2016 Year-In-Review: Best & Worst-Performing Gaming, Media & Tech Stocks

 

Overall for 2016, the global stock market saw gains of 5.3%, as measured by the MSCI World Index, and U.S. stocks were up around 9.5% as measured by the S&P 500 Index.

 

Focusing on individual stocks within gaming, media and technology, the following are the five best and worst-performing stocks for the calendar year within these segments of the global market. You’ll see that chip-maker AMD and graphics card manufacturer NVIDIA performed the best, while fledgling accessory maker Mad Catz and social media provider Twitter tumbled.

 

2016’s Best-Performing Gaming, Media & Tech Stocks

 

 

2016’s Worst-Performing Gaming, Media & Tech Stocks

Sources: Google Finance, Company Websites and iStock Photos.

-Dom

Working Casual 2016 Year-In-Review: Summary

 

Happy New Year, all!

 

It’s been a while, but I’m finally back this time with a number of topics as part of my Working Casual 2016 Year-In-Review. I’ll be posting thoughts and stats on the following topics, each in separate posts, and aggregating them here once all are published. I hope you enjoy them, feel free to comment and check Twitter for even more insights into last year and 2017 going forward.

 

Best & Worst-Performing Gaming, Media & Tech Stocks

Top 10 Video Games of the Year

Top 5 Influential Gaming Companies of the Year

Top 3 Impactful Deals of the Year

Top 5 Gaming, Media or Tech Stories & Trends of the Year

 

Also, to everyone that has visited, I want to thank you for reading and following my site after its launch this year. I wasn’t as active as I originally thought I’d be, but I do have some article ideas and cool plans for 2017 that I think you’ll enjoy. I can’t express my gratitude for you taking the time out of your busy day to check in and read some ramblings of a financial nerd and gaming, media and technology enthusiast. Hope to chat with you soon!

 

Photo Source: Colourbox

 

-Dom

Earnings Calendar Oct & Nov 2016: Gaming, Media & Tech Companies

working-casual-earnings-calendar-oct-nov-2016

 

Quarterly earnings season has started again for public companies, where they report how business is going over the latest 3 months period. I started this type of post last quarter, and have again compiled an Earnings Calendar above for select companies in the gaming, media and technology sectors that you might be interested in following.

 

This is also available as a Google Doc at the link below, in case you’d like to visit any of the Investor Relations sites with ease.

Working Casual Earnings Calendar Oct & Nov 2016: Gaming, Media & Tech Companies

 

Microsoft Corp ($MSFT) and Advanced Micro Devices ($AMD) are the first of these firms on the list to report, with results coming after U.S. stock market is closed for the day. This kicks off what is always an interesting, fun time for those of us who enjoy knowing how companies are doing and hoping for as much transparency as possible!

 

Some of the names to keep an eye on this quarter are the following:

 

apple-logo-rainbow

 

Apple Inc ($AAPL): Reporting on Tuesday 10/25, the largest company in the world’s earnings are always a great indicator of consumer sentiment worldwide. It will be especially interesting this quarter with the release of its latest mobile iteration, the iPhone 7, plus the ongoing woes of its major competitor Samsung Electronics ($005935) which recently lowered guidance because of the discontinuation of its Galaxy Note 7 line of products.

 

HACS_001_logo_R_ad

 

Nintendo Co Ltd ($NTDOY): Just this morning, Nintendo announced its long-awaited new console (code-name “NX”) as the Nintendo Switch, a device that gamers can use at the home or on-the-go as a handheld platform. This obviously won’t impact earnings just yet, as it’s slated for release in March 2017, but this will be the first financial release where the very popular mobile game Pokemon GO contributes to sales. Still, I expect another sluggish quarter for Nintendo as it doesn’t receive 100% of the revenue from Pokemon GO plus its existing hardware is getting long-in-the-tooth and doesn’t have many titles driving sales.

 

sony-ps-vr

 

Sony Corp ($SNE): Sony has “lost” the battle with Microsoft in the U.S. when it comes to console hardware sales during the last three months according to the NPD Group, with the Xbox One outselling Sony’s PlayStation 4 during this time frame. A lack of major exclusive games and the Xbox One having a new “slimmer” model are primary factors, though the PlayStation 4 is still leading when it comes to overall sales by a large margin. Sony also released its first foray into virtual reality last week in PlayStation VR, but this happened after its latest quarter ended so its contribution won’t be until next time.

