Netmarble Corporation (A251270) Earnings Call Transcript & Summary
February 9, 2023
Earnings Call Speaker Segments
Operator
operator[Interpreted] Good morning and good evening. First of all, thank you all for joining this Conference Call, and now we will begin the Conference Call for the Fiscal Year 2022 Fourth Quarter Earnings Results by Netmarble. [Operator Instructions] Now, we shall commence the presentation on the fiscal year 2022 fourth quarter earnings results by Netmarble.
Unknown Executive
executiveGood morning. I am [indiscernible] of Netmarble's IR team. I would like to sincerely thank investors and analysts for joining Netmarble's 2022 fourth quarter and full year earnings release conference call despite your busy schedules. Today, we have CEO, Young Sig Kwon; CEO, Gi Uk Do; President of Global Headquarter, Seungwon Lee, and other members here to answer your questions after the earnings release presentation. Please note that contents we will be presenting to you have been prepared before the completion of the external audit. Thus, some contents may change subject to the audit outcome. And now, CEO, Gi Uk Do, will deliver the earnings release presentation.
Gi Uk Do
executive[Interpreted] Good morning. This is Gi Uk Do. Let me begin the presentation with a 2022 full year earnings summary. Please refer to Page 3. 2022 annual revenue was KRW 2,673.4 billion, a growth of 6.6% Y-o-Y. For the 2022 revenue breakdown, overseas revenue share was 84% and Korea 16%. EBITDA was KRW 127.8 billion, a decline of 57.6% Y-o-Y due to the increase in operating expenses from the full quarter recognition of earnings from SpinX and Ludia. Next, Page 4, overview of the Q4 earnings. Q4 revenue was KRW 686.9 billion, a fall of 1.1% Q-o-Q and a fall of 8.7% Y-o-Y due to the absence of mega new title and downward stabilization of the previous launched games. EBITDA was KRW 39.8 billion, an increase of 91.3% Q-o-Q, but a fall of 67.1% Y-o-Y with the overall cost reduction, including marketing costs. EBITDA margin was 5.8%. Next page shows operating profit and net profit. In the fourth quarter, operating loss was KRW 19.8 billion, net loss was KRW 456.6 billion, and net loss controlling basis was KRW 410.4 billion. Non-operating income decreased by KRW 160.3 billion Q-o-Q and the main reason for the decline was the recognition of intangible asset impairment. Next page shows the revenue breakdown by region. In Q4, overseas revenue was KRW 581 billion. The share of overseas revenue grew by 2 percentage points Q-o-Q to 85%. By region, North America was 51%, Korea 15%, Europe 12%, Southeast Asia 8%, Japan 7% and others 7%. The share of North America's revenue grew by 3 percentage points Q-o-Q due to Marvel Contest of Champions event and et cetera. Next page shows the revenue breakdown by genre. In Q4, casual games was 48%, RPG 27%, MMORPG 16%, and others 9%. We continue to maintain a well-diversified portfolio. The share of RPG's revenue grew by 3 percentage points Q-o-Q from Marvel Contest of Champions event and the update of The 7 Deadly Sins: Grand Cross. Next page shows our game portfolio. As of the end of the fourth quarter, revenue share of key titles, Marvel Contest of Champions was 13%, Jackpot World 9%, Cash Frenzy 8%, Lotsa Slots 8%, The 7 Deadly Sins: Grand Cross 7%, Ni no Kuni: Cross Worlds 5%, and et cetera. Also, our game portfolio continues to be well diversified. Next page shows the major cost structure. In Q4, operating cost was KRW 706.7 billion, a fall of 3.5% Q-o-Q, but an increase of 1.2% Y-o-Y. Commission was KRW 271.4 billion, a fall of 2.5% Q-o Q and a fall of 4.1% Y-o-Y from the decline in revenue. Labor was KRW 199.8 billion with a smaller size of labor and this represents a fall of 1.6% Q-o-Q, but an increase of 5.2% (sic) [ 9.2% ] Y-o-Y. Marketing was KRW 122.2 billion, a fall of 15.7% Q-o-Q, but an increase of 0.5% Y-o-Y from the absence of a new blockbuster title. Next, new lineups. In the first half of 2023, we are preparing the releases of Meta World: My City, which uses real estate NFT; Grand Cross W, the next-generation strategy simulation; and Tower of God: New World, a high-quality 3D cartoon-type RPG. In the second half of 2023, we are planning the releases of Arthdal Chronicles, a seamless open-world MMORPG; Solo Leveling: ARISE, based on a globally popular webtoon IP; Project Knights, a strategy MMORPG based on the story of King Arthur; and 7 Knights Idle Adventure, a successor of 7 Knights 1's universe. Other than the games that I have just mentioned, in 2023, we're also preparing to release new titles such as Paragon: The Overprime, which combines third-party shooting and MOBA genre; and Hype Squad, a real-time battle royale genre. Moreover, in 2023, we're also preparing the launch of 4 games that have been issued