No gaming related news at Sony Corporate Strategy Meeting FY2023

Yurinka

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They didn't say anything new regarding gaming. These are the only related bits:

Enhancing Content IP

Investing in the ability to create Kando
  • In order to strengthen its creativity in areas such as music, pictures, games and anime, Sony has focused on getting closer to creators and creating Kando, and at the same time has invested in the ability to create Kando. In terms of content IP, Sony has invested approximately 1 trillion yen over the past five years.
Partner collaboration and group collaboration on content IP
  • “The Last of Us,” a first-partyPlayStation® title that was made into a TV drama, became one of the mostwatched shows in both Europe and Latin America in the history of our partner’s service, HBO Max.

Expansion of Kando space

Leveraging technologies such as VR and AI, Sony is also working on the challenge of expanding the field of Kando from real space into the virtual and mobility spaces from a long-term perspective

Virtual space
  • Sony is providing a place of creation where people connect with each otherthrough live service games, live performances by music artists and initiatives that increase sports fan engagement.
  • Sony is also working to seamlessly connect the virtual and the physical worlds using technologies such as its mobile motion capture system "mocopi," and skeletal tracking system.
  • Sony is extending the creativity of creators with AI represented by “Gran Turismo Sophy,” a racing AI agent that enhances the value of the experience within the game space. Sony intends to continue to promote research and development in this area, alongside social implementation.


Growth strategies for each business segment

G&NS segment: Increasing the number of active users
  • Growth and expansion of PlayStation®5 (“PS5™”). Shipped 6.3 million units of PS5 for the fourth quarter of FY2022 and continue to manufacture at full capacity.
  • Knowledge sharing from Bungie, Inc. to enhance Sony’s ability to develop and operate live service games.
  • Aim to increase the number of active users on PCs

Across entertainment businesses:
  • Maximizing value by deepening the deployment of IP
  • Synergies generated between entertainment businesses
  • Expansion of game IP: Continue work on the production of film and TV adaptations of first-party PlayStation® titles including “The Last of Us,”“Gran Turismo” and “Twisted Metal.”
  • Accelerating the growth of anime: Collaboration between “Demon Slayer: Kimetsu no Yaiba,” producer Aniplex and Crunchyroll.

Location Based Entertainment
Source: https://www.sony.com/en/SonyInfo/IR/library/presen/strategy/pdf/2023/press_E.pdf


From the powerpoint:
image.png

https://www.sony.com/en/SonyInfo/IR/library/presen/strategy/pdf/2023/speech_E.pdf


From the Q&A:
Q1: I would like to ask about your social media efforts in the entertainment business. I believe you will start to see benefits from your acquisition of Bungie and other moves going forward, but could you speak to what you have done to step up your mobile efforts over the past year, as well as to what benefits or learnings you have gained, if any? Also, what role do you see for mobile in Metaverse spaces?

A1: I believe that the fiscal year ended March 31, 2022 included two highlights for us in the mobile space. The first is that we acquired what is now Lasengle, formerly the mobile game development and operation division of Delightworks, which was responsible for the development and operation of the mobile game Fate/Grand Order. We hope that that will add to our development and operational capabilities. The other highlight was that we acquired preferred stocks of Scopely, Inc. as part of the consideration for the transfer of GSN Games. They provide a business whose nature is close to live game services, and run their business based on data, studying player trends in order to establish how to keep them enjoying games longer, and we feel we have a lot to learn from them. In addition, regarding SIE, we want to leverage our IP in mobile spaces over the long term, and we intend to steadily deliver on that.



Q2: You gave many examples of investments in the entertainment business, but looking at the balance between profitability and investment, it looks like ROIC has declined compared with the last few years. I understand that strategic investment and development costs are increasing, but what are your thoughts on the upside for ROIC going forward, including in terms of timeframes?

A2: ROIC is influenced by the harvest cycle. Taking the game business as an example, investment efficiency increased in the mature stage of the PlayStation4 lifecycle, but the transition from the final stage of that console to the PlayStation5 produced another temporary decline in profitability


Q1: There have been many developments in the entertainment industry in the U.S. since the start of the year, including the announcement of a huge investment of more than 8 trillion yen in the game industry and a major OTT platform losing subscribers. How do you view these developments? Also, when you think about strengthening your IP or expanding your platforms, what sort of risks do you see, and what kind of timelines do you think you have to base your efforts on?

A1: When thinking about M&A, the question of utmost importance is whether our investment will enable us to provide greater value for gamers or for game creators, rather than to expand our scale in the market, if what we are talking about is games. Platforms are important, but we are more interested in “Communities of Interest,” what motivates each of them, so we are not focused on the concept of a single platform. The media has changed significantly since things have moved online. We need to adapt ourselves accordingly, but we do not think the content that human creativity gives rise to will change that much. In the past, the media outlets chose what content they provided, but we are gradually beginning to see the content and its creators picking which media outlets they place themselves on. We therefore want to be sure we maintain our status as a company that is getting closer to creators. We nonetheless place greater investment priority on IPs than on DTC services. No matter how the world changes, we do not think a business can succeed without the power of content. As such, we intend to continue to ask ourselves what we can do to enhance our power of content creation.
Source: https://www.sony.com/en/SonyInfo/IR/library/presen/strategy/pdf/2022/qa_E.pdf

Next week (same day as the showcase) they'll have the business segment meeting, it's more likely that Jimbo will share something interesting there:
https://www.sony.com/en/SonyInfo/IR/library/presen/business_segment_meeting/
 
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Cool hand luke

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Q1: There have been many developments in the entertainment industry in the U.S. since the start of the year, including the announcement of a huge investment of more than 8 trillion yen in the game industry and a major OTT platform losing subscribers. How do you view these developments? Also, when you think about strengthening your IP or expanding your platforms, what sort of risks do you see, and what kind of timelines do you think you have to base your efforts on?