 

Which companies are you watching closely this quarter? Any big products or news stories that you think might influence how firms in these industries are faring? Shoot me a note!

 

Sources: NASDAQ, NPD Group, Company Investor Relations & Press/Media Websites

-Dom

Earnings Calendar July & Aug 2016: Gaming, Media & Tech Companies

Microsoft Logo

 

Every quarter, “earnings season” comes around and gets us financial nerds excited. This is the recurring time period when public companies around the globe announce results for their latest financial period, whether it be quarterly, semi-annually or annually. The releases for this latest quarter usually happen between July and August for the months prior to the end of June i.e. half-way through the year.

 

Different companies have different fiscal periods, of course, but this is the general timetable and it makes for an interesting time since it’s the best way to get a handle on how well a company is performing and also gather reactions from investors, analysts and industry commentators.

 

Ubisoft Logo

 

In “celebration” of our latest earnings period, I’ve compiled a list of select companies in the gaming, media and technology industries and the dates on which each will reveal their latest results. See this full list as follows.

 

This list has been edited as of 8/4/2016, with updates to some that were “estimated” previously. These are NVIDIA, NetEase, Mad Catz and GameStop.

 

Still unsure on Square Enix and NCSoft, will update accordingly!

 

Working Casual Earnings Calendar July Aug 2016 Update2

 

This is also available via the following Google Docs link, in case you’d like to visit the individual links I’ve compiled:

 

Working Casual Earnings Calendar July & Aug 2016: Gaming, Media & Tech Companies

 

This is sorted based on timing, and I’ve included a link to each firm’s investor relations site which is where you can go of course to read the full announcements. Public companies will also have an earnings conference call where executives and key personnel announce the results formally and take questions from analysts covering their stock.

 

This is actually my favorite part of the earnings ritual, in particular the analyst Q&A sessions, as the calls offer even much more insight into how a company is doing. Sometimes executives will provide facts or statements outside of what is in the press release or filings, and it helps provide further context for results and also it’s revealing on who is running the company. And there are even times when an executive can’t answer one of the questions, or dances around the real answer, and it’s fun to see the back-and-forth between these parties.

 

Nintendo Logo

 

A couple highlights are today both Microsoft Corporation and Ubisoft Entertainment SA will reveal their latest results, then next week the world’s largest company Apple Inc will be reporting.

 

Nintendo Co., Ltd. will also report next week, after the exceptional initial success of its Pokemon Go venture with The Pokemon Company and Niantic Labs. I wouldn’t expect to learn how much this new mobile game sensation is contributing to revenue just yet, as it’s only been out for a week and a half (hard to believe, right!). Still, Nintendo will likely address the game in some capacity.

 

Technology manufacturer Samsung Electronics Co Ltd is late next week, as is huge retailer Amazon.com Inc. These companies, in addition to Apple, are often a sort of barometer for how consumers are acting on a global scale.

 

Tencent Logo

 

Lastly, in August, we’ll hear from Tencent Holdings Ltd in its first financial release after acquiring Finnish developer Supercell for $8.6 billion. The company is now the world’s largest public gaming firm by revenue, and serves as a benchmark to seeing how well the international mobile games market is faring in particular.

 

Want to hear more about the releases as they happen? I often try to provide perspective and figures/numbers on Twitter when I’m not writing here, so visit me and shoot me a tweet! I should have a write-up on a couple of these companies soon, in particular both Activision Blizzard, Inc. and Nintendo. Until then, did I miss any companies you are following? Please let me know and I’ll add them accordingly.

 

Sources: Company Investor Relations Websites, Wall Street Journal, Newzoo.

 

-Dom

Which Indie Video Game Has More Sales Potential: Mighty No. 9 or No Man’s Sky?

Mighty No 9 Box Art

No Man's Sky Box Art

 

There are a variety of factors that drive how well a product sells: cost, marketing, timing of release, inventories and consumer sentiment among them. When it comes to video games, publishers often target the demand side of the equation by either appealing to gamer nostalgia or innovating on a familiar concept in order to draw attention to their title within the vast landscape of games released today.

