FY2004 First Half Results Analyst Meeting. November 19, 2004

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Transcription:

FY2004 First Half Results Analyst Meeting November 19, 2004 1

Statements made in this document with respect to SQUARE ENIX CO., LTD. and consolidated subsidiaries' (together, "SQUARE ENIX") plans, estimates, strategies and beliefs, including any forecasts or projections, are forward-looking statements about the future performance of SQUARE ENIX. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. our ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. our ability to expand internationally successfully with a focus on our digital content business, online game business and mobilephone content business; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward-looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. SQUARE ENIX assumes no obligation to update or revise any forward-looking statements, including forecasts or projections, whether as a result of new information, subsequent events or otherwise. These statements include pro-forma for historical data that reflect the aggregation of former two companies operating results (former ENIX and former SQUARE) with no adjustment. The financial information presented in this document is prepared according to generally accepted accounting principles in Japan. 2

1. FY2004* First Half Results 3 *FY2004 = Fiscal Year Ended March 31, 2005

FY2004 First Half Results - Consolidated 4

FY2004 First Half Results by Segments - Consolidated 5

FY2004 First Half Year Results Unit Sales (rounded to nearest ten thousand) 6

FY2004 First Half Results Consolidated Net Sales by Region 7

FY2004 First Half Results Non-Consolidated 8

2. FY2004* Projections 9 *FY2004 = Fiscal Year Ended March 31, 2005

FY2004 Projections: Consolidated/Non-Consolidated 10

FY2004 Projections by Segments - Consolidated 11

FY2004 Projections Unit Sales *Including the unit sales of KENSHIN DRAGON QUEST YOMIGAERISHI DENSETSU NO TSURUGI. 12

-Online Game- -Growth of Net Sales- (Billions of Yen 57 UP FY2002 result is the simple addition of former two companies results (former ENIX and former SQUARE) Number of FFXI registered users reached 550,000 worldwide The beta testing for Front Mission Online started on November 4, 2004 Titles to be newly released in 2005 EverQuest early 2005 Front Mission Online Fantasy Earth 13

-Online Game- Projected Growth of Global Online Game Market Billions of Yen Moderate Scenario Projected Growth of SQEX-OnlineNet Sales Billions of Yen 44.6 Asia Europe 84.3 North America Created by SQUARE ENIX from various sources FY2002 result is the simple addition of former two companies results 14

-Mobilephone Content- -Growth of Net Sales- (Billions of Yen 81 UP FY2002 2003 2004E FY2002 result is the simple addition of former two companies results (former ENIX and former SQUARE) DQ-i and FF-i have been established as comprehensive portal site Provide games for mobilephones, which have evolved into a game console 15 Provide full port version of DRAGON QUEST and FINAL FANTASY BEFORE CRISIS FFVII New content to come; FRONT MISSION MOBILE Full port version of FF

-Mobilephone Content- Projected Growth of Mobilephone Content Market in Japan Billions of Yen Projected Growth of SQEX-Mobile Net Sales Billions of Yen 28.0 67.7 Source: Digital Content Hakusho 2004 FY2002 result is the simple addition of former two companies results with no adjustment 16

-Growth of Net Sales- -Publications- (Billions of Yen 8 UP FY2002 result is the simple addition of former two companies results (former ENIX and former SQUARE) with no adjustment Magazines New monthly magazine, YOUNG GANGAN will be issued in the second half year Comics Total sales of Fullmetal Alchemist reached 1,200,000 copies (volume 1-8) Animated Mahoraba will come on screen in the second half year SOUL EATER, which was issued In June makes steady growth Game-related books Big titles of strategy guides for DRAGON QUEST will be issued 17

(For Reference COMPILATION OF FINAL FANTASY VII CG animation ADVENT CHILDREN The world 2 years after FFVII Mobilephone Content BEFORE CRISIS for 6 year period beofre FFVII PSPCrisis Core 18 PS2Dirge of Cerberus The world 3 years after FFVII Creation of new original content and provision of whole new experiences to users: The users will experience an outlook on the world of FFVII through the diversified content Full deployment of the ability to create an original content

Midterm Strategy 19

Network will Fundamentally Change the Entertainment Network is the Game Everything plays Games 20

Network is the GameCommunications among users are vital to network content Software Content made by game makers Community Content generated by users 21

Everything plays Games Advanced terminal technology changes the way users access content Terminals Content Access from anywhere Access to everything 22

New Entertainment Transform The Industry Architecture Now Future Content Network Terminal PS/PS2 X-box Vertically integrated by terminal type Close relationship with console maker is important Product out oriented mindset Open network will break the vertical integration. Close relationship with platform technology holders become important Terminal and network differences will become less important. Customer ownership shifts to content provider Community management conforming to customers needs become key factor for success 23

In Response to the New Industry Architecture, our Strategy is to Enhance Community Management Deploy Polymorphic Content Formulate the New Platforms 24

Deploy Polymorphic Content Traditional model of secondary use of content Novel Polymorphic Content Novel Movie DVD Others Movie DVD Original Concept Others Game Game The secondary content is a mere porting of the original to a different format Number of customers decreases as the content is deployed in different formats sequentially Original concept created at higher abstract level can be a polymorphic content. Content makers with interactive design capabilities, which is the most scalable but difficult, have competitive advantage. 25