This is part 9 of a long running series, the previous article in this series can be found here:
part 8 here
In February this year, NTES increased the money it charges its players by 50%. Considering that XYQ and XY2 are one of very few paying games in the world while the market is dominated by free to play games, NTES was conducting a very dangerous gamble.
But since XYQ and XY2 are the largest revenue generators for NTES, if this gamble is successful (that there are not a lot of player loss), it would mean great news for NTES.
On 8/4/2013, at 14:55pm Beijing time, NTES achieived a PCU=2633380 players. Please see the following news (in Chinese):
2nd highest in record
To put this is perspective, the Peak Concurrent Users (PCU)
PCU = 2630k for 2013
PCU = 2710k for 2012
PCU = 2300k for 2011
PCU = 2600k for 2010
PCU = 2560k for 2009
PCU = 2320k for 2008
While this is not the all time record, it is still amazing considering each players are spending 50% more to play comparing previous years.
It is clear that NTES is able to reverse the player loss due to fee increase. NTES adds a lot of new contents for XYQ and add a mobile game option, XYQ is actually starting to grow again. This is clearly beyond my wildest imagination.
I am extremely impressed by NTES ability to understand its customers. I don't know of too many other cases where a company can increase its fee by a whopping 50% at one time and proceed to starting major growth 6 months later.
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Showing posts with label XYQ. Show all posts
Showing posts with label XYQ. Show all posts
Sunday, August 4, 2013
Monday, March 4, 2013
XYQ and XY2 Players Number Update, part 8
One can find my last NTES
related post here:
The numbers are wonderful
for NTES. It is definitely better than what I thought. The following are the
player statistics numbers:
-----------------------------------------------------------------
The following is the
player statistics for XYQ:
|
Date
|
Date
|
Number of Players (in
thousands)
|
Comments
|
1
|
1/12/2013
|
Saturday
|
1420
|
|
2
|
1/19/2013
|
Saturday
|
1377
|
|
3
|
1/26/2013
|
Saturday
|
1395
|
|
4
|
2/2/2013
|
Saturday
|
1299
|
|
5
|
2/9/2013
|
Saturday
|
1153
|
New Year Eve
|
6
|
2/10/2013
|
Sunday
|
1170
|
50% fee increase, New
Year Holiday
|
7
|
2/11/2013
|
Monday
|
1047
|
Chinese New Year Holiday
|
8
|
2/12/2013
|
Tuesday
|
1046
|
Chinese New Year Holiday
|
9
|
2/13/2013
|
Wednesday
|
1068
|
Chinese New Year Holiday
|
10
|
2/16/2013
|
Saturday
|
|
Work date, server count
not recorded
|
11
|
2/23/2013
|
Saturday
|
1377
|
Holiday + Weekend
|
12
|
3/2/2013
|
Saturday
|
1166
|
|
As one can see, there is a
distinct decrease in the number players playing XYQ. If we make 2/9/2013 as the
separation point, and average the first four row (number 1 to 4) and compare to
the average the next five rows (number 5 to 9). In addition, we compare to the
average of last two rows (number 11 and 12), we will have the following
numbers:
Average number of XYQ
players BEFORE the 50% fee increase = average of 1 to 4 = 1373
Average number of XYQ
players immediately AFTER the 50% fee increase = average of 5 to 9 = 1097
Average number of XYQ
players several weeks AFTER the 50% fee increase = average of 11 and 12 = 1272
Thus, the decrease
immediately after the 50% fee increase = (1097-1373)/1373 = -20.1%
and the decrease several
weeks after the 50% fee increase = (1272-1373)/1373 = -7.4%
A little note on the
player numbers on 2/23/2013 and 3/2/2013. On 2/23/2013, it is the lantern
festival in China. Every year during lantern festival, XYQ has special
promotion where players gets extra experience points. It is nice to see XYQ can
still get lots of players playing. On 3/2/2013, it is just a typical weekend.
While not as good as on 2/23/2013 (because there are no special promotion),
there are definitely much more players than during the Chinese New Year holiday
(and immediately after the gaming fee increase). It is clear that the players
are coming back. The initial player loss due to the 50% fee increase is
receding quickly. This is great news to NTES investors.
