NC Corporation (A036570) Earnings Call Transcript & Summary

November 16, 2020

Korea Exchange KR Communication Services earnings 77 min

Earnings Call Speaker Segments

Jason Lee

executive
#1

[Interpreted] Good morning. This is Jason Lee from the IR office. Today, we are slightly going to change the way that we proceed. I will be giving the presentation. After which, we will have the Q&A session. During the Q&A session, myself and also the CFO, Mr. Yoon Jae-Soo, will participate to answer your questions. And with that, let me begin my presentation on the third quarter. Third quarter sales totaled KRW 585.2 billion, representing an increase of 47% Y-o-Y and 9% Q-o-Q. Lineage M recorded an unprecedented rebound in revenue, while PC-based Lineage I and Guild Wars 2 also outperformed expectations, driving the performance this quarter. Operating profit posted KRW 217.7 billion, a jump of 69% Y-o-Y and 4% Q-o-Q, reflecting the performance of the top line. Pretax income was KRW 212.2 billion, and net income was KRW 152.5 billion. For your information, the third quarter YTD sales is KRW 1.8548 trillion, and operating profit is KRW 668.1 billion, which means the sales up to the third quarter of this year significantly surpassed the full year sales of last year. Next, let me go over the sales of each title. Lineage M third quarter sales grew 18% Y-o-Y and 53% Q-o-Q to KRW 245.2 billion. The third quarter revenue was the highest per sales -- per quarter sales since the first quarter of 2018. In addition, the Y-o-Y and Q-o-Q growth was also the highest to date. Lineage M's third anniversary update was hugely successful. A slew of players returned to the new server, and the master server content has become a clear incentive for the top-tier user group. With this update, the company has become more confident in the long-term success of the game. And I believe it is safe to say that we and, I believe, you should look forward to the new history to be created by Lineage M. Sales for Lineage II M increased -- decreased 27% Q-o-Q to KRW 144.5 billion. As was the case with Lineage M, we are experiencing a natural decline in sales for Lineage II M the first year after the launch. However, we believe the first anniversary large-scale update on November 25 will provide an opportunity for the top line to stabilize. Over the longer term, we expect Lineage II M to become a long-running game like Lineage M and a stable cash cow for the company. PC-based Lineage I sales was up 46% quarter-over-quarter to KRW 49.9 billion. The first large-scale update in a year attracted dormant users back to the title. Continuing on the significant rebound triggered by the remaster update, we expect this year will end with strong performance similar to that of last year. Lineage II sales increased 2% quarter-on-quarter to KRW 26.3 billion. After the large-scale war content, which naturally creates in-the-field battles and conflicts between users, gain popularity, this title has been posting steady performance. The response for the update in the fourth quarter has been positive to the degree that there is a waiting line for the new server added at the end of October, which leads to expectations of solid performance for this year and next. Guild Wars 2 sales rose 20% quarter-over-quarter to KRW 18.8 