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Earnings Call: Q2 2017

Nov 2, 2016

Speaker 1

Greetings, and welcome to the Take 2 Interactive Software's Q2 fiscal year 2017 earnings conference call. At this time, As a reminder, this conference is being recorded. I would now like to turn the conference over to your host, Mr. Hank Diamond. Thank you.

You may begin.

Speaker 2

Good afternoon. Welcome and thank you for joining KQ's conference call to discuss its results for the second quarter of fiscal year 2017. Ended September 30, 2016. Today's call will be led by Strauss Zelnick, Take 2's Chairman and Chief Executive Officer Carl Sladoff, our President and Lainie Goldstein, our Chief Financial Officer. We will be available to answer your questions during the Q and A session calling our prepared remarks.

Before we begin, I'd like to remind everyone that the statements made during this call that are not historical facts are considered forward looking statements under federal securities law. These forward looking statements are based on the beliefs of our management, as well as assumptions made by and information currently available to us. We have no obligation to update these statements Actual operating results may vary significantly from these forward looking statements based on a variety of factors. These important factors are described in our filings with the SEC, including the company's most recent annual report on Form 10 K and quarterly report on Form 10 Q including the risks summarized in the section entitled Risk Factors. I'd also like to note that, unless otherwise stated, All numbers we will be discussing today are GAAP and all comparisons are year over year.

Our press release provides a reconciliation of our GAAP to non GAAP measurements and further planation and on our website, we have provided additional details regarding the non GAAP components of our cost of goods sold and operating expenses. Our press release and filings with the SEC may be obtained from our website at www.take2games.com. And now, I'll turn the call over to Strauss.

Speaker 3

Thanks, Hank. Good afternoon and thank you for joining us today. I'm pleased to report that Take 2's business continued to outperform during the second quarter, enabling us to deliver strong net revenue and better than expected bookings growth. Our outstanding results were driven by the including growth in bookings from Grand Theft Auto Online. NDA 2K17 launched stellar reviews quickly becoming the top rated annual sports game of the current console generation and the highest rated release in the history of our industry leading basketball series based on average Metacritic score.

NBA 2K17 has the strongest launch in the history of the series and has continued to grow over last year's release with sell in to date of more than 4,500,000 units. Moreover, during the second quarter, bookings from recurrent consumer spending on NBA grew by 160 percent, driven by both online play and the My NBA 2K mobile companion app. Sales of virtual currency for NBA 2k have continued to grow with each new release and remain the largest contributor to recurrent consumer spending next to Grand Theft Auto Online. I'd like to congratulate the team at Visual Concepts for once again raising the bar for excellence by delivering an incredible experience that perfectly captures the authenticity of pro basketball and the passion of our audience for both the sport and its pop culture connection. Grand Theft Auto V and Grand Theft Auto Online also continued to exceed our expectations as they have in every quarter since their release.

More than 3 years after its initial launch, Grand Theft Auto5 remains the must have title for gamers on both console and PC with sell in now surpassing 70,000,000 units. In addition, Grand Theft Auto Online once again delivered bookings growth and remained the single largest contributor to recurrent consumer spending. During the second quarter, Rockstar Games supported Grand Theft Auto Online with 2 significant free content updates, Bikers and Cunningham stunts, as well as numerous other content for ops and events for fans. This ongoing release of rich and varied additional content continues to be a key driver of consumer sustained engagement with Grand Theft Auto Online, and Rockstar Games has much more planned going forward. The launch of the Body Shop to collection and the NextCOM II for PlayStation 4 and Xbox 1 were well received by critics and consumers alike.

And sales of BioShock Collection significantly exceeded our expectations. In addition, an array of offerings from our transition to digital distribution. During the second quarter, digitally delivered bookings exceeded our expectations and grew 59 percent to $210,800,000, driven by growth in both recurrent consumer spending and full game downloads. Recurring consumer spending grew 63% and accounted for 52% of digitally delivered bookings or 24% of total bookings. In addition to virtual currency for Grand Theft Auto Online and NVH UK, recurrent consumer spending was enhanced by free to play games, led by NBA 2k online in China and WWE SuperCard, both of which grew year over year and downloadable add on led by offerings for Sid Meier's Civilization, Borderlands And XCOM.

Our holiday season is off to a great start with a diverse array of new titles that Carl will discuss shortly. We believe that this holiday season will be a robust one for our industry, highlighted by top tier software offerings and further growth in the installed base of NewGen consoles. Looking further ahead, fiscal 2018 is poised to be another strong year for our company. We expect to grow both bookings and cash provided by operating activities driven by a release slate led by Rockstar Games highly anticipated launch of Red Dead Redemption 2. Planned for worldwide release in fall 2017 for PlayStation 4 and Xbox 1 Red Dead Redemption 2's vast open world will provide the foundation for both an epic story and a brand new online multiplayer experience.