 

The creators of two upcoming indie games are using these tactics: Mighty No. 9, developed by Comcept/Inti Creates with publishing by Deep Silver; and No Man’s Sky, which is made and published by Hello Games. The former is a nostalgia play, with its Mega Man-influenced action-platforming gameplay, while the latter is a monumental effort in the space exploration/survival and flight simulation category, boasting an infinite universe for players to explore. Mighty No. 9 is releasing on a variety of platforms, while No Man’s Sky is a Sony PlayStation 4 “timed” console exclusive that will also be available on PC.

 

Deep Silver Logo

 

Both games have had an interesting history to date, which will certainly impact sales potential. Mighty No. 9 is the brainchild of former Mega Man producer Keiji Inafune, and was announced way back in 2013 with a Kickstarter crowd-funding campaign that has since raised around $4 million on the strength of 67K backers. However, the game has been delayed multiple times, annoying backers and potential consumers, and has been ridiculed for generic gameplay reveals and an especially corny marketing trailer (see below). Review consensus also seems to be negative overall from early impressions.

 

 

Hello Games Logo

 

No Man’s Sky was revealed at E3 2014 to broad fanfare, though skeptics point out the game’s colossal ambition could ironically also be its downfall plus Hello Games has been quite secretive on what it exactly is that you do in the game other than explore its vast universe. The game has developed a fervent online following, and was originally scheduled for a release this month but has since been pushed back to August. Upon news of this delay, creator Sean Murray received death threats from crazed individuals. As much as this is pure insanity, it also displays the thirst for a game that perfects the space exploration genre.

 

Sean Murray Twitter

 

So, what kind of sales potential do indie campaigns like this have? Mighty No. 9 has a very attractive price of $30, though the negativity swirling around its Kickstarter campaign and several delays indicates to me that the hype level is dwindling at the worst possible time with its release this week. Though the Mega Man series that inspired the game has sold approximately 31 million units to date, the highest-selling title in the series is Mega Man 2 at around 1.51 million copies.

 

I can’t see Mighty No. 9 being anywhere near as successful, even considering the 67K or so backers. I can see around 450-500K copies worldwide lifetime at the most.

 

No Man's Sky Image

 

 

Now, No Man’s Sky is a bit of a different story. It has established a following that is already starved for both information and a great game in the genre itself, so I believe it can withstand its recent delay. And even though it is only releasing on PS4 and PC, and it’s a full-priced $60 game, I still see lots of upside with the current install base of PS4 being around 40 million and the game itself appealing to a PC audience. Another promising point is that we’ve seen solid sales for space titles recently, as names like Kerbal Space Program by Squad and Elite: Dangerous by Frontier Developments (FDEV) have sold over 1 million and 500K units, respectively. Even an older title like EVE Online by CCP Games is still estimated to have around 340K active players.

 

With the hype surrounding No Man’s Sky, success of (somewhat) comparables and its release timing before the pre-holiday rush, I estimate it could sell upwards of 1.5-1.75 million around the world with most of those coming this year.

 

Do you agree that Mighty No. 9 will sell less than No Man’s Sky? Or do you think the uncertainty around delays of both titles will mean that neither will sell particularly well?

 

Note that Mighty No. 9 releases on Tuesday 6/21, while No Man’s Sky is currently slated to come out on Tuesday, 8/9.

 

Sources: Deep Silver, Hello Games, No-Mans-Sky.com, Capcom, Frontier Developments, Kickstarter, YouTube.

 

-Dom

Bottom Line: What is Activision Blizzard’s Actual Business Mix After KING Acquisition?

KING-NYSE

 

Now that Activision Blizzard, Inc. (ATVI) today has reported its first quarterly earnings since its acquisition of King Digital Entertainment PLC (KING) in February, how does its business mix actually look now and does this indicate potential upside going forward?

I predicted a few weeks back that based on KING’s financials, the combined firm’s Mobile segment would now comprise approximately a third of revenue, operating income and distribution channels (latter of which is the means by which customers purchase its products). This would mean that after Activision Publishing, Inc., the firm’s interactive entertainment and games segment that produces titles like Call of Duty and Skylanders, its new KING unit would be the next-largest contributor to overall business. Note that KING is the maker of mobile games like Candy Crush and Farm Heroes. I wasn’t exactly right about this, yet, but keep reading below to see details.