billion. The main driver of growth in the previous quarter may have been COVID-19. But in this quarter, the interest is growing around the news about the expansion pack, which has increased activity on the game and boosted sales. To meet user expectations, NCWest is currently focused on the expansion pack development with the target of launching next year. There is nothing specific to mention about Blade & Soul and Aion this quarter, but there are large updates and a wide variety of in-game promotions planned for the fourth quarter to improve sales. Lastly, royalty totaled KRW 58.8 billion, a decrease of 30% Y-o-Y and 6% Q-o-Q. Next, let me talk about expenses. Third quarter operating expenses totaled KRW 367.5 billion, an increase of 37% Y-o-Y and 12% Q-o-Q. Labor costs grew 37% Y-o-Y but declined 2% Q-o-Q to KRW 159.1 billion. The Y-o-Y increase is because of an increase in head count, higher wages and an increase in incentives paid. Marketing went up 31% Y-o-Y and 130% Q-o-Q to KRW 29.7 billion. Marketing spend in the second quarter plunged temporarily due to less business activity. However, we have restarted updates and in-game promotions this quarter, which led to the increase. In the fourth quarter, we have updates planned for core games and new game launches, such as Trickster M and FUSER, which should lead to an increase in marketing cost. Variable and other costs totaled KRW 162.2 billion, up 38% Y-o-Y and 17% Q-o-Q. This ends my presentation on the third quarter performance. With the strong performance of flagship games like Lineage M, Lineage I and Guild Wars 2, the third quarter was an opportunity for the company to prove once again its capabilities in extending the MMORPG life cycle. As we accumulate more success stories, our expertise in developing and servicing MMORPG games becomes more sophisticated. Based on such capabilities, the preparation of our future pipeline continues diligently. Blade & Soul 2, which will represent NCSOFT 2021, is scheduled to launch in the first quarter and preregistration for Trickster M has exceeded our expectations. Project TL successfully completed a large-scale in-house test in the third quarter and is on the path to a PC version Korea launch for next year. Pangya M and H3 have increased the diversity of our game lineup. And over the longer term, many console games are in development to be launched on a next-generation console platform. On the other hand, overseas launch preparations are going smoothly. Lineage II M will kick it off with Taiwan in the first quarter. After which, it will expand into other markets. For Blade & Soul 2, we want to launch overseas as soon as possible. The company's early investment in AI technology have also recently led to tangible results. AI is used extensively in game development and servicing. Not limiting ourselves to this area, the company recently announced plans to launch AI-based financial services and an entertainment platform. These initiatives are for the company's longer-term version -- vision to become a more competitive technology company. Based on our core IPs and advanced technology, we will continue to exert our efforts to become one of the most competitive companies in the global market. We look forward to your interest and support in our endeavors. Thank you.

