NC Corporation (A036570) Earnings Call Transcript & Summary
February 8, 2023
Earnings Call Speaker Segments
Operator
operator[Foreign Language] Good morning and good evening. Thank you all for joining this conference call. And now we will begin the conference of the fiscal year 2022 fourth quarter earnings results by NCSOFT. This conference will start with a presentation followed by a divisional Q&A session. [Operator Instructions] Now we shall commence the presentation by NCSOFT.
Jason Lee
executive[Interpreted] Good morning. This is Jason Lee, Head of IR at NCSOFT. Thank you for participating in this conference call for the fourth quarter of 2022. Now let me begin my presentation with the earnings highlights for the full year of 2022. For the full year 2022, sales totaled KRW 2,571.8 billion, representing an increase of 11% year-over-year as the result of Lineage W's global success was captured in full. Operating profit posted KRW 559 billion, up by 49% year-over-year, driven by top line growth and more efficient marketing. Pretax income was KRW 624 billion, an increase of 27% year-over-year and net income was KRW 452.6 billion, up by 14% Y-o-Y. In the case of 4Q sales, it moderated to KRW 547.9 billion, showing a decline of 28% Y-o-Y and 9% Q-o-Q as the sales of key mobile games softened. Operating profit was KRW 47.4 billion, a decrease of 57% Y-o-Y and 67% Q-o-Q. Q4 pretax profit and net income, both turned into the red due to an increase in nonoperating expenses stemming from a stronger one. Next, let me go over the full year 2022 sales of each game. Mobile game sales reached KRW 1,934.3 billion, representing growth of 20% Y-over-Y; this is the highest sales we have had since we started the mobile game business. The sales of the 5 PC online games combined was KRW 390.4 billion, a decrease of 8% Y-o-Y. The company continues to expand the life cycle of our PC online games by leveraging our unique live service operational capabilities. In particular, Guild Wars 2, though it is in its 11th year since launch, still was able to achieve a strong growth of 29% Y-o-Y. Royalty totaled KRW 157 billion, a decrease of 9% Y-o-Y. To look at the Q4 performance by game, Lineage W came in at KRW 176.9 billion, a decline of 10% Q-o-Q. In the fourth quarter we successfully completed a large-scale update to celebrate the first anniversary of the game. We were able to confirm more enthusiastic and active participation of global users in battles. Going forward, we will focus on maintaining stable performance by providing a wide variety of play contents. Lineage M posted KRW 112.8 billion, a decrease of 23% Q-o-Q due to some moderation in the intensity of business activities. Lineage M to this day still enjoy solid user traffic levels that are difficult to believe for a game in its seventh year. In the future, we will continue to ensure that this momentum is continued by releasing [ continuous ] and also high-quality updates. Lineage 2M recorded sales of KRW 82.3 billion, a decline of 4% Q-o-Q. In the fourth quarter, there was the third anniversary update and new server openings, which attracted a lot of new year's and the return of dormant users. Based on this more user traffic, we will exert efforts to continue stable performance in the future. The sales of the 5 PC online games together was KRW 104.4 billion, an increase of 70% -- 17% Y-o-Y and 7% Q-on-Q. As new contents were released, Lineage 1, Lineage 2, Aion and Blade & Soul all achieved quarter-over-quarter growth. Guild Wars 2 sales was KRW 22.7 billion, which was up 2% Y-o-Y but down 9% Q-o-Q. Despite being a title with more than 10 years of service, Guild Wars 2 still enjoys a strong recognition and also highly loyal user base as a well-made MMORPG. With the recent changes in the competitive landscape in China, both sales and user traffic in China have grown significantly. Royalty totaled KRW 38.9 billion, a decline of 10%, both Q-o-Q and Y-o-Y. Next, to break down full year 2022 performance by region, Korea sales was KRW 1,624.6 billion; Asia KRW, 625.2 billion; North America and Europe, KRW 165 billion; and Royalty 157 billion. Of these numbers, the growth of 40% Y-o-Y in Asia and 44% Y-o-Y in North America and Europe stands out the most. For your information, overseas and royalty 2022 sales totaled KRW 947.2 billion, an increase of 29% Y-o-Y, which is the highest level in the history of the company. The contribution from overseas and royalty sales to total sales continues to grow year after year. In 2022, it accounted for approximately 37%, and we plan to increase this percentage with new global game releases. Next, let me discuss Q4 operating expenses. Q4 operating expenses totaled KRW 500.5 billion, which is a decrease of 23% Y-o-Y