Additionally, I noted that the post-acquisition geographical breakdown would be interesting to see as the two companies presented these classifications differently. After looking at operating units, we will peek at what locales are driving the firm’s new business structure as well.

The results are in for this past quarter, and revenue plus income figures across its units are as follows:

 

ATVI Segmented Revenue & Income 2016Q1

 

For context, I have tabled these actual numbers against my predictions and earlier years below. Note that the earlier figures are fiscal, and they account for KING’s earlier financials inserted alongside ATVI’s original businesses, so focus on the percentages instead of the totals as a comparison:

 

ATVI Actual Revenue & Income 2016Q1 Table

 

You’ll see that my estimates were a bit high, at least for now, as actual revenue contribution by KING is 23% while it accounts for almost 27% of income. I still think that over the next three quarters, this could increase to a third of ATVI’s overall business as mobile grows and Blizzard potentially stagnates. Unless Blizzard’s online FPS Overwatch (releasing 5/24) performs extremely well, but that’s a discussion for a different day.

Now I will present the same exact values as charts showing the percent of each in the context of the overall business. Again, everything prior to 2016Q1 is an illustration using KING’s financials inserted, as was done above:

 

ATVI Actual Revenue 2016Q1 Chart

ATVI Actual Income 2016Q1 Chart

 

The next shot is an overview of Distribution Channels from the earnings report. Quick reminder that this is how consumers purchase content and services provided by ATVI:

 

ATVI Distribution Channels 2016Q1

 

Below are these actual distribution numbers compared with  earlier fiscal numbers. Basically, these are as expected though I believe Mobile is now included in Digital which accounts for the bump:

 

ATVI Actual Distribution Channels 2016Q1 Table

One more perspective which I did not have in my earlier article is revenue by platform. I think it’s especially relevant now after KING’s contribution. You’ll see console is still the dominant platform at 53% of sales:

ATVI Revenue by Platform 2016Q1

 

As for geographical profile, a quick snapshot shows that North America is still the main contributor followed by Europe:

 

ATVI Geographical Segments 2016Q1

 

My last comparison across years, this time for percentages from different geographies:

 

ATVI Actual Geographical Segments 2016Q1 Chart

 

What these figures tell me overall is that despite KING/Mobile still being a smaller contributor than I initially anticipated, I still think it’s a key strategy going forward as its upside is more than Blizzard’s. Digital is already the main means by which consumers purchase the publisher’s games and services, so its diversification into Mobile as an additional revenue source and channel is a natural progression of its business model as a broad software publisher. This is especially relevant given my expected future decline of Blizzard subscriptions and traditional physical retail sales of ATVI’s games and software. And based on its stock price movement since the acquisition’s February close, where its shares are up more than 10%, investors seem mostly positive on this move as well.

 

ATVI Google Finance

 

In my opinion, the $5.9 billion bet on an expansion into mobile via KING is a crucial one despite its high cost. At the current rate of earnings (around $270 million per year, given this quarter’s performance), the breakeven on its KING investment is something like 22 years. However, this is conservatively assuming mobile does not grow; I think it will, which will move up that breakeven point. It will still be well worth it in the long-run. as the company diversifies its revenue streams and continues to finance more traditional projects such as console games (for instance new Call of Duty, Destiny titles) and full-price or subscription-based Blizzard entries (Overwatch, potentially new World of Warcraft content) to keep its core fanbase intact.

(Note that I do not know about any new Call of Duty, Destiny, Overwatch or World of Warcraft content other than what’s already been publicly announced. I’m just stating that new projects can be financed through sales of mobile games now that KING is assimilated into the ATVI structure.)

Do you agree that a foray into mobile was essential for ATVI, or should it have built organically from within and focused on core business such as console and subscription-based gaming platforms?

Sources: Activision Blizzard, Inc., Google Finance

-Dom

Bottom Line: How Healthy is Nintendo’s Financial Position Ahead of Earnings & NX?

Nintendo Logo

 

Ahead of Nintendo Co., Ltd (7974) earnings release and investor conference this week, let’s take a look at the gaming firm’s financials: how healthy is it really right now before the pending formal reveal of its latest hardware piece dubbed “NX” and its move into mobile?

