Take-Two Interactive Software, Inc. (TTWO) Earnings Call Transcript & Summary

May 30, 2024

NASDAQ US Communication Services Entertainment conference_presentation 28 min

Earnings Call Speaker Segments

Douglas Creutz

analyst
#1

Great. I am Douglas Creutz, senior media entertainment analyst at TD Cowen. Thank you all for being here. I'm very happy to have with us here today, Strauss Zelnick, Chairman and CEO of Take-Two. Strauss, thanks for being here.

Strauss Zelnick

executive
#2

Thanks for having us.

Douglas Creutz

analyst
#3

Of course. I thought I'd start by framing your question. Sony had a presentation on their games business last night. And they pointed out that over 50% of their PlayStation store revenue comes from -- with relatively small number of franchises, which included in their deck GTA and NBA 2K. So I thought maybe in that context, you could talk about the health of your big franchises, how they perform in the most recent quarter and so forth?

Strauss Zelnick

executive
#4

Well, we had a very good quarter, fourth quarter. NBA 2K in particular, which had been off to a slow start, really picked up the pace in the fourth quarter. And recurrent consumer spending actually was better than expected. And of course, GTA V is now sold in about 200 million units. And Grand Theft Auto Online and GTA V have seen massive increases in engagement over the prior year. So the big titles continue to perform. And look, the history of the entertainment business is the big and better, always get bigger and better. And the mediocre go away and the stuff in the middle either has to get really, really good or it also goes away. And we're seeing that. It's not something we were unmindful of because and we have been around the block a few times. And our strategy has been tailored to that. Our strategy has and remains to try to be the most creative, the most innovative and the most efficient company in the entertainment business. Of course, we fall short regularly, but that is our strategy and those are our goals.

Douglas Creutz

analyst
#5

Speaking about bigger and better. Obviously, you guys recently announced that GTA VI will be launching in fall 2025, which has a lot of people very excited. If you look at the history of the franchise, you go back to the late '90s with the first 2 GTA games, they were, I think, pretty modest successes. Then GTA III comes out in, I think in 2001. And for the next several iterations, I think those games were more or less $1 billion in iteration and revenue for the company. Then GTA V comes out in 2013. And we've estimated that, that franchise -- that game life to date has done close to $10 billion in bookings, and you can confirm that or not. But...

Strauss Zelnick

executive
#6

Simple math, but -- relatively simple.

Douglas Creutz

analyst
#7

When you think about GTA VI and what you've seen, what they're working on, are you confident that this franchise can take another kind of leap forward in terms of its revenue and its reach and all those things?

Strauss Zelnick

executive
#8

That is like that you're lucky we're not in a [indiscernible] the definition of a [indiscernible] question.

Douglas Creutz

analyst
#9

It's free to answer no.

Strauss Zelnick

executive
#10

Tempting as it is to just lean into that. As you know, I try not to be promotional. It is in my nature. I do think the world is a different place than it was when we launched GTA V. As you pointed out, what came before, at that point it was IV. We had some downloadable add-on content. There was no online version. It was sort of neck and neck with Call of Duty at that point is the biggest franchise in the business. Here we are. And now with V, 10, 11 years later, having done what it's done, we're a real outlier now. We are the #1 entertainment property of all time across all forms of entertainment. And when Rockstar put out a trailer, the announcement of the trailer basically broke the Internet. And then the trailer had 93 million views on YouTube in 24 hours, which was a record. And that was just the trailer. So the anticipation is huge, one can't deny that. But the question is, okay, that's great. That's a wonderful data point. And yes, we still have to deliver an amazing, perfect video game. And unless and until we do that, this is -- these are all just words. But if we do do that, and certainly, that's what Rockstar and Take-Two want to, the opportunity is huge, really huge. And again, I think the backdrop is definitely different than it was when we launched V. And by the way, the competitive set is much narrower. Look, where Take-Two was, look at the -- our cloud in the marketplace in 2013. Now look at Take-Two . We're the #2 pure play in the business. Our equity market cap is whatever, $25 billion, $26 billion. We're in a very different place as a company than we were in 2013. We certainly have the ability to support a hit title that is unmatched in the industry.

Douglas Creutz

analyst
#11

Obviously, there's a lot of investor anticipation of launch too. Do you think as you've talked to investors, do you think that there's anything that they're underestimating about the potential for the title?

Strauss Zelnick

executive
#12

Wow, that's also leading -- you're just setting me up to say things that are immoderate and promotional, neither of which I'm going to do. No, I think everyone shares the same enthusiasm [indiscernible] with I do. I haven't heard anyone say, "Oh, that title, who cares?"

