Hi everyone,
Here's part 2 of my answers. I'll have part 3 ready for tomorrow.
Piggybacking off fiendcode's 2nd question here:
Has Dynasty Warriors' gradual transition to PC releases been able to reverse the trend of the series' slow sales decline since DW4, at least in Asia? Tomohiko Sho of Omega Force
tweeted a few months ago that Dynasty Warriors 8 was continuing the decline from 7 and 6, but the release of the PS4 and PC ports had an especially large boost to sales in the Asian market. He also says that 8 is now the best-selling title in the series, so it's apparently been able to pass DW4's 2.2 million. Dynasty Warriors 9 is obviously a highly divisive title, but I'm curious if the PC version also managed to buoy that up game's sales more than expected.
This is a great question, and I think it’s become clear at this point that the overarching trend for all Japanese game developers is that releasing games on Steam has been a huge positive. In the case of Dynasty Warriors, a combination of increased localization options and PC releases has helped the franchise with increased sales post launch, especially in China where DW8 and DW9 did fairly well thanks to the PC release and Chinese voices.
Hello! Thanks for the Q and A!
1. For Japan we have seen the PC market begin to expand in recent years, for the PC heavy markets like China that are now getting more into consoles is the market expanding, or is it a case of console taking market share from PC?
2. How big of a risk is China's game approval process to the console market in that region?
1. While China has always been a large PC market, this has primarily been for F2P live service games. What we’ve seen happen over the past decade is a gradual increase in buyers for singleplayer PC games which culminated with the recent 15m+ sales for Wukong in the country. This is notable in a market where around 90% of player spending is on F2P games. The overturning of the console ban in 2014, access to the international version of Steam, the shift to digital distribution, increased propensity to pay for content, high quality singleplayer & multiplayer game offerings, online connection requirement (which prevents piracy), localized payment methods, and regional pricing have been key drivers of premium game adoption in China.
In short, PC has continued to grow as console has grown, with premium games becoming a notable segment on both.
2. Only 22 console games have been officially approved and issued a license (ISBN) by the Chinese government this year (2024 Jan – Sep), which is a tiny amount compared to the number of console games released globally. While this is a very low number, and means most games do not receive an official release, the majority of console software sales are via the grey market which includes imports of disc-based games that are sold online or in-store, as well as download games via a non-China based PSN / XBL / NSO account. This is certainly a limiting factor for mass console adoption, but it hasn’t stopped console growth over the past decade.
Thanks for doing this.
I want to ask about China, it accounts for something like 30-40% of the entire PC market except we rarely get any metrics like we do in other markets.
We've seen the rapid rise of Chinese gamers on Steam, China now accounts for 30-40% of Steam CCU, and many games can be successes by catering just to China. I expect revenue to be slightly smaller, perhaps 25-30% of revenue.
I estimate Steam to have a global revenue of ~10-11B, meaning $2-3B of Steam revenue comes from China.
Can't talk about China without talking about Tencent. The accounting practices of Tencent are bewildering and the FY reports aren't shedding much light either.
- How does Tencent account in Overseas revenue. It owns 49% of Epic, does that mean it accounts 49% of Epic's revenue as its own?
- Tencent also groups social network ad revenue with its VAS segment reporting. MSFT estimated that $8.5B of the $29B revenue is Social Network ads, and partial revenue accounting (i.e from Epic, Supercell etc).
- So Tencent's actual gaming revenue is $20-21B. Does the below table look right? Also would be nice to know the ballpark of Tencent's profit in gaming (not incl. social network ads). I've seen estimates of $5-6B which would make it by far the most profitable gaming company in the world (excluding Apple/Google).
| Chinese PC Revenue |
---|
Tencent | 7-8B |
Steam | 2-3B |
NetEase | 2-3B |
Others | 1-3B |
I'll try and break this down where I can.
For companies where Tencent has a controlling stake, in the case of Riot Games and Supercell, revenue and profit is consolidated within its own financial statements.
For companies where Tencent does not have a controlling stake, in the case of Epic Games, it will only recognize the value of the investment after its operating profit is calculated.
Tencent also has two separate business segments under Value Added Services. Online Games, which includes all game software and services revenue, and Social Network Services, which also includes game distribution revenue such as from Mini Games and MyApp. In 2023, we estimated this contributed an additional $5bn to the Online Games segment $25bn, taking the total to $30bn.
We also estimated that Tencent’s PC game revenue was slightly above $7bn.
Just have one:
After the huge consolidation spree in the western gaming industry (Microsoft, Sony and Embracer) that was followed by big layoffs and a hard times to find a continued growing audience, is the Asian gaming industry’s path likely to diverge from that in the near term future? Considering Asian publisher focus more an sustainable GAAS businesses models and have growing populations in their home markets and other factors?