publishing licenses in China, starting with A3: Still Alive. We plan to roll-out also Shop Titans, Ni no Kuni: Cross Worlds and StoneAge. StoneAge leverages the StoneAge IP. Out of these games, Ni no Kuni: Cross Worlds is planned to be serviced through Tencent. As we're preparing for the service launch in China, that we have waited a long time for, we are exerting our best efforts to create meaningful performance and we ask for your great interest in the developments. It is true that in 2022, we were unable to meet market expectations due to the lackluster earnings performance by multiple new titles. However, in 2023, we want to overcome the management crisis through improving our fundamentals by prioritizing our plans to be more selective and focused, as well as through strong and thorough cost controls. For this end, we are planning to release, not only Solo Leveling: ARISE that received favorable reviews at the G-STAR 2022, but also well-made high-quality new titles representing diverse genre in multi-platform. Also, we have a total of 4 titles to be released in China, including Ni no Kuni: Cross Worlds to be published by Tencent. Thorough preparations are being made for all the games that are scheduled to be released this year to ensure that our various trials, challenges and efforts that we have made up to now have not been made in vain and we will exert our best efforts to showcase mega new titles that will offer new experiences and entertainment. I ask for your continued interest and encouragement. Thank you. This concludes the earnings presentation. We will now begin the Q&A session. Thank you.
Operator
operator[Interpreted] Now Q&A session will begin. [Operator Instructions] The first question will be presented by Ui Hoon Jeong from Eugene Investment & Securities.
Ui Hoon Jeong
analyst[Interpreted] I have 2 questions. The first question is related to the net loss that you have experienced in the fourth quarter of 2022. It has declined significantly on a Q-o-Q basis. Could the company please tell us the main reason behind it? My second question is related to the overall outlook for the revenue and profitability for the company for, not just the first quarter, but full year 2023. And I would also like to understand better if the company will continue to make efforts to make its cost structure more efficient so that it also improves its financial structure.
Gi Uk Do
executive[Interpreted] This is Uk Do, and I will address the questions that you asked one by one. In respect to the fact that in the fourth quarter of 2022, our net income had actually declined significantly. This is mainly related to the impairment of the intangible assets as a result of us acquiring SpinX. Now, with the SpinX, in terms of the overall performance, it has not actually met the expectations that we had at the time of acquiring our SpinX, but this is mainly because of the external market situation that we were not able to capitalize on the performance of SpinX as we had intended. But it is not a situation that is only confined to SpinX, it is really the market, specifically, the social casino sector is going through an overall restructuring. And so, we believe that the situation is more one-off and short-term temporary basis. Now, moving on to your next question related to the outlook for 2023, and earlier during the presentation, we shared with you our new lineups that we are planning for this year. Now, if I just focus on the first half lineup, these new titles will be focused and be launched and released in the second quarter. We don't actually have a new title release scheduled for the first quarter, which means that in the first quarter, we're not going to be able to see meaningful improvement in our earnings performance. But as we move through the second quarter of this year, we'll start to see improvement and really turnaround to really pick up speed starting from the second half of 2023. And lastly, you also talked about the company and tuning its efforts to improve its cost structure. And as you have seen in the actual performance that we showed in the fourth quarter cost structure, whether you're looking at the marketing numbers or the labor numbers, you can see that on a Q-o-Q basis that these costs have not actually increased compared to the third quarter of 2022. And so, what we actually delivered in fourth quarter is not just a one-off temporary performance, but it's something that you can expect throughout 2023. The focus for the company for this year 2023 is to continue to focus on tight cost management. And so, I believe that if you actually look at our cost side, we're not going to see any significant increase compared to what we just shared with you for the fourth quarter and that volatility will be extremely low for the cost side.