If internet chatter and market sentiment are to be believed, Nintendo is struggling badly. Its stock is down 30% over the past 6 months, indicating investors are nervous. But is this warranted given its current situation and future prospects?

Perhaps, but I think it’s overblown. Compared to competitors Sony Corp (6758) and Microsoft Corporation (MSFT), Nintendo has smaller market capitalization and sales/income figures. But I’d argue it’s also a much more focused company that’s pure-play gaming, whereas the other two are broader corporations. When looking at strictly gaming-related figures, Nintendo’s sales are in fact lower than both though operating margin is comparable to Sony’s (Microsoft is better than both here) which indicates it doesn’t sell as well but it is actually more efficient from a profitability standpoint.

 

Comparison of Nintendo, Sony & Microsoft Gaming Segments 2

 

Edit: Caveats to above table is that Microsoft includes the following in its Computer & Gaming Hardware segment: Xbox gaming and entertainment consoles and accessories, second-party and third-party video game royalties, and Xbox Live subscriptions (“Xbox Platform”); Surface devices and accessories (“Surface”); and Microsoft PC accessories.

Additionally, it does not directly report Operating Income at its segment level but rather Gross Margin, so I have taken this figure out of the table for now. I would like to get a better estimation of Operating Income before updating again.

The main knock on Nintendo lately is that the Wii U console, released in late 2012, has been a failure. Below shows Wii U lifetime sales each fiscal year compared to both Wii and Nintendo 3DS, aligned for their launch timings. It’s true that sales of the console have been lackluster compared to recent consoles and Nintendo’s handhelds, but the success of the Nintendo 3DS in particular has supporting sales and earnings since its release in 2011.

 

Nintendo Hardware Unit Sales Launch Aligned

 

Still, you’ll notice below that from a monetary standpoint, Nintendo is actually not trending downward. In fact, it turned an operating profit in 2015 for the first time since 2011, just after peak success of the Wii (released in 2007). Its net income was also positive in 2015 compared to losses in 2014 and 2012. Sure overall sales have declined a bit over the past five years, but last year’s figure of ¥549 trillion (~$5 billion) is only around 15% lower than 2012. Additionally, taking into account its liabilities, the firm has around just under ¥100 trillion ($1 billion) of cash available which it can use to invest in future endeavors.

 

Nintendo Select Financials

Nintendo Select Financials 2

 

And Nintendo is also a software company, which is a key component of its overall business. Software sales have softened a bit over the past five years, but I expect a bump once NX is released in time for 2017 financials.

 

Nintendo Software Sales

 

Which brings me to the key going forward, as most gamers understand: Nintendo’s new NX hardware has to be a hit, its foray into mobile needs to be monetized and it needs great games in order to achieve a financial rebound. It has to differentiate NX from Wii U, similar to how Wii separated itself from its predecessor in GameCube. The way Wii had motion controls, NX needs to stand out.

Common speculation has it that the NX is a cross-over between a console and handheld, and that it will bridge the gap between home and mobile gaming plus offer an online infrastructure that is superior to the Wii U and Nintendo 3DS. But Nintendo has yet to commit to any sort of messaging on the new console yet. The firm did release its first mobile game, Miitomo, this month however has yet to show any sort of monetization. It’s more of a foundation upon which to build future mobile games.

All in all, Nintendo’s current financial situation is somewhat concerning compared to recent years and its big competitors, but it’s not as dire as its stock performance or internet message boards will have you believe based on profit rebounding and cash on hand to invest in its future. Do you agree?

Sources: Nintendo Co., Ltd, Sony Corp, Microsoft Corporation, Google Finance.

Note that all figures above are based on today’s exchange rate between JPY and USD.

-Dom

Bottom Line: How Will King Digital Acquisition Impact Activision Blizzard’s Business Mix?

Activision-Blizzard-logoKing Logo (PRNewsFoto/King Digital Entertainment plc)

 

Bottom Line: Activision Blizzard, Inc. (ATVI) derived most of its overall sales and income from its Activition publishing arm prior to its recent acquisition of King Digital Entertainment PLC (KING) in February 2016, while its dominant distribution segment was digital channels and its operations were mainly in North America. Now that the deal is complete, what will be the impact on the business mix of ATVI from both an operational and geographical perspective?

