SEGA Sammy Reports Profit In Fiscal Year Results
SEGA Sammy has posted their fiscal year results for the time period ending March 31st, 2016. We can now see the results of the company’s restructure.
For all the employees laid off and divisions redone, it had a bittersweet result for the company. While game sales have stalled (obviously, a smaller release schedule in the latter half of last year was a factor), the company made a profit due to cost-cutting techniques like the layoffs and restructure.
SEGA’s Entertainment Contents business – which covers arcade machines, animated films and toys in addition to games – made an operating profit of ¥3.7 billion ($33.4 million / €30 million), a major improvement over the ¥63 million ($579,000 / €510,000) it earned in the previous fiscal year. However, despite the turnaround, Entertainment Contents’ revenue was stagnant, falling by 0.5 per cent to ¥199.7 billion ($1.8 billion / €1.6 billion).
When combined, SEGA’s Digital and Packaged Games revenue represented half of that ¥199.7 billion total, and the same lack of forward momentum was evident. Digital Games earned ¥53.9 billion ($495 million / €436 million), down 2 per cent year-on-year, while Packaged Games revenue fell by 11 per cent to ¥42.3 billion ($389 million / €342 million).
In terms of Packaged Games, the downward trend in revenue is reflected in an even steeper decline in unit sales. For the fiscal year ended in Match 2015, Sega sold 12.28 million units of software, but that declined 25% to 9.22 million units last year. The improvement in operating profit, the company said, was down to a reduction in costs due to its smaller portfolio of released titles. The standout game in the last fiscal year was Football Manager 2016, a relatively niche franchise by most measures, and one that played second fiddle to Alien: Isolation the year before.
The slight decline in Digital Games revenue was more problematic, because the actual number of people playing Sega’s games increased for both its Domestic titles and those in its Noah Pass cross-promotional network. Domestic games, for example, attracted an average of 7.7 million MAUs in fiscal Q4, up more than 40 per cent year-on-year, and yet the average revenue from each of those users actually declined 15 per cent over the same period. Sega is accruing players to its increasingly important digital titles, but it has yet to monetize them effectively.
Across the entire company, Sega’s revenue for the year slipped 5% to ¥348 billion ($3.2 billion / €2.8 billion). It still managed to turn last year’s ¥11.4 billion loss ($105 million / €92 million) into a ¥5.4 billion profit ($50 million / €44 million).
Despite that, SEGA expects a larger and more interesting release schedule to fix things:
By the end of the current fiscal year, Sega will be expecting to make a more product-driven impact on its financial health. In addition to a new Football Manager game, it will also launch Persona 5 and Yakuza 6 in both the Japanese and foreign markets, and the eagerly awaited Total War: Warhammer.
This post was originally written by the author for TSSZ News.