--------------------------------
The following is the
player statistics for XY2:
|
Date
|
Date
|
Number of Players (in
thousands)
|
Comments
|
1
|
1/12/2013
|
Saturday
|
708
|
|
2
|
1/19/2013
|
Saturday
|
710
|
|
3
|
1/26/2013
|
Saturday
|
705
|
|
4
|
2/2/2013
|
Saturday
|
696
|
|
5
|
2/9/2013
|
Saturday
|
587
|
New Year Eve
|
6
|
2/10/2013
|
Sunday
|
605
|
50% fee increase, New
Year Holiday
|
7
|
2/11/2013
|
Monday
|
604
|
Chinese New Year Holiday
|
8
|
2/12/2013
|
Tuesday
|
597
|
Chinese New Year Holiday
|
9
|
2/16/2013
|
Saturday
|
|
Work date, server count
not recorded
|
10
|
2/23/2013
|
Saturday
|
648
|
Holiday + Weekend
|
11
|
3/2/2013
|
Saturday
|
665
|
|
Again, we make 2/9/2013 as
the date of separation, and average the first four rows (number 1 to 4) and
compare to the average the next four rows (number 5 to 8). In addition, we also
compare to the average of the last two rows (number 10 and 11), we will have
the following numbers:
Average number of XY2
players BEFORE the 50% fee increase = average of 1 to 4 = 705
Average number of XY2
players immediately AFTER the 50% fee increase = average of 5 to 8 = 598
Average number of XY2
players several weeks AFTER the 50% fee increase = average of 10 and 11 = 657
Thus, the decrease immediately
after the 50% fee increase = (598-705)/705 = -15.2%
and the decrease several
weeks after the 50% fee increase = (657-705)/705 = -6.8%
Just like XYQ, the players
are coming back quickly to XY2 after the initial shock.
-----------------------
Finally, let me compile
the above data into a final table to more clearly see the pattern of players
loss after the 50% gaming fee increase.
|
Gaming fee increase
immediate impact
|
Gaming fee increase
medium term impact
|
XYQ
|
-20.1%
|
-7.4%
|
XY2
|
-15.2%
|
-6.8%
|
The above table is telling
us several points.
First, as expected,
players don't like the new policy of increased fee to play the game as well as the
addition of item-based purchase to time-based games.
Second, the impact on XY2
is less pronounced than that of XYQ. I didn't expect that since XY2 is the
oldest game in NTES staple. As the oldest game, one would think it would be the
weaker game, thus should suffer more player loss. But it turns out to be the
opposite. One possible explanation is that XY2 is so old that players regards
it more as a social game. Thus, players stay because their friends are staying.
XY2 is extremely sticky.
Third, the immediate impact
is 15% to 20% player loss. But as time goes by, majority of those players come
back as they see the games are still healthy and their friends are staying.
Thus, at this point, the player loss is only about 6% to 7%.
This is great news for
NTES. The net effect of 50% gaming fee increase is going to be 150%*(100%-7%) =
1.5*0.93 = 1.395 = around 1.4. Or roughly 40% increase in revenue.
So far, NTES stopped all
advertising for those games. The last thing NTES wants is to generate publicity
when there are negative news (gaming fee increase is regarded as negative by
the players). Also, NTES doesn't need to spend money to purchase new equipment
or hire new engineers since there is no player increase. But this is great news
for NTES investors, this gaming fee increase doesn't requires any NTES
expenditure. All the 40% additional revenue increase go directly to the
earning. Finally, the policy is permanent. Those revenue and earnings increases
are permanent going forward.
I am a little surprised
that only 15% to 20% stopped playing at the beginning. I am even more surprised
how fast most of those players come back. It is very clear that those old games
(XY2 is about 11 years old and XYQ is about 9 years old) are really becoming
social games. They are extremely sticky because, unlike more modern games,
players go there to socialize. As long as their friends are there, they will
stay (no matter how mad they are at the 50% increase in gaming fee).
Finally, one probably get
more certain one month from now. But the direction is pretty certain. I am
pretty confident that NTES had played an extremely dangerous game of poker with
their customers and won. My calculation above of 1.395 or 39.5% revenue
increase is still a little premature and one do need to get more data points.
But the most likely scenario is that even more players will continue to come
back, thus there might be even more than 39.5% additional revenue from those
games.
end.