Douglas Creutz

analyst
#13

Well, really when GTA V came out, nobody had any idea GTA Online was going to be what it was...

Strauss Zelnick

executive
#14

No, we didn't either. I mean we really didn't either. Monetization was an afterthought, for example.

Douglas Creutz

analyst
#15

You have announced GTA VI for PS5 and Xbox Series X S, which there's some anticipation that it could drive incremental current on software sales. You haven't announced it for PC. So can you talk a little bit about that decision? Is that set in stone? Or is that still potentially a...

Strauss Zelnick

executive
#16

Lack of an announcement is not something that could be set in stone or I could tell. Because the only thing that happens after the lack of an announcement is an announcement. I suppose, or continuing lack of an announcement, I guess that could happen too. Doesn't seem to me that either would be set in stone. But Rockstar has an approach to platforms as seen before, and they'll make more announcements in due time. I do believe that the right strategy for our business is to be where the consumer is. And historically, what this company has done is address consumers anywhere they are, any platform that makes sense over time. Okay.

Douglas Creutz

analyst
#17

If you look out ...

Strauss Zelnick

executive
#18

And I know we're not even the GTA VI yet, but thinking about GTA VII. I was wondering...

Douglas Creutz

analyst
#19

We're not going to go there. But no, no. Well, look, I imagine a few things are probably true. One, Rockstar would probably not prefer to have another 12-year gap between major iterations of their franchise. Two, I imagine they have really big ambitions for the live service component, which you guys haven't talked about yet. But I'm sure with everything they learn from GTA Online, they're thinking about how they can make it even bigger and better. And three, I would imagine Rockstar probably has other ideas they'd like to work on beyond GTA for the next 10 years. So how do you think about how Rockstar needs to evolve over the next 10 years so they can achieve all the things that they want to do. Is it a resource issue? Or is it another issue?

Strauss Zelnick

executive
#20

It's important to bear in mind, it's not like Rockstar put up GTA V and then sat on their hands for 12 years, we've -- we launched GTA Online, and that's turned into this massive living, breathing ecosystem, which continues to perform and grow to this day. So the label totally transformed from a label that made big stand-alone monolithic games and not just one, number of them, 2, a label that actually is now in the live services business and on an ongoing basis. And I do think, given the scale of that label, it's a huge company in and of itself that there is much more to be done. But this isn't a situation where there's a 12 year dirt of product, there's 12 years where Rockstar has been putting out a massive amount of content on, by the way, another little title called Red Dead, which has sold in about 65 million units. And Red Dead Online is also really successful and continuing to improve its operations. So it's amazing that Rockstar is like second best title, is the industry's -- basically then [indiscernible] standard bearer, right, if you take GTA as a huge outlier, Red Dead is a massive, massive franchise.

Douglas Creutz

analyst
#21

So switching gears a bit. On your -- you mentioned in the opening question, the trends have improved NBA 2K24. Can you talk a bit about why you think it was softer earlier? What's improved since then? And I know that it was added to Game Pass and PS Plus, I believe, in late March. And did that have anything to do with some of the improved things and stuff?

Strauss Zelnick

executive
#22

That definitely helps for current consumer spending because it gets the title into people's hands and some of them do get engaged and spend on an ongoing basis. So that's a positive. You're also seeing us get farther and farther away from Gen 8 issues. So the title was not highly competitive in Gen 8. It's highly competitive at Gen 9. So as people are more focused on Gen 9 usage, then those headwinds obviously diminished. And we think those headwinds will be meaningfully reduced with the next iteration.

Douglas Creutz

analyst
#23

You recently announced that you're acquiring Gearbox. You've obviously had a very strong historical relationship with the hit Borderlands and Tiny Tina franchises. Acquiring them -- and then I would imagine part of it was just safeguarding those franchises in the context of a company that was part of a larger company that's going through some pretty serious struggles. Can you talk about what other strategic opportunities or benefits that deal could bring?

Strauss Zelnick

executive
#24

Well, the biggest opportunity is to be in business with Randy Pitchford and his team, and I think we're bringing over 675 incredibly talented people. And of course, the IP, the Gearbox controls is not limited to the 2 titles you mentioned. They have a number of other successful IPs in their catalog, including Duke Nukem, the beloved Duke Nukem. So we think there's a wonderful opportunity. Gearbox is unique in that it brings AAA titles to market on a pretty regular cadence. They're not only really creative there sort of the definition of efficient. And we're thrilled to be closer to Randy and the team. You're right. We had long-term publishing rights before for Tiny Tina and for Borderlands, of course. But ownership and publishing rights are 2 different things. And yes, there's a safeguarding element, but there's also a margin element. And we're fortunate that there was a moment in time where we could strike a deal that would benefit all parties.