Operator

operator
#2

[Interpreted] [Operator Instructions] The first question will be provided by Eric Cha from Goldman Sachs.

Minuh Cha

analyst
#3

[Interpreted] There are 2 questions that I would like to ask you. The first question is that for Lineage M and Lineage II M, what would be your outlook for the sales in the fourth quarter? In addition to that, for Lineage II M, when do you think that the overall top line will start to stabilize? The second question that I would like to ask you is that during the presentation, you did mention that for Blade & Soul 2 and for the Taiwan launch of Lineage II M, you are planning it for the first quarter of next year. Would there be any possibility that this time line would be pushed back further? And if so, what would be the reasons behind such a delay? In addition to that, for Blade & Soul 2, do you have any marketing events that you are currently preparing? The last part of the second question that I would like to ask you is about your pipeline. I do understand that internally there are many projects that are ongoing that have not been shared with the market. Would there be anything that you believe would be communicated with us or disclosed to the market in the near term?

Jason Lee

executive
#4

[Interpreted] So thank you for your question. Maybe I could give you a brief answer to the first question that you asked. In the case of Lineage M, if you look at the third quarter revenue, again, this is the highest per quarter revenue since the first quarter of 2018. So this is a game that is in its third year. And the fact that it can achieve such performance is something that we found to be very interesting. So as a result of that, as you already probably know, for the actual performance of our individual titles, there is some volatility according to how and how strongly we push the monetization or how we put less force behind it and also with regards to what type of updates take place in each quarter. So having said that, we also -- we do believe that the fourth quarter will be a bit weaker than the third quarter performance because the third quarter has been so strong. So as a result, we do intentionally want to pace ourselves a bit and put less emphasis behind the fourth quarter. If we talk about Lineage II M, and this is something that we have consistently said, for all of our MMORPG games, there is a general trajectory that the games show in the beginning in terms of the general moderation that we see. And as a result of that, I do believe that this game is no exception. So as a result, I think that in the fourth quarter, the overall trend will show a decline as we have seen with Lineage M. However, in the same note, we do think that for the overall stabilization, it will come near to the end of the fourth quarter. So for 2021, when you do your projections for the next year, I do think that if you take the overall revenues that we see past the fourth quarter, that, that should be the overall base case that you use for your projections. So again, for L2M, the overall stabilization, we believe, will become -- will come towards the end of the fourth quarter. To go on to the question that you asked about the schedule for Blade & Soul 2 and also for L2M Taiwan, I do believe that if we look at the overall progress to date and the reason why the overall launch schedule has been pushed back a bit, there is a very clear reason behind that. And that is because of the developments surrounding COVID-19. Because of the COVID-19 backdrop, we have been partially having some of the staff members work from home. And the regular work schedule only really started to be put in place in full from the third week of October. So as a result, in a phase in which we're -- at a stage in which we are in the last run up until the launch for this very large title, in actuality, it requires a lot of concentrated efforts between the different teams. And also, there needs to be a lot of work done in a short period of time. However, the fact that we were physically distanced from one another made such cooperation a bit difficult and challenging. So we felt that there was no need for us at this time to rush into a launch. So that is why we slightly pushed back the launch schedule. And different from times before in which there were design changes or other such reasons for us to delay the launch, I think that this is clearly a different type of situation. And for the L2M Taiwan schedule, it's for the same reasons that we just mentioned for Blade & Soul 2. So to answer your question about whether there would be further possibilities of a delay, I do think it all depends upon the external situation. Right now, again, we are working on a normal schedule with people in the offices. However, as we do enter into the winter season, there could be a resurgence of the COVID-19 situation or other external factors that may drive us to change our plans. However, as of now, internally, everything is going according to schedule. We are in the last finishing touches for the game in itself. So if there are no externalities, we do believe that we will be able to launch as planned. Another thing you also asked, whether we had any marketing plans planned for Blade & Soul 2. And in the past, if you look at what we have done, of course, we had, had physical conferences or events, which people gathered all together. And we did do intensive marketing through those opportunities. And I do believe that yourself, you have participated in these events before. However, in the current environment, we do think that such a showcase would be difficult to host. So as a result, we do have the first quarter during which we will be launching the game. And I think that as of now, we do have plans to maximize the marketing effect as much as possible but having very concentrated efforts taking place during that period of time. And as you are aware, of course, in addition to Blade & Soul 2, Aion 2 and Project TL, internally, we have a wide variety of projects that are ongoing. And so when we would actually be able to share that with you is, I think, something difficult to answer as of the current time. However, what we can say is that I do think that for next year, it is clear that we would be able to share a wide variety of games. It won't be just 1 or 2 games but a multiple number of games with you. So we would ask for your patience until then. And as you are aware, the market currently is in a time of growth. So therefore, we don't want to just depend upon our existing IP and the franchise that we have. But we do want to appeal to a new customer base, new users, through new games and new content in a new platform. So as a result of that, I do think that for next year, we will have a lot of news that we will be able to share with you.

Operator

operator
#5

[Interpreted] The following question will be presented by Sung Eun Kim from Macquarie.

Sung Eun Kim

analyst
#6

[Interpreted] There are 2 questions that I would like to ask you. The first is that I do understand that you recently launched the classic server for Aion. And in relation to that, if you look at the overall user number trends or the matrix and also in terms of the revenue, how do you see this actually playing out? What type of trends do you notice? And the second is about Trickster M. I do believe that there's a lot of preregistration that is taking place at a very accelerated pace. For the possibility of success for this game and the actual expansion into maybe new user bases, what type of users do you think that you would be able to attract with this game?

