analysis of the market's reception.
Is it possible to develop multiplatform titles on the Nintendo Switch?
We are currently carrying out research with regards to multiplatform implementation of software for PlayStation 4 and Xbox One on to the Nintendo Switch and thus are unable to comment at this moment. However, we do feel that there are differences in the desired direction and the play-style of the Nintendo Switch and those of the PlayStation 4 or Xbox One. At Capcom, we determine which platform to release a title for after considering the features of both our software and the hardware in question, believing we must bring the enjoyment of our games to their maximum potential.
*We have supplemented a portion of the questions and answers with comments.
1st Quarter in FY2016 Presentation of Financial Results
July 28, 2016
Question and Answer Summary
Why have sales decreased in the PC Online sub-segment compared to the same quarter last year?
While Monster Hunter Frontier G is performing steadily, some existing titles have fallen slightly short of expectations. Moving forward, we plan to improve upon both product appeal to users and customer satisfaction by actively carrying out updates on a continuous basis with the aims of invigorating our games and stabilizing long-term earnings.
Results in the Mobile Contents sub-segment are improving; does this mean it has stopped declining?
We believe that currently it has bottomed out and that moving forward it will continue to improve. Under our new structure, this year we plan to successively launch titles featuring Capcom IPs, with the aim of contributing to earnings.
The full-year plan is heavily focused on the second half; how do you plan to even-out quarterly results?
Due to reasons concerning the release schedule for this year's major titles, we're forecasting Consumer earnings for the first half to be effectively 20% of the full-year amount. From next year onward, we would like to aim for stabilized quarterly results by strategically building a profit structure that does not rely on the existence of major titles. We plan to do this by not only continuing to pursue shortened development cycles for major titles, but also via increasing the ratio of digital download sales and catalog titles.
Tell me about the impact of exchange rates on this year's plan. Will the release of numerous overseas titles in the second half affect operating income?
Within this year's operating income plan, we anticipate that a ¥1 fluctuation in the exchange rates will have an impact of approximately ¥100 million for the US Dollar and approximately ¥50 million for the Euro. With major titles being released overseas in the second half, it is necessary to monitor exchange rate trends; however, at present our assumed rates have not changed. Further, there have been no changes in our results forecast for our full-year plan as well.
How much was the cost increase to make RESIDENT EVIL 7 biohazard VR-compatible?
Certain things were required in making the game VR-compatible, such as graphic needs that are more complex than before, thus there was an increase in development investment. However, we believe we have succeeded in optimizing our development process via fundamental technologies including our 3D scanning system, lighting and shading, which allowed us to minimize additional costs while achieving high-quality development.
Tell me about progress with digital download sales in the Digital Contents business and what your projections for the future are.
The digital download sales ratio in Consumer reached 46% due to growth in catalog sales during the first quarter. Because the ratio of package sales will increase with the release of major titles, our plan has the digital download ratio at approximately 30% for the full year. However, we believe that in the future it is possible we can improve this ratio to as high as 40-50%.
When will you be able to increase the full-year digital download sales ratio to 50%?
We would like to achieve this as quickly as is possible, however we are unable to give a definite timeframe for achieving this at the present time since it depends on factors such as the future title lineup and human resource allocations for development staff.
Tell me the breakdown of your development staff.
As of the end of June 2016, we have approximately 2,200 people working as developers. Within that number, there are approximately 1,500 people in Consumer, 500 people in Online (Mobile, PC Online), and 200 people in Pachislo and Arcade Games.
Tell me about future human resource allocation of developers.
Essentially, we will allocate developers to our core businesses of Consumer, Online and Mobile Contents. While there is an urgent need to nurture creators that are highly-skilled with operations in the Online business, at the same time we must continue generating IP, the linchpin of our business, and therefore believe that strengthening human resources in Consumer is also important.