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  • special_topic1

    Overcoming Adversity in the Pachislot and
    Pachinko Machines Business

    The Pachislot and Pachinko Machines Business has directly taken on various challenges brought about by changes in the business environment. By constantly changing ourselves and overcoming adversity, we have secured a position as a top manufacturer.

  • special_topic2

    SEGA’s World-Class
    Creativity

    We aim to sustain profit growth by focusing on what customers truly desire and providing moving experiences to the world with a passion for quality, a strength of the SEGA Group.

    Kenji Matsubara
    President & COO
    SEGA Games Co., Ltd.

  • The Pachislot and Pachinko Machines Business has directly taken on various challenges brought about by changes in the business environment. By constantly changing ourselves and overcoming adversity, we have secured a position as a top manufacturer.

  • The Pachislot and Pachinko Machines Business has directly taken on various challenges brought about by changes in the business environment. By constantly changing ourselves and overcoming adversity, we have secured a position as a top manufacturer.

    Kenji Matsubara
    President & COO
    SEGA Games Co., Ltd.

An Industry Affected by Regulations

Shock from No. 5 Pachislot Machine Models

Regulatory revisions implemented in July 2004 mainly focused on restricting excessive gambling elements in pachislot machines (No. 4 models) back then. Based on these unprecedentedly strict regulatory revisions, pachislot machines were switched out for models that complied with the new regulations (No. 5 models). The new regulations altered the gameplay in ways that advanced a decline in pachislot player numbers, strongly impacting pachinko halls. As a result, after a three-year interim measures period, in 2008 overall sales volume in the pachislot machine market had fallen 48% compared with that of the previous year.

Industry Affected by Regulations

Based on the Enforcement Regulation of Entertainment Establishments Control Law, pachinko and pachislot machine manufacturers are allowed to sell new machine models only after going through several approval processes. Machines are tested for compliance with regulations that determine the current rules for materials, performance, gameplay, and other aspects. For this reason, the number of acquired conformity qualifications can have an impact on sales plans and change gameplay in ways that lead to a decline in the player population.

Approval Process for Pachinko and Pachislot Machines

Approval Process for Pachinko and Pachislot Machines

Constant Change in the Business Environment

Long-Term Downtrend in Pachinko Machines since 2010

In contrast to the long-term ongoing downtrend in pachislot machines, pachinko machines followed an uptrend until 2009, boosted by the replacement of pachislot machines directly impacted by the “No. 5 machine model shock.” In 2010, however, pachinko machines entered a downtrend that still continues to date, owing to deterioration in business conditions for pachinko hall owners amid the shrinking population of players, weak replacement demand due to higher prices for the machines, and changes in voluntary regulations at industry associations. Marketing that focused on lower-priced pachinko balls in a bid to expand the user base failed to turn around market conditions.

change
change
change01

Strengthening Pachinko Machines

Amid stagnancy in pachislot machines, SEGA SAMMY moved to strengthen its development capabilities with the aim of improving its industry presence in pachinko machines to a level on par with pachislot machines. First, the Company reassessed its development structure and strengthened product development capabilities for pachinko machines. The Company reassigned some members of the pachislot development team to pachinko development and strengthened the appeal of products by incorporating outside opinions and using stringent production evaluation standards during development. Using market information gathered by our market research division, our development, sales, and production divisions share an integrated series of processes from development through to sales, and we have introduced a “gate management” system that entails strict product assessments at multiple stages. Having thoroughly refined our approach to market-savvy manufacturing, we launched Pachinko CR Hokuto No Ken in September 2008 based on the original Hokuto No Ken, which was popular on the pachislot scene at the time. This launch resulted in 260,000 unit sales, which have broken the unit sales record of previous pachinko machine at Sammy drastically and received strong support from users. Thereafter, our pachinko machines continued to climb to the top of the rankings, leading to the creation of a balanced product portfolio.