Jason Lee

executive
#7

[Interpreted] So to address your first question about the Aion classic server. Maybe before we talk about this server in itself, if you look at the third quarter and the overall performance and if you look at the PC-based games performance, for some games, for example, for Lineage II, at one time, these were games that were having trouble and were a bit weak, for example, of sales of KRW 50 billion or so. However, through various updates, as of 2020, last year, we have very strong performance from these titles. And this year, again, we also believe that it will be another very strong year. So we think that sales can go up to around KRW 100 billion. So I think that this type of rebound story is the type of power and the overall competitiveness that NC has as a company. So as a result of that, I think that we can do the same with Aion. Using the experience that we have had for the other IPs, what we have done this time around is that the classic server is actually based off of and a reinterpretation of the build that we had in April of 2009. So as a result of that, we do believe that this will appeal to a lot of dormant users and attract them back to the game. And usually, we don't share with you the various indicators that we have, but I can say that it has been very positive. So again, for Aion-based PC -- for PC-based Aion, I do think that as we have done with the Lineage franchise, we can expect a very good rebound for this game. So for Trickster M, I would have to say that this game to now is exceeding our expectations in terms of the performance. You may have seen from the press release that in terms of the preregistration overall trend, in 2 days, we hit 1 million; in over 9 days, we were able to hit 2 million. So as a result of that, this is an unprecedented level. And for us, we do find it to be very encouraging. And I do think that the reason behind this, there are probably a number of factors, but one is the overall market backdrop that we are in. So for the past 3 to 4 years, if you look at the overall mobile market, Lineage M has been leading the market in itself. And since then, there was a lot of games that hit the market in terms of being very similar in nature. So for the past 2 to 3 years, there have been people who are enjoying that type of game. And as a result of that, they have been appealing to, for example, a more mid-tier or mid-core user type. And as a result, the overall potential customer base, should we say, for the MMORPG market has expanded significantly. However, for the new users into this market, I think that if you look at what is available, the offering really hasn't fully satisfied the level of expectations that they have had. So as a result, within the MMORPG space, there has been a potential group of users that really haven't been catered to. And as a result of that, it's potential demand that we have seen there. I think that Trickster M really appeals to this type of potential user base. And as a result of that, we have had hit the nail on the spot. So for that, Blade & Soul 2 also, we think, is trying to appeal to the same type of user, which would be more of a mid-core gamer type. So looking at Trickster M, we cautiously believe that this could be a pre-indication for Blade & Soul 2.

Operator

operator
#8

[Interpreted] The following question will be presented by Dong Hwan Oh from Samsung Securities.

Donghwan Oh

analyst
#9

[Interpreted] There are 2 questions that I would like to ask you. For Aion 2, as the overall schedule for Blade & Soul 2 has been pushed back a bit, would there be a possibility that Aion 2 also would be pushed back with regards to the overall schedule? And the second question is that the company currently is collaborating with KB Securities and also December & Co. asset management for an AI-based securities brokerage type of service. What is the current situation surrounding that project? And what is the strategy going forward?

Jason Lee

executive
#10

[Interpreted] So as mentioned before, for Blade & Soul 2, right now, the schedule is the first quarter of next year. And as a result of that, for Aion 2, we also are looking at next year, and the development is taking place accordingly. Of course, if Blade & Soul 2 would be pushed back significantly, then there is a possibility that Aion 2 could also get pushed back. But since it's the first quarter, I think that Blade & Soul 2 will take place in the first quarter. And then the second half would be the timing for Aion 2. And to talk about the second question about the AI-based securities brokerage. I think that as a company, we were one of the first through this type of earnings conference call to actually mention AI and talk about AI. So in that area, this is something that we started to talk about a long time before. And as you have probably seen in the newspapers and also through media, within our organization, we actually have a very extensive AI organization that has been working on the technology for a very long period of time. So up until now, of course, a lot of the focus of development has been for AI engine that could be used in the gaming area. However -- and in actuality, we have applied the technology to various games. However, now we think it's the time to take it one step further and look into finance. And the reason why we do believe it is possible to do so is because for the level of technology in itself, for AI technology that we hold, it has been recognized by various AI professionals to be top tier and top level. So as a result, we do believe that, that has enabled us to have this type of opportunity in other forms of business. So as you have seen in the news, we do have a partnership with KB Securities that will be focused on robot advisory technology and also the NC-based -- AI technology that we have here. However, for the details about the business plan and what we want to do, I think that today is probably not the right time to do so, and we will have other opportunities in the future to talk in more detail about this in separate opportunities. However, one thing that I would like to emphasize today is that for the company and for the AI technology that we have, we don't believe that we need to limit ourselves to only games, and we do think that there will be a wide variety of applications that we would be able to enjoy. And we also think that there are many business opportunities that will open to us because of this technology. So we don't want to limit ourselves to just games or to just finance. But we do think that this is something that can be applied to a wide variety of areas. And so that's what we're looking forward to.