We're incredibly excited about Red Dead Redemption 2, as well as the tremendous response to Rockstar Games breathtaking announcement trailer. Interactive Entertainment is today's most immersive engaging in dynamic art form. Ongoing advances in technology enable our teams to push their creative limits, reach audiences throughout the world across both established and emerging platforms and build communities that stay deeply connected to our brands. And we're just scratching the surface. The potential for our industry has never been stronger and Take 2 is exceedingly well positioned to capitalize on this opportunity.

Strategically, creatively and financially, and to deliver returns for our shareholders over the long term. I'll now turn the call over to Carl.

Speaker 4

Thanks, Strauss. Today I'll discuss our recent releases and pipeline for the remainder of fiscal 2017. On October 7, 2K launched mafia 3, a highly immersive and action packed addition to our popular organized crime series. Developed by 2K's newest studio, Hanger13, mafia 3 received critical praise for its deep storytelling and epic setting. For example, Forbes called mafia III fantastic, while IGN said its writing and performances are some of the best of this entire generation, and new Bordeaux is a fantastic setting.

Machia III is the fastest selling game in 2 Ks history with week 1 selling of more than 4,500,000 units and ongoing strong demand. We're also witnessing very high interest in the game beyond just sales, but more than 88,000,000 YouTube views of mafia 3 in just its 1st week. The team at Hanger13 departed from traditional Moxtra story that mafia fans were accustomed to and leaned into the racially charged tensions of the time rather than shying away from them. Their creative approach is paid off with a tremendous story driven experience that sets a new bar for storytelling and video games. 2K and Hanger13 are only just getting started and have more content planned for mafia 3 in the near future.

On October 11, 2K released WWE 2K 17 and brought our popular sports entertainment series to exciting new heights, WWE 2K17 received strong reviews from influential critics, including Forks, which scored 8.6 out of 10, and called the game easily the best wrestling release in over a decade and IGN, which scored the title 8.2 at a time. We expect that sell in of WWE 2K17 will be up over last year's release, continuing the trend that the Series has delivered for every year since we acquired the license. WW-two K17 is being supported with a variety of downloadable add on content, including a season pass. I'd like to congratulate Yuke's and visual concepts for continuing to grow and enhance this annual series. On October 21, 2K launched Sid Meier's Civilization VI, the latest offering for more award winning turn based strategy series has sold in over 37 units worldwide.

Developed by Forexis Games, Civilization 6 marks the 25th anniversary of the series, and provides the most detailed vivid and beautiful experience ever featured in a civilization game. The title has received outstanding reviews from critics. Including 9.5 out of 10 from game informer, 9.4 out of 10 from IGN, 93 out of 100 from PC gamer, and 90 out of 100 from Game Spot. Civilization 6 is the fastest selling title in the history of the series and is exceeding our expectations. The sell in already surpassing 1,000,000 units.

I'd like to congratulate Faraxis on yet another stellar addition to this beloved series that has attained gamers for a quarter of a century, a truly remarkable achievement. Last week, 2K launched Carnival Games VR, a new take on our hit franchise created by Cat Daddy Games, which is sold in more than 9 million units worldwide. Our first offering for virtual reality Carnival Games VR delivers a highly accessible entertainment experience that enables players to immerse themselves in the familiar classic fun of our popular Carnival games series, a virtual reality setting. The title is currently available worldwide through digital download for HTC Vives and PlayStation VR. And will release later this year for Oculus Ritt.

Virtual and augmented reality are exciting emerging platforms that have the potential to enhance the way interactive entertainment created and experienced, and we will continue to invest in this business. In addition to our diverse lineup of frontline titles. We will continue to deliver innovative, digitally delivered offerings designed to drive entertainment with and concurrent consumer spending on our games. We will also continue to selectively release free to play mobile games, many of which support our core IP. During October, we launched mafia 3 rivals, a mobile battle RPG game, an NHL SuperCard 2017, an NHL collectible card battling game.

Later this month, we will release WWE SuperCard Season 3, a free update for the popular WWE collectible card battle game and has been downloaded more than 11,000,000 times and is our most financially successful free to play mobile offering. Each of these games is available for iOS and Android devices. Turning to industry news, we are happy that 2K had the opportunity to collaborate with Nintendo on their first world video for Nintendo Switch. Which was revealed last month and will launch in March 2017. While we are not confirming any specific titles at this time, We are pleased to announce our partnership with Nintendo and supported the Nintendo switch.