We’ve also seen a slowdown in video game-related deals being announced and closed in Asia / MENA over the past years too. There are multiple reasons for this. 1) Growth of video game companies has slowed globally 2) Interest rates are no longer as low as they once were. 3) Investments in new technology areas related to gaming such as VR, Cloud Gaming and Web3, among others, have not yielded expected results.
These factors, among others, have contributed to a decline in the number of deals announced and deal size.
A couple of other trends worth noting: Chinese companies have started focusing on internal expansion, through the creation of new studios, rather than the buying spree approach they took prior. In India, recent regulations impacting Real Money Gaming have also spooked investors from investing in the overall gaming space.
We do continue to see diversification from Asian game companies which includes developing games for different platforms, genres, business models and geographies. But they are also continuing to cater to the large F2P audience.
Hello. Are there any emerging markets that you expect to play a bigger role in the gaming industry in the future?
Thanks for your time.
It depends how you define emerging market, but we’re currently seeing notable growth in India. The market will have more gamers than China has today in about 5 years or so, but the major concern for game developers and publishers is whether spending growth will increase at the same rate.
Thanks for doing this!
1: There has been much speculation on this reasons for the collapse of PlayStation in it's home country of Japan, and whilst this begun during the PS3 era, during the PS5 era in particular there has been large gulf between software sales and hardware sales that a rise in digital spending doesn't seem to account for. Now that Sony has raised the price of the PS5 to exceed other regions, and PS5 hardware sales have fallen dramatically in Japan, can we now say that exporting (mainly to China) was the primary reason for the discrepancy? My hypothesis is that organised exporting groups were the main culprit. There was anecdotal evidence (photographs and social media posts I found) that organised groups were recruiting locals with Japanese IDs and store cards/point cards to get around the restrictions imposed stores and perhaps giving them a small finders fee when the consoles were highly sought after during the pandemic years. I think this continued continued though to this year due to the weak yen but now is not nearly as lucrative following the price increase. What evidence (if any) have you seen that points to exporting of PS5s from Japan being a major issue?
2: Whilst we are on the subject on PS5 in Japan, have Japanese publishers/developers voiced any concerns about Sony's greatly diminished market share in the country?
1. There are numerous reasons for this. For one, I do think digital is underestimated in Japan and we’re seeing higher ratios than what is generally accepted as true on gaming enthusiast forums like this one. Secondly, we’ve seen F2P gaming increase on consoles quite significantly since the start of the PS5 gen, and gamers are sticking with titles for longer. That being said, with the growth of console gaming in China, there is demand for consoles that are region free out of the box, and Japan and Hong Kong have become notable markets that supply both hardware and software to China.
2. To some extent, but I’d say that most Japanese developers have already understood the current situation and have already adapted to create games with global appeal. Capcom being the most successful.
Happy 3rd anniversary!
1) In Southeast Asia, how big of a market has it become for the Nintendo Switch?
2) Do you believe that Square-Enix will begin making all their games day and date for Nintendo platforms in the future or will it continue on the same basis. By this I mean, FFXVII on Switch 2/3 for example alongside of KH4, Nier 3 and new IPS they make?
Thanks,
1. PlayStation is still the market leader across Southeast Asia, but the Nintendo Switch has moved into a solid #2 position, especially in Singapore where the two have pretty much equal market share.
2. This is a hard one to answer and I think the scope and audience of the game will play a larger role in determining that. That being said, it’s clear that Square Enix is looking to embrace a multi-platform strategy after FF16 and FF7R underperformed.
Hello Mr. Ahmad. Thank you for joining us!
1) We have seen some externally developed games blow up in mainland China. What other series, which haven't yet taken off, do you think have the most compelling future prospects in the country?
2) If you were counseling the console vendors (Microsoft, Nintendo, and Sony) on how to grow their business (games, hardware, services), especially in Asia, what advice would you offer that you think they could/would realistically execute on?
2. Honestly, and this is a bit of a simple answer, but start adapting software and services for the region using a market specific strategy. Every market in Asia is unique in its own way and it requires platform holders to adopt regional pricing, local payment methods, localized content and official distribution channels. As these platform holders expand their strategy beyond console, I believe we’ll see a greater market specific approach from all 3.
Hello, thanks for doing this Q&A.
1. Often times mainstream western games don't have the recognition, much less their popularity, within the Japanese game market. What in your opinion, do you think makes popular western games unattractive or otherwise unpopular to the Japanese market?
2. Japan's PS5 software have been quite anemic throughout it's lifespan barring a few titles, and PS4 versions of games often sell at a similar rate to their respective PS5 versions. What do you think is the cause for this poor transition in player base from the PS4 to the PS5? Is it simply too expensive? Unappealing software?
2. I somewhat answered this above, but I’ll add that we’ve certainly seen a slower transition from PS4 to PS5 than we’ve seen from PS3 to PS4. One of the major reasons for this is that live service games continue to be supported on PS4 and most new games continue to release on PS4. Cost and the reasons I've mentioned in a prior answer also play a role.