Douglas Creutz

analyst
#25

Borderlands was one of the first franchises that really did DLC in a way that resonate with consumers. Is there -- having a 15-year history of that? Is there sort of institutional mileage there that you think could benefit some of your other AAA franchises?

Strauss Zelnick

executive
#26

Unquestionably, I mean, we encourage our labels and within our labels, our studios to be highly independent and to pursue their own destiny. Equally though, in a best-case scenario, all of your colleagues benefit from sharing information and working together in a collegial form. So there's a natural tension and what I just said, there's also -- if you do it right, there's a benefit of what I just said. And Rockstar and 2K. For example, they're fiercely independent of each other, but we share information and we cooperate. So for example, when one label has success on a monetization scheme that information would be shared with another label. We have a corporate consumer database where we share all of our consumer data in a white room sort of sanitized way and certainly in a compliant way across our entire corporate footprint. So if we didn't do that, there'd be no reason for us to be this big company would make more sense for it to be totally scattered and independent. But I think -- and obviously, I'm biased, but I think we strike a very good balance between having independents creatively and codependents corporately when it makes sense. And that's what a big diversified entertainment company should do. One of the reasons that some of the big traditional entertainment companies have failed is because they never figured that out. They never ever found their way to cooperate where they should cooperate and not cooperate where they shouldn't. And so as someone has worked in all of those enterprises and led 1 or 2 of them. I'm really focused on trying to find the right balance. And the balance for us is like loads of autonomy where it comes to creativity and loads of cooperation when it's a cookie-cutter stuff that the corporation should be handling on people's behalf. And then thoughtful and responsible cooperation in areas that have fallen to the gray that aren't either black or white. And then we do with a common culture. And that culture is one of transparency, honesty and neutral respect. And when you put that all together, if you stay on top of it, you can drive a wonderful result of, again, pursuing our 3-part strategy, which is creativity comes first, we want to be the most creative company. Innovation supports that creativity. We want to be the most innovative company. By the way, I wouldn't say we are the most innovative company. I think we try really hard, but it's really hard to be innovative -- and by the way, expensive. And then trying to be the most efficient company and with our most recent round of cost cuts, painful as they are to implement, I think, once again, we can take the position that we're the most efficient company in the business.

Douglas Creutz

analyst
#27

So I think we're approaching the -- or we just passed the 2-year anniversary of closing the Zynga deal. As you sit here today, you had a strategic rationale for the decision. Do you feel like that strategic rationale is playing out the way that you had hoped it would, that you expected it would? And when you think about your multiyear pipeline, how much weight does the mobile side of your business carry in that pipeline's ability to drive growth?