Market-Savvy Development Structure Based on Close Collaboration of Three Divisions (2008)
change02

Leading Pachislot Machine Market
(No. 5 Model)

Sammy has led the industry in creating novel game machines while complying with each regulatory revision. Even after the “No. 5 machine model shock” in fiscal 2009, Sammy created titles with new gameplay, such as Pachislot Spiderman and Pachislot Ring Ni Kakero, and won over players. In particular, with Pachislot Psalms of Planets Eureka Seven, we were able to create new gameplay within the framework of No. 5 machine models. This product became an engine for Sammy to overcome changes in the business environment ahead of rivals. At the same time, as other companies released similar products, the product began a trend and thereby stimulated expansion of the pachislot market.

With “Always Proactive, Always Pioneering” as its company creed, Sammy will continue to polish its industry-leading development capabilities and create innovations one after the other while flexibly adapting to new regulatory revisions.

change03

Market Conditions Changed
by No. 6 Machine Models

Although it restricts gambling aspects, the regulatory revision enforced in February 2018 has not only introduced maximum payout rates but also minimum payout rates. This change will allow companies to develop pachinko and pachislot machines with gameplay geared more toward the casual player.

With respect to pachislot machines, changes in voluntary regulations have enabled the development of pachislot machines that can be enjoyed in a shorter period of time. As for pachinko machines, it has become possible to use new settings (multi-stage payout ratio), meaning that companies can offer players a wider range of gameplay.

For pachislot machines in particular, shorter play times for players of new-format machines create the potential for unearthing new demand. In recent years, the time needed to play pachislot machines has been lengthening. These longer play times were causing casual players to leave the pachislot machine market and were preventing the participation of new players. Given that it creates opportunities to provide players with pachinko and pachislot machines that can be played casually for short periods of time, the recent regulatory revision could lead to a return of former players and attract new players, thereby putting a brake on the decline in the pachinko and pachislot machine player population and the contraction of the pachinko and pachislot machine market.

Turning Changes in the Market Environment into New Opportunities

Amid contraction in the market environment, the promotion of reuse, which is a target under Road to 2020, will have a major impact on future earnings and the industry. The Reuse Promotion Department was established as the main entity overseeing reuse, and it is working for expanding the number of components qualified for reuse and promoting standardization of components to thoroughly control direct material costs.

In March 2016, Sammy established ZEEG Co. Ltd. as a joint venture with Universal Entertainment Corporation. By promoting the common use of units and components in machines, we are advancing collaboration across the industry toward the creation of a common platform.

Future Vision Painted by ZEEG

Sammy aims to improve product capabilities by fusing its accumulated technologies with the expertise that Universal Entertainment Corporation has in the hardware field. We have undertaken initiatives to generate considerable synergistic benefits by creating an efficient earnings structure that reduces procurement costs. We aim to help improve efficiency and invigorate the entire industry by getting as many game machine manufacturers involved as possible.

ZEEG has begun to develop software development kit (ZSDK) with an eye on the future of the game machine industry in addition to its initiatives related to increasing the reuse of hardware.

A word to watch is ZSDK, which stands for the ZEEG Amusement Machine Software Development Kit. The purpose of the ZSDK is to standardise software components that are essential for the development of game machines, which would enable sales unifying hardware and software in a way that makes it possible to create simply designed machines with universal software. By lowering barriers to entry, this will lead to more efficient machine development as the content development capabilities of other companies are brought into play. We hope it will also invigorate the entire market. The name ZEEG (meaning last egg) embodies these aspirations for creating an industry platform that will drive the entire industry forward.

ZEEG’s Business Model —The Impact of Reuse across Corporate Boundaries

Reuse on a larger scale than at the individual company level will become possible, taking for example, a recovered Sammy machine cabinet that is used by Universal Entertainment Corporation.

This will lead to a considerable reduction in procurement costs. If the number of companies participating in the reuse program increases, it will become possible to increase profits by selling these machine cabinets to other companies (for use as a general-purpose cabinet).