A1: When thinking about M&A, the question of utmost importance is whether our investment will enable us to provide greater value for gamers or for game creators, rather than to expand our scale in the market, if what we are talking about is games. Platforms are important, but we are more interested in “Communities of Interest,” what motivates each of them, so we are not focused on the concept of a single platform. The media has changed significantly since things have moved online. We need to adapt ourselves accordingly, but we do not think the content that human creativity gives rise to will change that much. In the past, the media outlets chose what content they provided, but we are gradually beginning to see the content and its creators picking which media outlets they place themselves on. We therefore want to be sure we maintain our status as a company that is getting closer to creators. We nonetheless place greater investment priority on IPs than on DTC services. No matter how the world changes, we do not think a business can succeed without the power of content. As such, we intend to continue to ask ourselves what we can do to enhance our power of content creation.
Good little insight into how they feel about the future of gaming - creator (developer) driven and IP-driven. Make sure PlayStation, whatever form it takes, is both the place to play and develop.

The huge investment mentioned is the failed ABK acquisition and the OTT platform is Netflix, I believe.
 
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Yurinka

Yurinka

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I don't understand : what is Kando ?
It's what @Gediminas say.

They have as motto that they have to deliver Kando, but in practice they use as Japanese PR/corporate bullshit euphemism to measure sales performance: if something sells a lot and has a lot of users then for them it's delivering a lot of Kando. If something doesn't sell well/as much as they expected then they say it doesn't deliver enough Kando.
 

ethomaz

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So PC numbers were lowers than forecast last year?
They are still trying to understand how to increase user in PC space :D
 

ethomaz

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BTW that is the presentation.


Confirms Gran Turismo Movie to this year.
Talks a lot of expansion in India.

[G&NS growth strategy]
First is the Game & Network Services (G&NS) segment.
Central to our strategy in this segment is increasing the number of active users.
I consider the drivers for this to be the growth and expansion of PlayStation®5 (PS5™), and the strengthening and expansion of our first party game portfolio.

Driving PS5 expansion
We shipped 6.3 million units of PS5 in the fourth quarter of FY22 and continue to manufacture at full capacity.
Going forward, we intend to work with the publishing and development communities, in addition to PlayStation Studios, to expand our content pipelines and provide increasingly innovative and compelling game experiences that grow the PS5 installed base and increase the number of active users.

Strengthening development and operational capabilities of our own live service games
To strengthen and expand our first party game portfolio, we plan to continue to taking on board knowledge from Bungie which we completed the acquisition of in July, 2022 and expect to enhance our ability to develop and operate live service games.
We also intend to increase the number of active users on PC, in addition to PS5.
 

Dabaus

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They didn't say anything new regarding gaming. These are the only related bits:



Source: https://www.sony.com/en/SonyInfo/IR/library/presen/strategy/pdf/2023/press_E.pdf

From the Q&A:



Source: https://www.sony.com/en/SonyInfo/IR/library/presen/strategy/pdf/2022/qa_E.pdf

Next week (same day as the showcase) they'll have the business segment meeting, it's more likely that Jimbo will share something interesting there:
https://www.sony.com/en/SonyInfo/IR/library/presen/business_segment_meeting/
Wow thats vague even for corporate speak. "What are you going to do in the M & A environment?" Answer is literal gibberish.
 
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Yurinka

Yurinka

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Thanks, I'll add it to the OP

Edit: done

So PC numbers were lowers than forecast last year?
They are still trying to understand how to increase user in PC space :D
No, they didn't say that their PC numbers were lower than forecasted. They may provide extra related info in the business segment meeting.

All we know until now it's that the 'others' category has been bigger than ever in Sony's history but very likely not only for having better PC sales than last year, but due to PSVR2 included there.

They know how to increase PC users: releasing more stuff on PC. This is how they grew their PC userbase year after year, and why they plan to release more PC years year after year. And particularly, GaaS since these games have a bigger retention than 1 time and done SP games.

Today they only said the same than for PS5: that they want to grow their userbase. Which has nothing to do with having met or not a forecast.
 
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Puff

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Going forward, we intend to work with the publishing and development communities, in
addition to PlayStation Studios, to expand our content pipelines and provide increasingly
innovative and compelling game experiences that grow the PS5 installed base and increase the number of active users.
 

ethomaz

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No, they didn't say that their PC numbers were lower than forecasted. They may provide extra related info in the business segment meeting.

All we know until now it's that the 'others' category has been bigger than ever in Sony's history but very likely not only for having better PC sales than last year, but due to PSVR2 included there.

They know how to increase PC users: releasing more stuff on PC. This is how they grew their PC userbase year after year, and why they plan to release more PC years year after year. And particularly, GaaS since these games have a bigger retention than 1 time and done SP games.

Today they only said the same than for PS5: that they want to grow their userbase.
They not saying nothing about the forecast already says they did not reach it 🤷‍♂️

But that was expected after most of their games flopped on PC.
 
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Yurinka

Yurinka

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They not saying nothing about the forecast already says they did not reach it 🤷‍♂️

But that was expected after most of their games flopped on PC.
No, they didn't say anything about the forecast because this meeting, or the previous one, wasn't where they talk about that.

They made the forecast in the business segment meeting, so if they show the results/make a new forecasts will be in the business segments meeting of this year (next week). In the presentation of today and the previous one about this FY they don't go in that detail.
 
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