Before the deal, ATVI had two main operating businesses, both well-known as industry leaders in their specific areas, and an additional catch-all category:

Activision Publishing, Inc.: Publishing interactive entertainment software products and downloadable content. Major brands include Call of Duty, Guitar Hero, Destiny and Skylanders.

Blizzard Entertainment, Inc.: Publishing real-time strategy games, role-playing games and online subscription-based games in the MMORPG category. Major brands include World of Warcraft, Diablo, Starcraft and Hearthstone.

Other: Activision Blizzard Media Networks, Activision Blizzard Studios, Activision Blizzard Distribution & Corporate Items.

ATVI Segmented Revenue

 

You’ll see the Activision Publishing arm has been responsible for the most revenue and income for the past three years. This past year it comprised 58% of revenue ($2.7 billion) and 59% of income ($868 million), while Blizzard Entertainment constitutes 34% ($1.57 billion) and 38% ($561 million) respectively. A decline in revenue and income for Blizzard Entertainment was mostly due to bigger releases in 2014 and lower subscriber base for World of Warcraft this past year.

Taking into account KING’s latest statements, my forward-looking estimates for revenue and income including an additional business unit named “King Digital”:

King Digital Entertainment PLC: Developing and publishing mobile games and interactive entertainment, including free-to-play titles and social applications. Major brands include Candy Crush, Farm Heroes, Pet Rescue and Bubble Witch.

KING Revenue

Estimated Revenue Income Post Acquisition 2

 

Using KING’s latest annual figures and aligning them with the other segments within ATVI overall, you’ll see KING could contribute around 33% of sales ($2.26 billion) and 34% of income ($768 million). This indicates that it would move into the second position in terms of contribution, right after Activision Publishing, meaning that ATVI’s mobile business will eclipse its publishing of Blizzard titles and game types. I expect this to fully continue in the future with the increase in popularity of mobile and casual gaming plus the decline in World of Warcraft subscriptions, unless Blizzard releases a new game within one or more of its established franchises.

Digging further, let’s see revenue by distribution channel which is a breakdown of how consumers are purchasing ATVI’s content. The channels before the deal are:

Retail Channels: Physical distribution of games via brick-and-morter and online retail outlets.

Digital Online Channels: Digitally-distributed games and subscriptions, licensing royalties, value-added services, downloadable content (DLC) and related microtransactions.

Other: Same items as above.

 ATVI Distribution Channels

And again, my estimates for after using recent KING reports using a grouping called “Mobile Channels.”

Mobile Channels: Games, services and subscriptions distributed via mobile phones, tablets and other devices.

Estimated Distribution Channels Post Acquisition

 

The trend here first is that last year, Digital Online Channels overtook Retail Channels as the leading distribution type, indicating a more widespread trend toward consumers opting to buy their software digitally. Digital Online Channels contributed 57% of revenue ($2.63 billion). If we insert KING’s revenue under the new Mobile Channels classification, then I estimate it will be the second overall distribution source at 33% of revenue ($2.26 billion). This would be a large shift away from Retail for ATVI, a bet that consumers want to consume their games digitally whether it’s on console, computers or mobile devices.

Lastly, I’ll show a quick glance at which regions are driving ATVI’s business. This is trickier to display as the companies report their geographical breakdowns differently. Before the deal, ATVI reported broad regions:

ATVI Geographic Revenue

While KING classifies according to individual countries:

KING Geographic Revenue

Which leads to a rough estimate, and definitely not a perfect one, because I have to follow KING’s reporting that lumps all countries outside of these three into Rest of World:

Estimated Geographic Revenue Post Acquisition 2

 

Still, it does the job to show that North America will continue to be the driving force behind business operations as half the firm’s sales over the past few years are from this locale.

The highlight overall is that ATVI’s $5.9 billion bet in acquiring KING is a significant shift in the company’s business mix, as its mobile business will overtake Blizzard Entertainment from a games revenue perspective and also will contribute more to revenue than the firm’s retail offerings. Geographic mix for now looks to be unchanged, but that also depends on expansion into new markets and what constitutes the Rest of World classification. By these estimates, it will take around 3 years for ATVI to recoup the almost $6 billion sales price in revenue and even sooner if mobile grows at a faster rate than the firm’s more traditional businesses.