Sunday, March 3, 2013
Why is NTES's gaming fee increase a mystery to Wall Street, part 7
One can find my last NTES
related post here:
I just don't get it. It is
pretty amazing how inefficient Wall Street can be. One would think when the
number 1 and number 3 properties of a company increase their user fee by 50%,
for the 1st time in 10 years, it would have been picked up by at least some
Wall Street analysts.
This increase could
increase the revenue from those games by up 50%, without incurring any expense,
one would think this will be a big news.
It is not like Netease is
trying to hide it. The following is the official announcement from the official
game web site:
For XYQ:
For XY2:
For XY3:
Since the policy change on
2/10/2013, it had been the number 1 topics in many of the most popular gamer
forum in China.
Yet, I don't see this news
in English. Nor do I see any mention of this by any Wall Street analysts.
The following is the
latest Wall Street article on Netease. It is a Bloomberg article on how much
Wall Street analysts likes Netease. But there is no mention of this gaming fee
increase.
Some analysts talked about
how excited they are that they think Netease will grow their net income by 14%
this year. Really? Netease just increased (potentially) the income from their
number 1 and number 3 properties by 50%, and those Wall Street analysts think
14% is impressive!
I wonder how long will it
take before some analysts who get paid to follow Netease will actually go to
visit Netease's official game web site and discover this policy.
The following is the link
to the Bloomberg article:
In my next blog post, I
will provide an updated player number statistics for XYQ and XY2.
end
Saturday, March 2, 2013
Breakdown of NTES's gaming revenue by games, part 6
One can find my last NTES related post here:
part 5 here
part 5 here
In part 4 and part 5 of
this series of blog posts, I provided the short term effect due to the 50%
increase of gaming fee Netease charges the players to play its games.
In this blog post, I am
going to provide estimates of NTES's revenue breakdown by its games. Once I
figure out each games' revenue breakdown, I can use that information to
calculate how much more revenue can NTES get per quarter due to the 50%
increased fee charge.
Unfortunately, NTES
doesn't provide this information to its investors. One has to estimate it from
different sources. But sometimes, NTES does provide hints in its quarterly
earning conferences.
On 2Q2012 earning
conference call, the company stated that the top 5 games (without ranking) are
XYQ (Fantasy Westward Journey), XY2 (Westward Journey 2), TX3 (Tianxia 3), DT2
(Heroes of Tang Dynasty), and WOW (Blizzard/Activision's World of Warcraft).
On 4Q2011 earning
conference call, the company stated that the top 5 games (with ranking) are
XYQ, WOW, XY2, QN, and TX3. QN is Ghost Story.
On 3Q2011 earning
conference call, the company stated that the top 5 games (with ranking) are
XYQ, WOW, XY2, QN, TX3.
As implied from above, one
can rank its top games as XYQ, WOW, XY2, TX3, QN, and DT2. Out of its two new games,
WH (Kung Fu Master) had also became a major hit.
Thus, there are about 7
games of significance and it is ranked in terms of revenue by the following:
XYQ, WOW, XY2, TX3, QN, DT2 and WH. The ranking stay largely the same, but
there are some changes in ranking from quarter to quarter.
As I mentioned before,
NTES's games can be broken down to three categories. The 1st category is its
in-house developed time-based paying games. In this category, there are XYQ,
XY2, and XY3. XYQ is NTES's most popular game, XY2 is NTES's 3rd most popular
game. XY3 is not significant.
Category 2 is its licensed
time-based paying games. Those games are licensed from Activision/Blizzard.
They are WOW, SC2, and W4. WOW is NTES's second most popular game. SC2
(Starcraft 2) and W3 (Warcraft 3) do not generate much revenue of any
significance. Note that SC2 and W3 are wildly popular in the west. But since
they are not MMORPG games, thus they are easily pirated. These two games can't
generate much revenues in China.
Category 3 is NTES's
in-house developed item-based free-to-play games. Those games are relatively
new and is still undergoing high player number growth. Most of these games are
either a few months old to a couple of years old, thus, they are still in the
early explosive growth stage. In this category, the significant games are TX3,
QN, DT2 and WH. There are about 6 or 7 other games in this category, such as
new FF, ZH, PK, MC, JL, and DT, but they don't provide significant revenue.
-----------------------------------------------------------
Now, I will provide
revenue estimates for games in category 1. NTES haven't provided individual
game revenue by quarter for a long time. The last time it did is on the 1Q2008
earning conference. But it did provided PCU (Peak Concurrent User) numbers from
time to time. I can use that to translate the revenue to the current quarter.