“Passion for Creating” is a
Strength of the SEGA Group

There is an ethos at SEGA Games Co., Ltd., that is always present and flowing throughout the SEGA Group. It is our passion for creating. Our thorough pursuit of quality is an undeniable strength that is evident in the innovative products and services that SEGA has created to date, including its graphics, game systems, world views, and music. This ethos is a strength of the entire SEGA Group, shared among Group operating companies and studios inside and outside Japan. In the packaged games area, in recent years sales have remained brisk as a result of our leveraging this strength in overseas business, which is being reinforced under the Group’s long-term vision Road to 2020. With overseas business a growth driver, earnings have been trending upward on a worldwide basis.

SEGA’s World-Acclaimed Quality

Sonic is perhaps the SEGA Group’s most widely recognized IP. Released in August 2017, Sonic Mania has become a major hit with over one million downloads worldwide. This game title is a tribute to the original Sonic titles that hails back to the Mega Drive (Sega Genesis) game console era, including Sonic the Hedgehog which was the first title of series released in 1991. While staying true to the world views of the original version, this game title is loaded with new elements that have won over many gamers, especially people overseas who have long been fans of Sonic since the time Sonic was a 2D graphic. Over the past few years, sales of packaged games in the overseas market have tended to be strongly influenced by ratings published on game review websites. On Metacritic, one of these review websites for games, movies, and music, Sonic Mania has received very positive reviews.

Group company ATLUS. CO., LTD., released Persona5 overseas in 2017, and it ranked No. 1 overall in PlayStation®4 ranking 2017 out of the huge number of games available, including the titles of global mega-publishers.

This game title is a successful hit with more than 2.2 million copies sold worldwide, and overseas sales are more than double the sales in Japan. I would like to stress that this success came despite the game being an RPG based on Japan’s view of the world, with Japanese high school students as the main protagonists in the story.

In Yakuza 6: The Song of Life, althorgh the main character is played by the legendary Yakuza and set in Tokyo and Hiroshima, it has sold as many copies overseas as it has in Japan. In the past, the Japanese market has generated the bulk of sales for these series, and although it has elements that are appealing to overseas. However, the game was not developed with European and U.S. markets in mind. Thanks to painstaking efforts to create a game that Japanese fans will appreciate, the title has become popular not only in Japan but also won over fans overseas who praise the refined game sense of the title. I believe this is why Yakuza 6: The Song of Life has become such a popular hit around the world.

Improving perceptions of the SEGA Group are also a reflection of the steady repeat sales in foreign countries. In the past, the key was how many copies can be sold in the first two months of a game’s release, because thereafter it was necessary to release discounted versions and cut prices in order to move inventory. Nowadays, however, repeat sales tend to hold steady thanks to demand remaining firm for titles that have been out a few years since their original release, owing in part to successful measures to introduce series titles like the Sonic the Hedgehog series, in addition to the popularity of the Steam a game distribution platform, which has created a huge market especially in Europe. Needless to say, repeat sales after development costs are amortized are a boon for profitability.

Persona5

Localization Capabilities for Global Releases

There is one more key factor that explains the brisk sales overseas. Before a Japanese game is released overseas, it is localized into the language of each country and region. For example, Persona5 has been translated into three languages (English, traditional Chinese, and Hangul). No matter if a game is popular in Japan, it is unlikely to win over fans around the world if the localization is insufficient. The SEGA Group has localization studios that make a huge difference when games are sold overseas. ATLUS became a member of SEGA Group due to the transfer of business in 2013, which has the studio located in California, U.S.A. The studio understands both Japanese and American games very well, and is able to localize Japanese games in a way that accurately conveys the unique world views of Japanese titles to local gamers. The studio is able to maximize the entertainment value of localized games that reflect these unique world views, and this has led to very positive reviews from local gamers. During the product development stage, game content is shared with the localization team for translation before the development is finished, facilitating the rapid release of foreign language versions of the game. We will strengthen such collaboration further with the aim of simultaneously releasing games around the world, which is an objective of Road to 2020.