but increase of 9% Q-o-Q. To break it down by line item, labor cost was KRW 232.6 billion, down by 9% Y-o-Y, but an increase of 23% Q-on-Q, which was driven by special bonuses given to all employees and incentives related to the success of Lineage W. Marketing expenses decreased 59% Y-o-Y, but as marketing for mobile games increased, it was up 24% Q-on-Q to KRW 48.1 billion. Depreciation was KRW 26 billion, which is an increase of 1% Y-o-Y, a decrease of 3% Q-o-Q. Variable costs and other expenses totaled KRW 193.8 billion, showing a 22% decline Y-o-Y and 5% drop Q-o-Q as distribution fees decreased with less mobile game sales. Despite the uncertain business environment in 2022, the company was once again able to highlight our solid live service operational capabilities with Lineage W hitting KRW 1.32 trillion in total sales since launch and Lineage M firmly maintaining its top position in the Korean mobile game market. In 2023, we are planning to launch a wide variety of new games that are based on this key competitiveness into the global market. First for TL, which is one of the most anticipated games in 2023, we will run its final test from February 21, after which we will engage in full marketing activities leading up to the first half launch as scheduled. So we ask for your interest and support. In the not too far future, we will have a separate event during which we will be able to share more detailed information about TL. So please wait for that event. In addition, the preparation for the 4 mobile games aiming for 2023 launch are also going smoothly. All 4 games are of a non-MMO genre, but we are applying some of our MMORPG development know-how in areas it fits to provide different and unique gameplay. More details about these games will be released during this first quarter. Finally, with top priority on enhancing shareholder value, the company has maintained a long-standing policy of providing cash dividends equal to 30% of net income to shareholders. This year, again, we have decided on cash dividend of 30%. Moving forward, we will continue to diversify our portfolio to represent a wider genre of games and continue to achieve higher growth in the global market to ensure we can further strengthen shareholder value. Again, we look forward to your interest and support in our endeavors. Thank you.
Operator
operator[Foreign Language] Now Q&A session will begin. [Operator Instructions] The first question will be provided by Eric Cha from Goldman Sachs.
Minuh Cha
analyst[Interpreted] There are 2 questions that I would like to ask you. First is with regards to your key mobile games, if we were to ask for some guidance about the direction of performance for the first quarter. What would that actually look like, in particular for Lineage W and now we are in its sixth quarter, so should we deem that this game has entered its stabilization phase? The second question that I would like to ask you is about, during your presentation, you did mention somewhat about the pipeline going forward. But is there more details that you were able to provide. For example, for Project G, is it still valid that it will be opened within the first quarter? And in addition to that, I do believe that previously, there was some mention about some IP collaboration that may be a possibility working with other companies. Is that still something that you have planned? And would that still stand valid?
Jason Lee
executive[Interpreted] So thank you for your question. Maybe to first talk about Lineage W. If you look at the numbers for [indiscernible], I do think that when you compare this game to the likes of Lineage M or Lineage 2M, you can see that the decline rate up into the fourth or fifth quarter somewhat is in line with our previous games. So we do believe that going into the first quarter, that for this game, it would be safe to deem that it is almost close to the stabilization period. Of course, whether it will be at the same rate of decline that we have seen for the previous games or whether it will actually soften a bit more is something that we will have to wait and see when it actually happens. But I do think that it would be that the game has now entered into the stabilization phase and that would stand valid. So taking this as the overall base, what our overall objectives would be for this game is that until the end of 2023, as we have done with Lineage M and 2M, we want to make sure that this is the level that we will continue to maintain and continue to support. And in terms of the daily rate numbers, I do think that this is something that you will have an opportunity to be able to confirm soon. However, in terms of whether it's reaching a stable level, I do think, again, that it's safe to say yes.