The last quarter when NTES
provided individual gaming revenue is 1Q2008. I will use three quarters, 3Q07,
4Q07, and 1Q08, and to average them to get a more accurate estimate. The
following is the PCU number and revenue number for the three quarter. The last
column is the average of the three quarters.
3Q07
|
4Q07
|
1Q08
|
Average
|
|
XYQ PCU
|
1440k
|
1520k
|
1670k
|
1543k
|
XYQ Quarterly Revenue
|
48.8M
|
50.7M
|
57.1M
|
52.2M
|
XY2 PCU
|
305k
|
387k
|
385k
|
359k
|
XY2 Quarterly Revenue
|
11.9M
|
13.2M
|
15.9M
|
13.7M
|
The last time NTES
provided PCU is 3Q2012. On August, 2012, XYQ had a PCU = 2710k. Assuming there
is a 10% decrease of PCU from 3Q12 to 4Q12, the PCU for 4Q12 is estimated to be
= 2710k * 0.9 = 2440k.
By using the table above,
we can generate the 4Q12 revenue estimate for XYQ = (2440k/1543k)*52.2 = 82.5M.
I will perform the same
calculation for XY2. On August 2012, XY2 had a PCU = 1267k. Assuming 10% from
3Q12 to 4Q12, the 4Q12 PCU = 1267k * 0.9 = 1140k.
By using the table above,
we can generate the 4Q12 revenue estimate for XY2 = (1140k/359k)*13.7 = 43.5M.
Finally, XY3 is the third
game in this category, it is not a significant game. During the 4Q12, XY2 has
about 170 servers in operation to support its gamers. During 4Q12, XY3 has
about 35 servers. Therefore, I estimate that XY3 generated (35/170)*43.5M = 8M
during 4Q12.
The following table
provided the revenue generated by games in category 1 during 4Q2012.
4Q12 Revenue (in
Millions)
|
|
XYQ
|
82
|
XY2
|
43
|
XY3
|
8
|
subtotal
|
133
|
-----------------------------------------------
Now, I will provide 4Q12
revenue estimate for games in category 2. In this category, only World of
Warcraft (WOW) is of any significance. I will have to use different approach to
generate an estimate for WOW.
NTES didn't get the license
to operate WOW from Activision until 2Q2009. Prior to that, the game was
operated by The9 Limited (ticker: NCTY). At the time, NCTY generated virtually
all the revenue from WOW. In 1Q09, NCTY generated 59M for that quarter.
But the transition from
NCTY to NTES was not a smooth transition. Chinese government blocked the
transition. There were a few months where NTES was not allowed to operate WOW.
Therefore, there were significant player lose at that time.
Only until 2Q2010 did NTES
had a full quarter to operate WOW. The gaming revenue from 3Q09 is 113.6M. The
gaming revenue from 2Q10 is 174.1M. The increase from 3Q09 to 2010 is
174.1-113.6 = 60.5M. But the increase is not just from WOW alone. Both XYQ and
XY2 were still growing. In addition, TX2 started operation on 9/20/2009. Thus,
the most likely case is WOW get about 40M during the 2Q10.
But by 3Q10, the 2nd
expansion pact for WOW was released in China. By all indications, there were no
major increase. Thus, NTES probably get 45M to 50M per quarter for the next few
quarters. WOW's 3rd expansion pact was released in late 2Q11. NTES probably get
55M during the 2Q11.
But starting the 3rd
expansion pact, the increase from an expansion pact only last for less than 1
quarter. Starting 3Q11, and virtually every earning conference after that, NTES
announced that performance of WOW is decreasing. According to the earning
conferences, WOW had been in a continual decline until 4Q12. By the 3rd Q 2012,
WOW had probably decreased down to 40M per quarter. 4Q12 is when WOW's 4th
expansion pact were released. Because the 4th expansion pact's main them is
Panda (heavily Chinese theme). NTES got a big jump. I estimate NTES got 50M
from WOW in 4Q12.
For other games (SC2 and
W3) in this category, they are not significant. I estimate they combine for 5M
in 4Q12.