Sources: Activision Blizzard, Inc., King Digital Entertainment PLC, United States Securities & Exchange Commission (SEC)

-Dom

Prediction: Which Console Exclusive Will Sell More: Uncharted 4 or Quantum Break?

2876987-uncharted4amazon2916116-quantum-break-box-shot-jpg

Prediction: Which gaming console exclusive will sell more copies across its lifetime: Uncharted 4: A Thief’s End, releasing May 10th on Sony Corp’s (6758) PlayStation 4 or Quantum Break which is out tomorrow Apr 5th on Microsoft Corporation’s Xbox One? Note that the latter will also be available on PC.

*FAIR WARNING* This will be a lengthy post, and more analytical than my usual ones. This is to dive deep into what is driving my predictions, rather than simply stating them blindly.

My personal guesstimates are below. In my opinion, Uncharted 4 has the better upside since it is the latest and likely last installment in a long-standing series. Additionally, PS4 user base is larger at around 36 million currently and I expect it to be as much as 50 million by end of 2016 based on growth since launch (and even more by the end of the generation, as we’ll see below). Moreover, Quantum Break is a brand new intellectual property (IP) for the lagging Xbox One this generation so its sales potential is lower despite its overall favorable critical reception now that review embargo has lifted as of last week.

When it comes to these two exclusives, quick predictions for sales this year and then rationale to follow:

Uncharted 4: A Thief’s End (Naughty Dog, Sony Computer Entertainment)

Predicted Lifetime Sales: 8 million

Quantum Break (Remedy Entertainment, Microsoft Studios)

Predicted Lifetime Sales: 5.9 million

The basis for these predictions comes down to a handful of factors: Current and predicted install base of each current generation console, historical attach rates of similar titles (comparison of software units sold per units of its console), actual company estimates and finally pre-order figures.

uncharted-4-a-thiefs-end_2015_01-29-15_017

For Uncharted 4, the historical sales of each installment in the series is as follows over each game’s lifetime compared with the install base of PlayStation 3 on which all were originally released. Note these are lifetime sales:

Uncharted Series Lifetime Sales

Subsequently, current lifetime sales of select PS4 exclusives to date and corresponding attach rates based on 36 million units sold of the console itself. Caveats, obviously, these are newer than the older Uncharted games and some are available on PC. But these represent only console sales.

PS4 Exclusive Lifetime Sales

Pushing this one step further, let’s assume based on early sales trends that the PS4 will outsell the PS3 to upwards of 100 million (almost what the PS2 sold). Using this assumption, these are “potential” lifetime figures of the same select PS4 exclusives we just plotted at current attach rates:

Potential PS4 Exclusive Lifetime Sales

Which ultimately leads to my estimate of 8 million lifetime sales for Uncharted 4, assuming it achieves an attach rate of 7.50% which is comparable to earlier titles in the Uncharted series and a bit more than select titles currently available for the PS4 console. This is my built-in upside, as the title has already achieved gold status which is pre-order sales of 250,000 before it has even released.

Estimated Uncharted 4 Lifetime Sales

 

3004866-quantum_break_takedown

As for new Xbox One title Quantum Break, we’ll first look at historical sales of new exclusive titles available on “Original” Xbox and Xbox 360 platforms over the past few years again compared with corresponding console sales:

Xbox Exclusive Lifetime Sales

Now sales of Xbox One exclusives to date and attach rates based on 20 million consoles in the wild:

X1 Exclusives Lifetime Sales

Similar to what we had above, the following is “potential” lifetime figures assuming that the Xbox One sells exactly the same as its predecessor which is around 84 million. I am estimating less lifetime sales here than PS4 based on the Xbox One lagging for the foreseeable future.

Potential X1 Exclusives Lifetime Sales

Almost done. While Quantum Break isn’t a part of an existing series, I’ve charted how earlier games by Remedy Entertainment have sold on their individual consoles. Note these are not console exclusives except for Alan Wake.

Remedy Entertainment Lifetime Sales Final

And finally, this brings me to my Quantum Break estimate of 5.9 million lifetime unit sales. I have to assume the game has an attach rate similar to existing Xbox One exclusives like Halo 5 or earlier Remedy title Alan Wake rather than classic titles such as Halo: Combat Evolved or original Fable. And also, this assumes Xbox One again sells as much as the Xbox 360 which I think is realistic depending on how this generation plays out.