Operator
operator[Interpreted] Your next question will be presented by Sang-Hyun Lee from IBK Investments & Securities.
Sang-Hyun Lee
analyst[Interpreted] I have 2 questions. And the first question is related to your overall new title release schedule. I would like to understand specific release timetable for not only Meta World: My City, but also for other new titles that you are planning to release. And at the same time, I move on to my second question, and this is specifically for China as you are planning to release titles such as Ni no Kuni, I would like to better understand all the games that you will be releasing in China, what is the release schedule and who are the publishers.
Young-Sig Kwon
executive[Interpreted] This is Young Sig Kwon. Good morning. And let me just speak about the more detailed schedule related to the lineups that we have prepared for 2023. If I were to speak all on a quarterly basis, if we look at what's going to happen for the first half of the year, we have 3 titles that we are scheduling to launch in the second quarter. So specifically, I'm talking about Meta World: My City, Grand Cross W and Tower of God: New World, which has already been communicated to you during our earnings release presentation. We also have 4 titles to be released in the second half of 2023, mainly Arthdal Chronicles, Solo Leveling: ARISE, Project Knights, and 7 Knights as well. And so we have these titles that we will be launching in the first half and second half of 2023. Moving to Paragon: The Overprime, we actually started the early access in December 2022 and if you understand team service, in terms of what we do is that we do early access and we continue to monitor the metrics and performance of the game and then once we actually see a positive sign, then we actually decide the actual timeline in terms of the official launch. But at present, for the Paragon: The Overprime, we're working very hard to make sure that we are seeing good performance even at the early access stage. And of course, this process also applies to what we also have lined up for the new title, which is Hype Squad as well. So we also plan to launch Hype Squad this year as well and it will be also the same approach with the early access and seeing positive numbers growing. And moving to your question on the China side, as you're well aware, our company has received publishing licenses for 4 titles, but for these 4 titles, we actually have different publishers. So other than the publisher Tencent that we have mentioned, I'm not actually at liberty to mention the other 3 publishers because we have not actually completed our discussions whether or not we're going to make a public announcement related to this. So please understand that I'm not able to share the names of the other 3 publishers. And in respect to what we have been able to agree upon and discuss so far, we are scheduling to launch 3 titles, A3: Still Alive, Shop Titans, and Ni no Kuni -- sorry, StoneAge, sometime between the second quarter and third quarter of this year in China and then in the fourth quarter, we believe that we'll be able to release StoneAge. Sorry, Ni no Kuni: Cross Worlds.
Operator
operator[Interpreted] Your next question will be presented by Jingu Kim from Kiwoom Securities.
Jingu Kim
analyst[Interpreted] I have 2 questions. And my first question is a follow-up to the publishing license that have been issued by China for the 4 titles. Can you also share your localization plans for these games? Moving to my second question. I would like to understand from the Company on a consolidated basis, what was your overall size of labor for 2022? And I'm just wondering in terms of headcount, whether or not there has been any change on a Q-o-Q basis. And then for your outlook for 2023, can we expect some changes in the overall headcount for this year as well?
Young-Sig Kwon
executive[Interpreted] To address your question on our localization plans for China, I'll actually make this a very brief answer. In respect to A3: Still Alive, this is a title where we have secured agreement, and we have requested the Chinese authority to issue publishing license long ahead of time. And so we actually did start the localization efforts way earlier. And while we were actually trying to finalize and during the last stage of the localization development, there was a postponement of the publishing license issuance and that's why the work had been actually temporarily put on hold. So we just need to pick-up on the last part to complete our localization process for A3: Still Alive game. Now for A3: Still Alive, this is a game where it is fiercely competitive in terms of game ability, and this is something that we're looking forward to. Moving to the next title, which is StoneAge where we actually own the new proprietary IP, but we actually have a Chinese developer working on the development. And so in terms of what we need to do for localization because the Chinese developer is doing this, we don't really have to actually do much for this end. Moving to the third game, which is Shop Titans, and this is a title again that we were able to test before the publishing license actually came. And so when we actually tested this in the Chinese market, we actually had positive reviews. We we're just waiting for the license to be issued. So in terms of Shop Titans, we're also very much ready to be able to support the local market. Moving to the Ni no Kuni: Cross Worlds, this is a title that we will not undertake direct development. The development will be done by Tencent, and so once again, on the Netmarble side, there is no need for us to do the localization. And so moving to your question related to the labor of the Company. Now, the main 2 reasons for the decline in the headcount for 4Q of 2022 is one, related to the business divestiture of Jam City to our 2PE business and then we also undertook some restructuring of our labor force as well. And so in respect to our labor management plan for 2023, the focus is to really once again have tight controls on the labor side as well. And so without actually having additional increase or hires in terms of increasing our labor size, we can also factor-in the natural attrition. We believe that there is very little possibility that there could be an increase in terms of the overall headcount compared to the numbers that you have seen in the fourth quarter of 2022.