Strauss Zelnick

executive
#28

So to turn out the way I thought -- definitely not. As the ink was drying on my signature, the mobile market fell out of bed for the first time in its 12-year history. And the market was down meaningfully in 2022 and down again modestly in '23 and now it's flat or growing again. However, it did work out in that the deal was immediately accretive and that was more accretive and that we were able to achieve and exceed all of our cost reduction goals. And in that, it worked culturally because we have a wonderful team in Zynga led by Frank Gibeau and great connectivity and great cultural fit. It worked in that we're right that the mobile market remains a robust market. And now thankfully, we're right that we've been able to create new hits, most notably in MatchFactory, thanks to the team at Peak. So it's really worked out well, but it was not without its terrifying moments. And I remain fully of the view that mobile will continue to be the fastest-growing part of the interactive entertainment business. And then for this company, not to be exposed to mobile means that we couldn't have pursued our destiny, which is kind of where we're at now, we're the #2 pure play in the space. And if -- if we are able to achieve the expectations that we've outlined, which is sequential top line growth for this year and the subsequent 2 years at least, we may be able to improve against that position depending on what the competition does. And while scale at that point doesn't really matter, it sort of matters in terms of your operating margins. And scale does matter in other ways, your ability to attract talent, their ability to retain talent, your ability to have financial resources that allow you to do absolutely anything. And by the way, anything of a lot in this business. Your ability to withstand the inevitable bad news, which occurs now and then. All of those things are benefited by scale, and we are now a scale player. But as I've said, and you know because you followed us for so long, we spoke so many times, we're not a management team who looks a quarter or a year down the road. We look 5, 10, 15, 20 years down the road. I've been in this seat for 17 years, shockingly enough. When I got to this company, we were -- I don't know if we were #20 or #30 in the business, but we were left for dead and no one would have expected we'd be the #2 pure-play company 17 years later. I can tell you, we wouldn't have been that if we were looking at a quarter or a year down the road because, had we been doing that, what we have done, we would have shut down our sports business. It was losing $30 million a year in 2007. We never would have invested in new IP like Borderlands. It was super expensive and incredibly risky. We wouldn't have bought Socialpoint. We wouldn't have been in a position to spend $12.7 billion to buy Zynga. None of these things would have happened. And I would argue the company wouldn't be in existence today if we've taken that view. So now what does that mean for the future? It means that we're looking -- this team is not looking to the next 3 fiscal years that Nicole and Lainie have outlined for all of you here. We're looking for 5, 10, 15 years down the road, and we have a vision for what that looks like, obviously, it involves worldwide domination naturally. But it -- what it looks like is taking the position we're in now and pressing that advanced recognizing that our competitors are not standing still. Our competitors are not sitting around saying, yes, have at it, you go do it. Our competitors are trying to figure out what comes next. They're trying to make kits. They're innovating. They're trying to be creative. They're trying to be efficient as well. So what do we have to do to continue to succeed and deliver outstanding returns, which is our history. We've had our ups and downs, but in the fullness of time, our returns have been breathtaking. The answer is we need to check the box of the unknown unknown. We have to recognize, this is not a mature industry yet. It's not going to be mature in 5 years. I don't think it will be mature in 10 years. So that means that 10 years from now, we're going to be having -- assuming -- I'm still having these conversations and I sure hope I am. We're going to be talking about a very, very different business. And if we haven't innovated meaningfully if we haven't delivered on our strategy meaningfully, if we weren't willing to take the risk and invest judiciously for that future, then we won't deserve a seat at table, nevermind have one. We do it right. I'm going to be talking to you about stuff that you haven't even convened of today because this is such a dynamic and growing space.

Douglas Creutz

analyst
#29

Your comments remind me that when I was a very new senior analyst, I had a vocal short seller called me and tell me that I kept on buy in your stock, I was going to lose my job...

Strauss Zelnick

executive
#30

And here we are.

Douglas Creutz

analyst
#31

Thankfully, 17 years later ...

Strauss Zelnick

executive
#32

we have some great here.

Douglas Creutz

analyst
#33

You guys have a few, yes.

Strauss Zelnick

executive
#34

Yes. I had some interesting conversations along the way myself. To remind people, we have a liquid security you can sell if you're unhappy.

Douglas Creutz

analyst
#35

When you announced Zynga deal, you talked about the potential for revenue synergies between the 2 organizations. And I think most of us took that to mean, hey, Zynga can help us bring some of our really valuable AAA IP over to mobile. Are you anywhere down the road in that process? Is that part of your multiyear pipeline plan that you talked about? Or is that still sort of on the come?

Strauss Zelnick

executive
#36

So you're trying to ask it that way -- I mean, what you're really saying is you haven't done that, what happened. And the answer is, and I said it at the time, I said, listen, that is one opportunity to create revenue synergies. But arguably, it's not the best one because even mobile titles based on traditional core stablished IP could fail. And the biggest titles in mobile are, of course, native. Now what people are really saying they didn't say it this way is, why don't you just do what Call of Duty: Mobile did. But the answer is Call of Duty is like as a superset -- nevermind, a subset, a superset of one. Like basically, everything else has paled by comparison in our space. So we understood then and still now that the biggest kits in mobile tend to be native to mobile, Match Factory being a great example. That said, I would love to be able to announce a successful mobile title based on legacy Take-Two IP, and I'm pretty sure we'll be able to do it. But you're right that it has been back burnered a bit in service of a bunch of other opportunities. So the biggest revenue synergy created among the organizations, now we're one, but we were 2, is our direct-to-consumer platform for mobile, which has become really important to us. That was essentially a JV between Zynga and Take-Two, like day 1, and now it's a very significant business. And the margin -- the incremental margin driven by our D2C business in mobile in and of itself, basically ticks the box of our expected revenue synergies, if you -- because revenue, you don't care, it's the margin you care about. So basically, the margin driven by that has ticked that box. But would I like to do exactly what you said? Absolutely. Have we done it yet? We have not done it yet. Is it in our multiyear pipeline? It is in our pipeline. But that doesn't mean it will succeed. It could fail, which case, it would be irrelevant. No, worse than irrelevant would actually cost us money because failures cost us money.

Douglas Creutz

analyst
#37

But you have to think about that.