Estimated Quantum Break Lifetime Sales

 

Two MAJOR edits at this juncture: The Alan Wake sales figures above initially were high, as this is the figure was for the series overall. I have edited this to reflect Xbox 360 sales only which are around 1.5 million. Also, the big caveat that I didn’t properly convey is that at present Quantum Break is a console exclusive and it is available on PC but only via the Windows Store. Limiting distribution to one platform on PC rather than opening it up to others, namely Steam, will have huge negative implications for sales of the title overall. If MSFT doesn’t offer Quantum Break on the most popular PC distribution platforms at some point in its lifetime, and Xbox One doesn’t sell as well as Xbox 360, then my estimates would need to be revised downward.

Keep in mind, there are a ton of assumptions and estimates here. The bottom line is that I think Uncharted 4 has the greater potential when all is said and done, in that it’s the final installment in an established series going up against a brand new game in Quantum Break. This is despite higher historical attach rates for Xbox exclusives, as I think the Xbox One console could sell less than its competitor PS4 plus Quantum Break is an unproven brand. How do you feel about these assumptions and estimates? Do you think Quantum Break will actually sell more?

Sources: Sony Corp, Microsoft Corporation, Remedy Entertainment, NPD Group, Forbes, GameSpot, Amazon

-Dom

Quick Thoughts: Can The Division Replicate Destiny’s Success as a Shared-World Shooter?

Quick Thoughts: Simply put, can Tom Clancy’s The Division become as successful as its competitor Destiny, which made a record $500 million during its initial launch and was reported by Activision Blizzard Inc (ATVI) to be the top-selling new IP in North America and Europe in 2014?

 

Tom_Clancy's_The_Division

 

As noted in my previous article, publisher Ubisoft Entertainment SA (UBI) is releasing its biggest title of the year, Tom Clancy’s The Division, soon on March 8th. The shared-world, online shooter with RPG elements set in a frigid Manhattan is the firm’s biggest bet this year as it’s a brand new IP for which the firm expects it to “be one of the largest launches of a new brand in the history of the video game industry,” per CEO Yves Guillemot. And without an Assasin’s Creed title this year, and Watch Dogs 2 yet to be confirmed, The Division is the premier part of UBI’s calendar year portfolio.

Which leads me to my comparison to Activision Blizzard Inc (ATVI)’s hugely-popular online shooter Destiny. Stats from the firm’s reporting show the aforementioned record launch and even over a year later, the game has over 25 million registered users which have around 3 billion hours. It has yet to be seen if this success can be sustained through the decade-long plan that ATVI is rumored to have for the franchise, but with net revenues increasing last year to $4.6 billion (compared with $4.4 prior year), Destiny is a main contributing factor to the firm’s continued success as one of the world’s largest publishers.

 

ATVI 2015 Revenues

 

Going back to The Division, UBI hasn’t divulged their internal sales forecasts for the title in particular however they have released guidance of increased sales during final quarter of 2015-16 and relatively healthy full-year sales in 2016-17. From a consumer perspective, the game will scratch the same itch as Destiny from an RPG loot and leveling perspective however the key is its mechanics and narrative content, the latter of which was the main knock on Destiny when it first came out.

Based on this, it’s a fresh new IP that’s quite ambitious, so my personal take is if it delivers enough content between its story missions, side quests and “Dark Zone” PvP concept (which is an area many have compared to survival games where players can decide to either work together or fight against one another to collect the game’s best gear), I think that The Division can certainly compete with Destiny and even steal a portion of the games user base as ATVI hasn’t released new content since September 2015’s Taken King expansion. And ATVI announced that a sequel to Destiny won’t be out this year, which leaves the door open even further.

Whether it will generate $500 million in day-one sales or achieve 25 million users in its first year, that has yet to be seen, but the game is one of the year’s most intriguing releases.

 

Destiny Cover

Sources: Activision Blizzard Inc 4th Quarter & Full Year Financial Results 2015, Ubisoft 3rd Quarter 2015-16 Earnings, Xbox One UK.com

-Dom