Operator

operator
#11

[Interpreted] The following question will be presented by Jingu Kim from KTB Investment & Securities.

Jingu Kim

analyst
#12

[Interpreted] There are 2 questions that I would like to ask you. The first is that you have FUSER launched and right now, in terms of the initial performance for that game, what type of trends do you see? And in actuality, for your future mobile-based games and other console games, what type of games do you have in your pipeline that you would like to see going forward? And in addition to that, for those games in terms of cross play or cross platforms or for cloud-based games, what type -- what would be available in those areas? The second question that I would like to ask you is about UNIVERSE. What type of business model will UNIVERSE have? And what is the mid- to long-term plan for this service? And in addition to that, do you believe that UNIVERSE has the potential to create synergies with the existing game business that you have?

Jason Lee

executive
#13

[Interpreted] So maybe to first talk about FUSER. It's only been a couple of days since the actual launch has taken place. So in actuality, we don't have the data available yet to give you any discussion about what the overall trends would be. If you give us a bit more time, then I do -- and ask the question again then, then I do think that we would have more information that we will be able to share with you. And to answer the second part of your question about mobile and also console games for the future. I think that we already have shared with you a number of games. And in addition to that, as we have said many times before, we do have more games within the pipeline that we are currently developing. And that does include console-based games. However, as we have seen with Lineage M and Lineage II M, there is a cross play even now that is taking place across the PC and mobile areas. So cross play is very active at the current time. What we're trying to do is expand and broaden that platform, the number of platforms to include consoles. However, if we do include consoles, technically speaking, it's actually not very difficult to do so. It's more of a business decision about whether we want to pursue a certain platform or whether we don't want to pursue that platform. So as a result of that, I think that it's safe to say that going forward, for most of the games that we will be launching, cross play would be something that would be enabled. However, that have been said, it is, again, a business decision. So it does depend upon how we view the users that are using that platform and whether we want to appeal to that user base. So it is a decision that we will be making selectively. However, cross play and enabling it will be the default situation for games going forward. And as cross play becomes more active and as this becomes more popular, I do think that if you look at one of our key competitive edges, it is that we're able to run games that are massively multiplayer in nature. So that have been taking place is -- as cross play becomes more and more mature and more and more of the norm, that means that for companies like us that know how to operate and know how to service these games, it actually opens the door to even more opportunities from a business standpoint. So as a result of that, this is an area that we want to reinforce going forward and ultimately be able to leverage for the future. And to talk about UNIVERSE, I do believe if you look at the situation today that there is a lot of interest about fandom and the fandom platforms right now. K-pop has become a mainstream music genre. And as a result of that, the demand for such content has been increasing significantly. So you may ask why, as a gaming company, we would be interested in this area. And I would have to say that game, of course, at the end of the day, is content. And for content -- for all content industries alike, I think that the importance of IPs is continuously increasing. And this is a trend that we have seen. So for ourselves, of course, we do want to be able to secure more IT -- IP content, more IPs. And as a result of that, I do think that within that segment, K-pop artists could be a form that we would be able to enjoy. However, that have been said, we are not an entertainment company. And however, if you look at the recent situations, for example, if you look at BTS' reaction videos or so and if you look at the background there, not only do you see, for example, Taylor Swift posters, but you will see game-related posters or game-related content that these people enjoy. So as a result, I think that at the end of the day, there are an overlap or there is some commonalities within the potential users or the people who are consuming this content. So at the end of the day, we think that these people can become our potential customers. And in an area in which we do want to have a greater global presence, we do believe that having a platform to actually gain exposure and to acquire new users would be beneficial. So of course, if you look at the leading entertainment companies in Korea, most of them do have their own fandom platforms that they have developed. But NC, being NC, we do believe that there is a point of differentiation that we would be able to provide in terms of providing the content. And also, in terms of the various IT -- technology that we would be able to use, including AI, that can be applied on this platform. So of course, the entertainment companies have their own developers and are trying to put their own efforts behind developing their platforms. But again, I do think that there is a point of differentiation that we are able to provide to them, whether it be for the technology or whether it be for the planning capabilities or the art works that we can put into the platform. So this is a differentiated service that we would be able to provide. And as a result of that, we do think that there will be many opportunities through which we will be able to utilize it.