Strauss Zelnick

executive
#38

But we have to try and we will try.

Douglas Creutz

analyst
#39

Yes. So I'm going to ask you a question on AI, but I'm going to do what most tech analysts do and frame it a little differently. If I think about the history of the video game industry, 40 years or so of being a mass market entertainment industry, there have been a lot of major technological advances. And in that 40 years, the price of making video games has only ever gone up. And that's because it's a very competitive industry.

Strauss Zelnick

executive
#40

And if you don't make the best product, your competitor will and you lose.

Douglas Creutz

analyst
#41

So when you think of what AI can do, I mean a lot of investors ask me, is it going to reduce the cost of making video games? My answer is typically, No, I don't think it will. It may reduce the cost of some aspects of making video games, but that money will get spent elsewhere to make the game better. What it will probably do is expand what's possible in video games. So me having framed the answer, do you agree or disagree with what I'm saying?

Strauss Zelnick

executive
#42

I'm mostly agreed, actually. Look, we've been in the AI business since the beginning of the business, of course. And we've seen numerous tools created for our business set, they yield efficiencies. And despite that, of course, as you said, the cost of making games has gone up. And it hasn't gone up because there weren't efficiencies created by those tools, those efficiencies are created and that allowed us to turn our attention to more complex activities that continue to engage and delight consumers. I'm pretty sure the same thing happens. So what happens is generative AI will allow us to do a bunch of things more efficiently. So we'll turn our attention to other things. And those other things will probably still be costly and time consuming. I can only think of one entertainment business in the history of the electronic entertainment business where new technology actually reduced production costs meaningfully. Anyone to take a guess? What is it? It's only one that I can think of. Come on you follow the -- you don't just follow interactive entertainment, you follow entertainment, recorded music. So when I was in the recorded music business, which was in the '90s, to create a really high-quality studio album costs like basically at least $1 million. And today, we could take this room and with probably $2,000 of insulation and equipment, we could create and obviously, a willing artists. We create -- could create an album that sounded really, really, really good. And probably the total production cost, if you exclude top like physical production costs would be, I don't know, $25,000, $50,000 really. So that's a really meaningful change. But I don't -- I can't find any other example of that. So for example, animation, film animation used to be all hand drawn. Today, it is not, it's created computers, but it costs a whole lot more to make a Pixar movie today than it cost to make a Mickey Mouse movie in the 1920s, late 1920s. So I think the same thing happens here. I think we just -- we increased our expectations. I also don't think for a minute that generative AI is going to reduce employment. That's crazy, okay? It's actually crazy. It's not going to make people irrelevant. It's going to change the nature of certain forms of employment. And that's a good thing. So the analogy I'd like to give, and I'll try to make this interactive. So in the 150 years ago, so mid-1870s, what percent of the U.S. population made its living in agriculture. Anyone? 70%, yes, close. You and I, of course, were around then, but now it's 65% to 70%. What percent of the U.S. population is involved in agriculture today. Now we feed all of them in America, and we feed a lot of the rest of the world, what percent? Between 1%, 2%, around 1.5%. When was the last time you ran in someone has said, it's horrible. I cannot get a job as a farmer. I mean I just can't believe it. I've been trying I'm unemployed, no farming job for me. The answer is we do not want to get our hands dirty farming or most of us do not. By the way, farmers don't get their hands dirty anymore because it's automated and we have massive farms. So the same thing will happen. You have a moment in time where certain people will be put out of work by AI. An example would be like routine call centers, not high-tech complex ones. But for those of you who shop online, a little box opens up and says, Hi, I'm Bob, how can I help you shop for a couch today? You do know that Bob is AI, right? You're aware that Bob is not Bob, right? So that's -- but the person who was Bob who was 3 years ago was sitting in a call center in India, like they're doing more interesting work now because these are competent people who are highly educated and better jobs came along that probably pay them more. So believe it or not, like I'm going to chat, WhatsApp chat with a bunch of Silicon Valley CEOs. And like the conventional wisdom out there is like AI is going to make us all unemployed. It is just the stupidest thing I've ever heard. The history of productivity tools is that it increases employment. It increases value. It increases yield. It enhances growth. All of these things will happen or said another way, remember, the paperless office. Anyone remember the paperless office? Guess what, we consume more paper than ever before despite the fact that no one here has file cabinets, we consume more paper than ever before.

Douglas Creutz

analyst
#43

All right. Well, we're at time. Strauss, thank you so much.

Strauss Zelnick

executive
#44

And on paper, I guess we're ending there. Thank you som much for you attention. Really appreciate it. Nice to see you all.

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