Operator
operator[Interpreted] Your next question will be presented by John Yu from Citi Securities.
Incheol Yu
analyst[Interpreted] I have 2 questions, and my first question is related to the statement that you have made where Tencent was actually the developer for the Ni no Kuni: Cross Worlds. And so I'd like to better understand your business model structure in respect to this business, not only for the Ni no Kuni: Cross Worlds, but I guess overall, what is your business model for the Chinese market page. Is it correct that for example for Ni no Kuni, you would be receiving a commission from Tencent? But I would like to get more information from the Company because I understand Netmarble is not really the owner of the IP. So if you could actually share with us your thinking related to the business model for China, that would be very helpful. Moving to the second question, and this is really related to your overall marketing expenses and in Q3 earnings release conference call, you also mentioned that you're going to actually be more of ambitious in terms of trying to do marketing globally, but to be more selective and focused, and really focus your marketing efforts in areas where that makes more sense. But if I look at the explanation related to the overall new titles pipeline, I just believe that in terms of your marketing side, you need to actually undertake global marketing because these will be large on a global basis. So if the Company can share some numbers related to the marketing, for example, your overall marketing percentage compared to the total revenue of 2023, that will be helpful. And if you cannot actually speak about percentage, at least, I would like to get a better understanding of how you're going to be changing your overall marketing spend because Netmarble still remains relatively higher in terms of the marketing spend compared to your peers. So in the short-term, how are you planning to make this marketing expense more efficient?
Young-Sig Kwon
executive[Interpreted] Moving to your first question related to our business model for China and the games that we'll be releasing in the market, in terms of actually the actual and the detail of royalty rates that are being set, I hope that you can understand that I'm not able to actually give you a more specific detail about how the royalty and the commission structure is actually made up. But for example, when it comes to Ni no Kuni: Cross Worlds because Netmarble will be supplying considerable resources for the developer to be able to service this game, though I can share say that the royalty is set on a very favorable structure and this also includes the commission related to the proprietary IP as well. And so as we actually work with the Chinese developer, and being able to publish the titles in China, we have the royalties, our discussions and structure in place, and they had been set on a favorable basis. Similar to what we actually recently experienced. So we don't really anticipate that the marketing costs compared to the revenue will see an increase, but of course, if you actually look at it in closer detail, the situation actually varies by company. So when it comes to SpinX and Jam City, these 2 companies actually have a very stable or fixed marketing cost structure and we actually see very little fluctuation. It does change depending on market situation. But moreover, they actually have a very constant budget for marketing spend, but we may actually take a look at Netmarble HQ, we do have strategic focus and there will be some specific countries that we want to focus on. And so in terms of the path where we said that we are doing a global business, global marketing that we actually did more -- we've actually put more weight in terms of the marketing on the developed countries. But for now, we'll be very much focused and we have specific countries or regions in line to actually put our marketing efforts in full force. So for example, on the RPG side, the focus will be for Korea, but when it comes to casual games, we will also include western developed countries as well. But what I can say to you is on the marketing side, we will have strategic countries that we'll be focusing on and there will be tight controls in place in order to make sure that we are efficient in carrying out marketing expenses.
Operator
operator[Interpreted] Currently, there are no participants with questions. [Operator Instructions]
Unknown Executive
executive[Interpreted] On this note, we will conclude Netmarble's 2022 fourth quarter and full year earnings release conference call. Please contact the IR team if you have any questions. Thank you once again for your participation. [Portions of this transcript that are marked [Interpreted] were spoken by an interpreter present on the live call.]
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