Operator

operator
#14

[Interpreted] The following question will be presented by Taewon Kim from UBS.

Taewon Kim

analyst
#15

[Interpreted] The first is about Project TL. You did have your internal testing. What type of response did you get? Is there any feedback that you would be able to share with us? The second question is about the AI-related businesses that you have as a whole. Is there any specific investment number maybe or CapEx that would be related to this business that you would be able to share? And in addition to that, does this signal a change in your overall equity investment or maybe M&A strategy?

Jason Lee

executive
#16

[Interpreted] From August to September, we did have large testing -- large-scale testing done with the internal employees at the company for Project TL. And of course, because this was testing that was done for the purpose of checking the overall game appeal and the game functionalities and was not a marketing event, if you look at the feedback, you can see that the developers in-house can be very picky. And they have -- they can be very strict. So we do have a large amount of feedback that they have provided. But I think that at the end of the day, if you look at the general comments that we have given back -- that we have received, the overall siege warfare or the group battle function has appealed. And I think that they do find it to be very competitive. So I think that it was an opportunity for us to gain more confidence that this can be a competitive point for this game. And as you are aware, if you look across the board from Lineage M to Lineage II M and also going back to, for example, PC-based Lineage II, if you look at the overall situation, the siege warfare or the group battle functions of these games have been a very clear competitive edge for us in having a dominant position within this market. So I think that, that, once again, is something that we have been able to achieve through Project TL. And as a result of that, we did find the results to be very encouraging. And the second question that you asked was related to the investments related to the MI -- AI-related projects. I think that as we have already disclosed, for the artificial intelligence financial service JV, we have made a KRW 30 billion investment into December and Company asset management, and our stake represents 17.6% accordingly. With regards to whether this signals a change in our equity investment or M&A strategy, I think that for the basic M&A strategy and the position that we hold, there's no large difference. As has been in the past, our current position is that if there is an area in which we can utilize the technology we already hold and create more business opportunities that we believe will be a good fit, then those are opportunities that we are interested in looking at. If you look at, for example, this case around and the financial services, it is an expansion of the existing AI technology that we have. And as a result, we do believe that an extended application is something that would be interesting. So that is why we went ahead with the equity investment. So we don't think that the basic framework of our strategy has changed. And going forward, whether it be in a technology side or whether it be on a competitive side, if there are areas in which we will be able to utilize what we have and also develop it further, then I think that it would be safe to say that we will continue to look for such opportunities, whether it be in the form of an equity investment or possibly even an M&A in the future.

Operator

operator
#17

[Interpreted] The following question will be presented by Stanley Yang from JPMorgan.

Stanley Yang

analyst
#18

[Interpreted] So there are 2 questions that I would like to ask you. First is about the labor cost expectations for the fourth quarter. How much do you think labor cost will be? And going into next year, what is the overall expectations in terms of how much labor cost will increase? I do think a lot of it will depend upon how successful Blade & Soul 2 is. But what is the overall forecast that you have as of the current time? The second question is related to your intentions to launch Project TL next year and also Aion 2 in the second half of the year. If you take all of that into consideration and include Blade & Soul 2 launch in the first quarter, that means that there will be 3 large-scale games launched in 1 year. Historically speaking, the company does not usually launch more than 1 game on -- a large-scale game per year. So do you really think that it's the right strategy to be launching 2, 3 games per year? So in terms of your comments, I do understand that maybe the development is already in place, and so you would be in a position to launch if you wanted to. But from a more strategic standpoint, if you -- after you launch Blade & Soul 2, if you were to focus on one more game to launch during the year, between Aion 2 and Project TL, where do you think more of -- which way would you be heading?