Hong Won-Jun
executive[Interpreted] And also with regards to more details about the pipeline going forward, I think that during the opening remarks that Jason has provided, that was a very good overview for our pipeline going forward. And added to that, I think what I can say is that the general stance that we have for our mobile games about the discussions about more details on a game to game level. For new games going forward, I think that the main channels of communication are to be in sync and also the development teams that are in charge of the actual game development. So I think that we want to provide and be able to communicate the details through these levels going forward as a general stance of the company. So as a result of that, at this event today or during this call today, what I can actually say is that in addition to TL, as we have mentioned before, we do have a lineup of 4 additional games that are of a non-MMO in nature, which we are planning to launch by the end of 2023. And about the more specific details about each of these games and how the progress is going forward, I do think that through other events and other opportunities, we will have the opportunity to provide more detail. So I do believe that you may have had the opportunity to see the overall video that came out for PUZZUP. It was released a couple of days ago. And if you look at the number of views, we believe it's very encouraging. In addition, during the first quarter, of course, one by one, we will have different opportunities to actually introduce our new mobile games. I think that in terms of the overall sequence, it will go from Project R to Project G and then maybe to Blade & Soul S. Maybe you take them in -- taking them in reverse order. For Blade and Soul S, this is a collectible RPG that will be launched within the Group 1 areas of regions. In addition to that, for project R, this is a mobile game in which, again, the launch area would be Group 1. And then for PUZZUP, we're looking at a global type of market situation. And then for Project G, I don't believe that we have specifically said that we would open this game in the first quarter. I think that it is that we want to introduce the game during the first quarter, but in terms of the actual genre, this is something that we haven't disclosed as of yet. And I do think that there will be other events which we will be able to provide you with more information. And lastly for the question that you asked about the possibility of IP collaborations with other companies that have IPs, I do think that, as we had mentioned in the previous call, this is always an area in which we leave open and are open to in terms of opportunities. In addition to that, as Jason mentioned during the opening remarks, I do think that in the very soon future, not too far future, that there will be opportunities in which we will be able to convey more information. And in addition to that, again, the same thing that I said before about our communication stands being that the development teams and launch teams that are responsible for the different projects would be responsible or in the lead for more direct user communication also is applicable to this situation. And just so that there's no misunderstanding. When we talk about possible collaboration, it's not just limited to IPs. Of course, when we look at possibilities of working with other companies, it would be on a global basis for a wide variety of different types of business strategies.
Operator
operator[Foreign Language] The following question will be presented by Jingu Kim from Kiwoom Securities.
Jingu Kim
analyst[Interpreted] I just have one question that I would like to ask you. During your presentation, you did mention that for Guild Wars 2 in China, you have been able to see a significant growth on the top line and also in terms of the traffic levels. And in addition to that, that you see there is a change in evolution taking place within the competitive landscape. So if you could elaborate a bit more about what changes you're actually noticing within the Chinese market, that would be appreciated. And in addition to that, for Guild Wars 2 specifically, if you could share out of the top line and also in terms of traffic, how much 0China actually contributes to this game. And in addition to that, what type of upside you would see to those numbers going forward? I think that anything that you would like to highlight with regards to this game would be appreciated.
Jason Lee
executive[Interpreted] So on your question, as you are already aware, in terms of the individual game basis, in terms of top line and also traffic numbers, this is something that, unfortunately, we are not able to share with you, and that would also be the same story for Guild Wars 2. However, as you have been already able to see in China, World of Warcraft has suspended its services. And as a result of that, if you look at the overall MAU numbers and top line numbers for Guild Wars 2, although we would not be able to share specific numbers with you, have seen a strong increase in those numbers. I think what this actually means to us is that if you look at, well, of course, this is a game with a very strong and well-known franchise, if you look at it in size, I think WOW would be on par to may be the likes of Final Fantasy. And that would be about it. But what this actually means is I think that -- from a user level is that users have very specific needs that they want to have satisfied. And if you are able to come up with a product that meets that level and meets that demand, that there is an opportunity that you can actually capitalize upon. So I think that this applies to this situation. And this is true not only for China, but I do believe for other markets also. So there is a demand that would be a very stable level that is available within the market as an addressable demand. If we're able to come up with a product that satisfy that, then that does provide you with a very good opportunity. So I think that, that applies for other markets and also, of course, China.
Operator
operator[Foreign Language] The following question will be presented by Dong Hwan Oh from Samsung Securities. .