The following table
compiled the gaming revenues for games in category 2:
4Q12 Revenue (in
Millions)
|
|
WOW
|
50
|
SC2 & W3
|
5
|
subtotal
|
55
|
----------------------------------------------------------------
Now, I will provide 4Q12
revenues for games in category 3. In this category, these are the in-house
developed item-based free-to-play games. Those are fundamentally different
games than those in category 1 and 2 time-based paying games. Thus, I can't use
the statistics of category 1 or 2 games and to extrapolate gaming revenues in
category 3 games.
For that, I have to use
games in other company. Luckily, there is one game that is very similar to all
the games in this category. Changyou.com Corp (ticker: CYOU) has a mega game
call TLBB. TLBB turns out to be very similar to NTES's free-to-play games.
CYOU operate many games
and it doesn't break out revenue by games. It currently have several games that
have significant revenue. But before 3Q2011, TLBB was basically the only game
of any significance for CYOU. Thus, I will use TLBB's revenue for 3Q11 as the
basis.
For 3Q11, CYOU's gaming
revenue is 115.8M. On average, for 3Q11, CYOU uses 350 game servers to support
its gamers.
For 4Q12, NTES uses the
following number of servers for the following games: it uses 102 servers for
TX3, it uses 81 servers for QN, it uses 65 servers for DT2, it uses 52 servers
for WH, it uses 31 servers for PK, it uses 21 servers for JL, it uses 20
servers for new FF, it uses 14 servers for ZH.
Finally, to extrapolate
the 4Q12 revenue for each NTES's game, I use CYOU's TLBB statistics as the
basis and uses the following calculation:
For TX3: its 4Q12 revenue
= (102/350)*115.8 = 34M
For QN: its 4Q12 revenue =
(81/350)*115.8 = 27M
For DT2: its 4Q12 revenue
= (65/350)*115.8 = 22M
For WH: its 4Q12 revenue =
(52/350)*115.8 = 17M
For PK: its 4Q12 revenue =
(31/350)*115.8 = 10M
For JL: its 4Q12 revenue =
(21/350)*115.8 = 6M
For new FF: its 4Q12
revenue = (20/350)*115.8 = 6M
For ZH: its 4Q12 revenue =
(14/350)*115.8 = 4M
The following table
compiled the gaming revenues for games in category 23:
4Q12 Revenue (in
Millions)
|
|
TX3
|
34
|
QN
|
27
|
DT2
|
22
|
WH
|
17
|
PK
|
10
|
JL
|
6
|
New FF
|
6
|
ZH
|
4
|
subtotal
|
126
|
Finally, note that for
CYOU's TLBB, its ARPU = 218 for 3Q2011. It improves to ARPU = 353 by 4Q2012.
Since ARPU is the Average Revenue Per active Users, TLBB's revenue improves by
353/218 = 162% in the next 5 quarters (from 4Q11 to 4Q12). Similarly, one would
expect games in this category has the potential to grow by 162% over the next 5
quarters. That was assuming the number of players don't increase. But since the
above games are very new, it is expected there will be significant players
population increase. Thus, NTES's category 3 games shall increase by more than
162% in the next 5 quarters.
-----------------------------------------------------------------------------------
Now, we combine all the
games in all three categories in the following table:
4Q12 Revenue (in
Millions)
|
|
XYQ
|
82
|
WOW
|
50
|
XY2
|
43
|
TX3
|
34
|
QN
|
27
|
DT2
|
22
|
WH
|
17
|
PK
|
10
|
XY3
|
8
|
JL
|
6
|
New FF
|
6
|
SC2 & W3
|
5
|
ZH
|
4
|
Others
|
3
|
subtotal
|
317
|
Now, we have the
approximate breakdown of all NTES's games.
I started out using three
widely different approaches to estimate the games in three categories. I didn't
uses the ranking and total gaming revenue to generate my estimate. But since
the game ranking and the total gaming revenue for 4Q12 is known, I can use them
as independent verification.
To make sure my estimation
is of high quality, I uses the ranking of the games (NTES announce the ranking
in some earning conference call) as well as total gaming revenue as ways to
confirm my estimation.
From my estimation, it
match the ranking of the game perfectly. In addition, the total gaming revenue
I estimated is differed from the actual gaming revenue by only 3M. I assigned a
new category as Others and allocate 3M for that to match that of the actual
gaming revenue.
From the above two
independent verifications (ranking and the total gaming revenue), my estimate
had proved to be very accurate.
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