This site uses cookies.
Some of these cookies are essential to the operation of the site,
while others help to improve your experience by providing insights into how the site is being used.
For more information, please see the ProZ.com privacy policy.
This person has a SecurePRO™ card. Because this person is not a ProZ.com Plus subscriber, to view his or her SecurePRO™ card you must be a ProZ.com Business member or Plus subscriber.
Affiliations
This person is not affiliated with any business or Blue Board record at ProZ.com.
Services
Translation, Editing/proofreading, Website localization, Software localization, MT post-editing, Training
* Q.
2006年にドラクエ9が2007年発売だと発表があったが、今は2008年だ。いつ出るのか?
Ans.
はじめての携帯用ゲーム機であり、はじめて通信要素をいれようということになっており、
クリエイターからは最後の最後まで納得いくまで作りこみたいと話をきいた。
大変ご迷惑をおかけしているが、当年度こそは発売したいと思っている。
Translation - English The Square Enix 28th Stockholders Meeting Q&A Session
Q: You currently have 111.5 trillion yen cash on hand, but is that sound? Companies are expected to invest and seek returns on those investments, and a hundred million yen in interest isn’t very much. Are there any plans for a merger or acquisition? There too, the dividends are slight.
A: If we planned to simply sit on the funds, it would certainly be better to reinvest. However, we’re holding on to them in preparation for future development and expansion. If we sink everything back in now, then we’re stuck dealing with restrictions when we need the resources. Our shares are performing at 30% here in the second half. We’re looking to maintain that level going forward.
Q: Looking at the sales posted among all reporting business units, the figures don’t add up. How do you explain the discrepancy?
A: Any transactions handled internally are not shown, so there will be differences. For example, Dragon Quest Monsters: Battle Road was an internal dealing between Taito and Square Enix.
Q: What are your thoughts on the current slump all companies in the Arcade business seem to have fallen into?
A: The Arcade market at 900 trillion yen is greater than the home console market. On top of that, it's managing a constant annual growth rate of about 3%. The Arcade industry is not on the decline.
So, why are the companies slumping? It's because the locations where these facilities are operated have undergone a drastic change.
Twenty to thirty years ago game centers were in downtown areas, on busy streets and beside movie theaters, but recent trends have shown a tremendous increase in game centers inside
shopping centers. In addition, we’re looking at a generation dominated by children’s card games, and the introduction of “general amusement centers” in suburban areas.
This is why we're seeing shifts within those locations.
Looking at our current holdings there, it may well seem to be a tough situation. In truth all of that shifting contains growth, and getting ahead of those new movements is one of our focuses.
Also, it's been said the synergy between Taito and Square Enix is like water and oil, but that's not the case.
For example, there are limits to the controller interface of home consoles, but in an arcade you have much more conceptual freedom to build with.
Just recently Dragon Quest Monsters: Battle Road has been extremely well received, and last week we put out Lord of Vermilion, which could not be made to work for home users.
We envision that kind of synergy leading to increased sales going forward.
Q: How much of the business is currently focused overseas? Also, how is the migration to the newer platforms being managed?
A: Offline games are an even 1:1 ratio between Japan and the West. We realize this is not ideal, and want to increase the percentage overseas.
Online games are looking good at 60-70%.
The great majority of mobile business is in Japan. Overseas that's been a tough market to work with, and we're waiting on things like the iPhone.
Publishing is almost entirely Japanese. We're working on launching abroad.
Arcade business is solely within Japan, though our target is to get 10-30% overseas.
Looking at our business segments as a whole, 20% is outside Japan.
As for our index as a holding company, we’re using our operating income. That in connection with our investments and their returns are where we derive our Return on Equity (ROE).
We're aiming to reach profits of 50 trillion yen.
As a company we believe ROE should be at least 10%.
Q: FF13 will be out soon, but in the current games market, the more you ship the more your titles end up in used game stores, returning no profit to the developer. Given that, would it be possible for you to rent games out similar to movies?
A: Thank you very much for voicing your thoughts on this.
The current generation of games all incorporate some type of network connectivity, which means almost all need online resources. Even titles without online play have online rankings, leaderboards, and so on.
In light of that online component, we believe the resale of physical game media problem can be worked out.
Rather than renting out the physical discs themselves, we're imagining more along the lines of an online means to solve this.
Q: With Square Enix becoming the subsidiary of a major holding company, a portion of the employees will no longer be members of a stock listed enterprise. What are your thoughts on the risks to staff motivation, loss of talent, and drawing in new workers?
A: This is a company entirely of its people. Moving forward through their strong will and desires is everything.
The reasons why we've restructured in this fashion, and the impact it will have, have already been explained to each employee.
At present, no one is quitting or suddenly losing motivation over this.
General consensus is that recently half of all game companies have come to have the stock controlled by the company, so this situation is no longer out of the ordinary.
Q: I've attended these general meetings for some years now, and as always you’ve got more than 100 billion yen in cash. Now that the Taito acquisition is complete, is that really necessary? I buy stock in my company, and I’d like to see that stock go up. Developments are slow.
A: This goes along with the first question asked today, as far as our “slowness”… it's not that we are here shirking decisions that need to be made, but we kindly ask your approval of today’s resolutions so our board members can also proceed forward with greater speed.
Q: Every year the amount of profit on game sales goes down. I'd like to see the 30% denomination on shares go up, with more of a return to the norm. Further, the company's director Mr. Naruke doesn't even hold any shares in his own company. Year by year profits go down, are the board of directors properly discussing this? Where is their confidence?
A: Stagnant sales leading to lower profits is rough, but this term sales are up.
Sales are based on production capacity and its ties to the marketplace. Profits come in based on the efficiency of our production.
Entering into new markets means we start by building production capability, and once that is in place sales go up, at which point we refine and reap larger profits.
The board of directors has had a lot thrust on it with little warning, and the members have had a lot of pressure put on them.
In truth, we'vee been discussing things outside the directors' meetings as well.
Q: In 2006, Dragon Quest 9 was announced for a 2007 release. It's now 2008. When is it coming out?
A: As a first for portable systems, and a first for the types of connectivity being included, the creators have asked us to please hold out until every last detail is finished to their satisfaction. We realize it's been a difficult wait for everyone, and we would dearly like to see it released this year.
More
Less
Experience
Years of experience: 15. Registered at ProZ.com: Jan 2010.