Donghwan Oh
analyst[Interpreted] Yes. Thank you. The questions that I would like to ask is related to your expenses. If you look at Q4, I think that the level of incentives that were paid out were larger than we had expected. So the question that I would like to ask is that for 2023, in terms of your hiring plans and also in terms of the plans or the budget that you have for incentives, if you compare that to 2022 on a Y-o-Y basis, what would that increase actually represent? In addition to that, in 2023, you do have a full lineup of new games that you are going to launch. So if we talk about the marketing activity related to that, maybe as a percentage of revenue or in terms of absolute numbers, what do you believe that, that would represent?
Jason Lee
executive[Interpreted] So thank you for your question. If we look at the first quarter. First, in terms of the labor cost, I do think that what we can say that as a trend, that the first quarter would represent a lower level in labor cost versus the fourth quarter, so on a Q-o-Q basis because there will be less incentives that would be paid. If we look at 2023 as a full year, then I think that the overall stance that we have would be, as we have mentioned during previous calls, to maintain cost efficiencies. So as a result of that, in terms of the number of headcount, we don't foresee a large increase from the current levels. If you look at our past trends in terms of how much hiring has actually taken place and how much the headcount has grown. In 2020, there was around 13% growth; in 2021, around 9%; and in 2022, around 2%. So for this year, again, we don't think it will be very different from what we have seen previously. And in terms of the more specific numbers, I do think that this is something that we will be able to provide as the year passes and as we are able to provide you with more updates. However, that have been said, of course, as you are aware, there are many IPs that we are planning to launch at a global scale. And with that success, I do think that there will be various performance-based incentives that would be paid out. Of course, we think that this is good because it means that because we are able to enjoy a higher top line, that the incentives related to that would also increase. So we think that this is a very positive scenario. And we also hope that it is something that will come true.
Hong Won-Jun
executive[Interpreted] For the marketing side, again, because of the various cost efficiency efforts that we have put in this year, if you look at marketing as a percentage of revenue, it has been -- for 2022, rather not this year. But for 2022, it has standed at 7%. And if you look at it on a Y-o-Y basis in terms of the absolute level of marketing spend, it has come down significantly by 33%. So we do think that this is due to the awareness that we have increased about marketing. This year, again, we will have, again, a lot of global games that will be launched and released. And as a result of that, of course, that means that there needs to be marketing activities, and we do think that they will continue to be so. So as a result, we do think that marketing will trend a bit higher. However, what we are aiming to do, and this is to be very cautious in trying to make this happen. We want to ensure that we can keep our marketing spend within 10% of our overall top line.
Operator
operator[Foreign Language] [Operator Instructions] The following question will be presented by Seyon Park from Morgan Stanley.
Seyon Park
analyst[Interpreted] There are 2 questions that I would like to ask you. First is that for TL, I do understand that this is a game that will be published by a global publisher. So if that is the situation, then wouldn't it be that the marketing spend for that launch would be mostly taken by the publisher that you are working with or shared with that. If that is not the situation. So the reason why I'm asking that is if that is the situation, then regardless of that situation, do you mean that marketing will continue to rise even if that plays out in that manner. And if so, what would be the reason? Why would your marketing spend increase versus the previous year? Secondly, I would like to ask you about China. Recently, China has been providing more licenses to the operators. And as a result, I would like to ask for NC if you see any change in your Chinese strategy. For example, whether it be for new game launches or for the existing IPs that you have, do you have any plans? Or what are your thoughts about maybe launching into the Chinese market?
Jason Lee
executive[Interpreted] So thank you for your question. I do think that the point that you have taken is something that would be a general practice within the market. So if we do work with a global publisher, then, of course, that would be that on the marketing spend, the marketing burden would be less. So I was not trying to say that marketing in general would be increasing. But rather for the existing games that we have and on the marketing there, of course, as we mentioned before, we do try to make it more efficient. And there is a very strong awareness of the necessity of this within the company. So as a result of that, I do think that everyone is being very mindful to be disciplined in terms of how marketing is being executed. However, that have been said, of course, for marketing with regards to the TL launch and also in addition to that, we also have 4 additional mobile games that we're planning to release this year necessarily. Of course, there will be global marketing that would be related to that. And in addition to that, I think that in terms of how we spend the marketing, we are trying to monitor more closely what the efficiencies are per marketing channel and what type of results we're actually able to reap as a result of the marketing activities that we have engaged upon. So again, I was not trying to emphasize that we believe that marketing will increase going forward because that's not the situation. But rather that there are areas in which we are going to spend marketing. And as a result of that, we are going to ensure that we will make sure that, that marketing is as efficient as possible.