Jason Lee

executive
#19

[Interpreted] First, to talk about the labor cost. If we look at the short term and the fourth quarter, labor cost across the second quarter to third quarter has been very stable. And I think that the fourth quarter will be no exception. So we don't foresee any big change in the overall labor cost for the 4Q. And if we talk about 2021, naturally, as we have seen in past history, in a phase where the company is growing and continues to be very successful, labor costs will increase. Next year, we do believe that there will be a lot of growth taking place. So as a result of that, naturally, there probably will be a head count increase of a single digit level, maybe between 5% to 10%. And added to that, on a Y-o-Y basis, there will be wage increases also that will have to be taken into consideration. I think that for labor cost and forecasting it, the big variable will probably be the incentives paid. And for Blade & Soul 2, if the level of success is similar to that of Lineage M or Lineage II M, then of course accordingly, there will be similar incentives that we are planning to pay and also will be paid to the team that has been behind the game. So that would push up labor cost further. So in the overall forecasting, of course, for the organic growth, I think that you can imply it as is. And the big variable will be how successful Blade & Soul 2 is. But I think that if the incentives are very large, then that is an indication that the overall game has been hugely successful. And as a result of that, that our top line will be increasing significantly. So I don't think that you should put too much concern behind that. And to talk about the second question that you asked about the overall schedule and pipeline going forward. Because you have been covering our company for such a long period of time, you are probably very familiar with the fact that in the past, for the game launches that we had, the overall interval between launches was, for example, 5 years. So it was a much longer period of time. However, as we entered into the mobile era, if you look at the time between Lineage M and Lineage II M, it was around 3 years. And then if you look from Lineage II M to the first Q next year launch of Blade & Soul 2, it's about a year and a couple of months. So I think that structurally speaking, we're in a phase in which the overall launch schedule or the launch pace is being accelerated. So we do have more launches that are closer -- that are more closely scheduled together than what we have had in the past. And why this is taking place is because I think that we do have, as mentioned before, a lot of different and a wide variety of projects that are taking place. We can't share all of this with you unfortunately here today. But we also have aspirations to be very aggressive on the global market and making roads overseas. So in addition to what we have discussed today, there are many projects that are currently in the pipeline. And this would represent not maybe like 3 or 4 or 5 games per year but a lot more that would be able to reach the commercialization phase in a very accelerated pace. So I think that if you look at the pace that we're looking at for next year and the year before and the year after that, which would be 2021 to 2022, I don't think that you should believe that 2 to 3 games per year is a lot because there's going to be a lot more coming, and it would be across a more wide variety of platforms. So this is not only for the Korean market but also for a wide variety of overseas markets that will also be included. So for the next 2 years or so, the launch schedule will be more packed. And as a result of that, I think that it's difficult to say in terms of the sequence of the launches what will come first or what will be later as of the current time. But I think that we can say that from whatever standpoint that you look at it or from whatever viewpoint, it will be a very robust pipeline of games that will be coming to the market. So as a result, if you look at, for example, just the domestic market for MMO games, there is -- after a game launches for the initial acquisition of users, usually, that takes around 3 months. And then in actuality, that process is almost complete. So that means that, theoretically speaking, the interval could be much shorter than it currently is and still not have big issues. In addition to that, if you look at the variety of games, we're not only looking at the same genre games, but it's a wide variety of different contents or different types of games. It's a wide variety of different types of addressable markets that we're using -- looking at in terms of the user bases, and it's a much wide variety of viewpoints in which we're trying to take in the appeal of the games in itself. So from that standpoint also, I think that going forward, again, the interval that you see between the launches will be shorter than what you have seen in the past.

Operator

operator
#20

[Interpreted] This brings us to the end of the fiscal year 2020 third quarter earnings results by NCSOFT. Thank you. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]

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