Earn profits globally with localization that wins over fans in foreign countries

System for Designating Responsibility for Profits in Projects

No matter how much we seek higher quality, unless profits can be earned, we would be unable to continue providing moving experiences. We have raised awareness to a higher level for thinking about what our customers truly desire, while at the same time clarifying responsibilities for profits (operating income) in each development project. The aim is to encourage the creation of games that can thrive on the market while giving everyone a sense of accomplishment and autonomously controlling development costs. While we cannot create popular hits intentionally, it is possible to gain some control over keeping unprofitable titles from emerging. When we judge if it is not worth spending additional investment to continue the project made based on a disciplined assessment of profitability, we have reluctantly made decisions to discontinue some projects. The instilling of this kind of framework for improving the cost efficiency of each project has also made a significant contribution to stronger profitability over the past few years.

In contrast to the strong-performance in packaged games area, the digital games area has struggled to grow these past few years with inadequate returns on investment. Time has passed since the launch of major titles including CHAIN CHRONICLE, Puyopuyo!! Quest, and Hortensia Saga, and these titles seem to have run out of steam. Although new titles Shin Megami Tensei Liberation Dx2 and kotodaman have elicited a response, we still do not have enough popular titles. We must reassess what our customers truly desire in order to create new hit games, and strengthen management of development schedules and costs in addition to our post release operational capabilities. In this area, we are adopting the same approach—clarifying responsibilities and setting targets for operating income in each project—that led to results in the packaged games area. Since digital games take less time to develop than packaged games, we aim to enhance development precision, including schedules and costs, by carefully checking progress on a monthly basis in addition to reviews in meetings for each development phase.

P/L Responsibility and Preventing Unprofitable Projects

Aiming to Maximize the Value of Extensive IP Assets

Amid rapid growth of the digital games market, we split off companies along game device types, and our business expanded at the same pace as market growth. As market growth begins to taper off, however, it makes more sense to have a management structure that maximizes the value of our extensive IP assets by utilizing them regardless of game devices. For this reason, in April 2017 SEGA Games discontinued the company system based on game device type, and switched to an organization centered on IP. With the goal of creating global hit titles under Road to 2020, the Company is taking full advantage of IP assets, including existing IP, idle IP, new IP, and outside IP, to better coordinate IP in multiple channels and expand IP for global markets.

リバイバルIPにおけるグローバル連携
リバイバルIPにおけるグローバル連携

By realigning our organization along IP, development teams that used to create packaged games are now also working on digital games such as Ryu ga Gotoku ONLINE, as they challenge themselves to create games for different platforms. Collaboration across the organization has also picked up. One example of this collaboration is employees at ATLUS and SEGA Games working together on Shin Megami Tensei Liberation Dx2, which was released in January 2018 as a smartphone app version of the Megami Tensei series of RPGs for home game consoles. Moreover, titles made in collaboration with outside IP owners, such as Total War: WARHAMMER 2, have been doing well.

Regarding idle IP, in 2018 we re-released Shenmue I&II, a revival of Shenmue, which debuted in 1999, and Shenmue II.

This title was the culmination of cooperation across studios with SEGA Europe Ltd., our development studio based in the U.K., directly involved in its publishing. In addition to re-releases, we are also working on completely new games using idle IP like New Sakura Wars (working title), which was announced in April 2018.

The SEGA Group has more than 4,000 developers around the world. By working together across countries, regions, and studios, we aim to establish a framework for creating games globally for markets around the world.

Considerable Potential of the SEGA Group

While we have successfully improved earnings to some degree, we have only just crossed the start line. We will be able to deliver moving experiences to more people around the world by taking a two-pronged approach to growing existing IP, reviving idle IP, and effectively utilizing outside IP, and to creating new IP. The SEGA Group is confident there is considerable potential for growth in each prong of this approach. I believe realizing this growth potential would delight our shareholders as well. With our employees, we aim to draw out the considerable potential of the Group.