Hong Won-Jun
executive[Interpreted] And to address your second question about China and our plans for China, of course, we continue to monitor the Chinese game market very closely and the developments that are taking place and internally try to prepare for situations that may arise. That has been said, there was the first wave of license announcements coming from China that we have seen. We do hope that there will be additional announcements in the future also, maybe a second wave. And accordingly, one of the hopes that we would have for the future is that when the time is appropriate, that we would have more exciting news to share with you at the appropriate time. But that have been said, I think that for China in general, there's nothing specifically to talk about in terms of IP as of now. But what we can say is that if you look at our past history, when we were talking about Blade & Soul as a PC online game. And if you look at the peak revenues that we were able to enjoy from Blade & Soul in China versus that of Korea, China did represent 4x that of Korea. So I do think that this means that Blade & Soul as an IP in China is a very powerful IP. So as a result of that, I do think that is just something that we would like to see what happens going forward with and that would be the situation there.
Operator
operator[Foreign Language] The following question will be presented by Junhyun Kim from HSBC.
Junhyun Kim
analyst[Interpreted] So thank you for the opportunity to ask questions. I do have 2 questions that I would like to ask you. First is about TL. You did mention that TL right now would be running some final tests. And if that is the situation, in those final tests, are the overseas users also going to be included in this test? And how are you going to play this out so that you can attract more overseas users into this game. So is there -- I do understand that you're working or that you may work with an overseas publisher and select the publisher to work with you, but what would be our NC strategy on this point? The second question that I would like to ask you is about AI. AI is receiving a lot of attention recently. And I do understand also that NC is investing into AI and that you have various projects ongoing. So with regards to an update on that point, are there any areas in which you would be able to apply AI to your games or maybe commercialize AI? What would be anything that's happened in there?
Jason Lee
executive[Interpreted] So for TL, for the final tests that we're running this time, it would be for only Korea users. And as we have mentioned during our opening remarks, if and when we do select a partner to work with for TL, then I do think that then we might run some global tests and also have some marketing that activity that we would engage upon. However, for the details of that. I think, again, this is something that you would have to be a bit patient for. So we will make sure to come out with something in the not-too-far future.
Hong Won-Jun
executive[Interpreted] I think that the second question that you are asking would be related to Chat GPT. For this, of course, within our R&D organization, we do have people that are looking at this topic and are exerting a lot of efforts in terms of research of that. So as a result of that, we're in the process of looking at models, which we are internally developing last year, we did complete our overall testing with a midsized model. And the overall objective under which we are trying to develop something is to be able to use this GPT model for our game production and also in terms of developing various game contents. So as a language model, we do think it has the potential to be expanded into story creation, also character creation and also increasing the interactiveness of our games. And going one step further, we also have existing 3D character production technology and massive multiplayer access game operation technology that we were able to combine Chat GPT with so that we would be able to create more immersive experiences for our users. And internally, at the end of the day, we also believe that there's potential to take this down the road to also various [ human ] digital projects. So this is something that we are putting research efforts behind. And I think that in future opportunities, again, the research team may have chances through which they would be able to communicate more about this with you.
Jason Lee
executive[Interpreted] Maybe and closing the -- and ending the conference call, there is just one thing that I would like to really point out and that is that this year, we do think that it would be a new year of trying out new things. So that have been said, for the first quarter in itself, maybe not the full quarter, but towards the beginning of the year and for the time being, from the existing game lineups that we have, we do think that the overall performance of that will moderate out a bit. However, the focus that we would currently have is for the future. So for the growth momentum that we want to build up and also the strategy for that, and we want to ensure that we can build something over -- that will last over a mid- to long-term period. So our efforts are being exerted in those areas. And of course, for our day-to-day communication, you do have the IR team available to you. And they're very accessible. We do understand the challenges that we are faced with, and we are trying to build the best strategies to deal with those challenges. To this end, we do look forward to your continuous interest and support. So with that, maybe we can end today's call. Once again, thank you for your attention. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]
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