We look forward to reviewing specific games and details at a later date. In closing, we have an exciting long term development pipeline, which features sequels from our renowned franchises as well as new intellectual properties that promise to further diversify our industry leading portfolio. In addition, our creative teams continually seek innovative ways to drive engagement with our titles and growth in recurring consumer spending, as well as investing in emerging platforms and business models that present entirely new opportunities for Take 2. I'll now turn the call over to Lainie.

Speaker 5

Thanks, Carl, and good afternoon, everyone. Today, I'll discuss our fiscal second quarter results and financial outlook for the remainder of the year. As a reminder, we are no longer reporting non GAAP financial measures that adjust for deferrals of net revenue and related costs of goods sold. All comparisons are year over year unless otherwise stated. Our press release provides a reconciliation of our GAAP to non GAAP measurements We have provided additional details regarding the non GAAP components of our cost of goods sold and operating expenses on our website.

As mentioned by Strauss, we had an outstanding 2nd quarter, both from a business and financial perspective. Sales of our offerings significantly exceeded our expectations. The total bookings growing 28 percent to $452,800,000. The upside to bookings was driven by the stronger than expected performance of Grand Theft Auto Five and Grand Theft Auto Online, NBA 2K17 and BioShockZA collection. Additionally delivered bookings grew 59% to $210,800,000 and accounted for 47 percent of total bookings or better than expected digitally delivered bookings driven by growth in recurrent consumer spending of Grand Theft Auto Online and NBA 2K, along with increased organ downloads.

Turning to our reported financials, we delivered net revenue and non GAAP net income towards the high end of our Alba. Our better than expected bookings did not drive upside to revenues net income because most of the outperformance was driven by sales of titles that we have required to defer. In addition, earnings upside was muted by higher internal royalties. Internal royalties are calculated using results that are adjusted to exclude the impact from deferrals. And unlike certain other costs of goods sold, internal royalties are not to start.

Turning to the details of our P and L. 2nd quarter net revenue grew by 21 percent to $420,200,000, Growth was driven primarily by the recognition of previously deferred revenues from Grand Theft Auto5 and NBA CK16. Along with sales of bioshock to collections and epsilon2. 2nd quarter net revenue was reduced by a $59,300,000 change in deferred net revenue. This is higher than our forecast due to the better than expected performance of Grand Theft Auto V and Grand Theft Auto Online, as well as NBA 2K17.

As we are required to defer revenues related cost of goods sold from these titles. Digital delivered, net revenue grew 14 percent to $230,800,000, and was reduced by a $3,400,000 change in deferred net revenue. Non GAAP cost of goods sold was $200,000,000, up by $60,200,000. This increase was due to higher internal royalties, which are not deferred, as well as higher licenses and product costs which are in line with net revenue growth for the period. Non GAAP cost of goods sold was reduced by a $28,800,000 change in deferred cost of goods sold.

Non GAAP operating expenses were $154,700,000,

Speaker 4

up by

Speaker 5

$30,300,000 due primarily to higher marketing expense for the launches of our new release And non GAAP net income was $50,700,000 or $0.45 per share, which was reduced by $23,400,000 from the net effect from deferral of net revenue and related cost of goods sold. As of September 30, our cash and short term investments balance was $1,170,000,000. We used a modest amount of cash in the 2nd quarter, primarily due to the majority of receivables associated with our 2nd quarter releases, being collected in the third quarter. Then I will review the highlights of our financial outlook. Further details as well as the reconciliation of our non GAAP financial outlook to GAAP are contained in our press release and on our website.

Starting with the fiscal third quarter, we expect total bookings to grow by 42% at the midpoint of our outlook and to range from $650,000,000 to $700,000,000. This growth is being driven primarily by the launches of mafia III and Civilization VI coupled with growth from NBA 2K and WWE 2K, which is expected to be partially offset by moderating bookings from Grand Theft Auto Five in Grand Theft Auto Online. The largest contributors to bookings in the third quarter are expected to be Grand Theft Auto 5 and Grand Theft Auto Online Mazia III, NBA 2K17, WWE 2K17, and Civilization VI. We expect to generate strong cash from operating activities, driven by sales growth and the collection of receivables in the second quarter. We expect net revenue to range from $475,000,000 change in deferred net revenue.

The substantial change in deferred net revenue is being driven primarily by mafia 3, which is being deferred into the 4th quarter due to undelivered additional content

Speaker 4

as

Speaker 5

well as deferred revenues from NBA 2k17. We expect total non GAAP cost of goods sold to range from $257,000,000 to $272,000,000, which is expected to be reduced by $120,000,000 change in deferred cost of goods sold. Total non GAAP operating expenses are expected to range from $175 to $195,000,000. At the midpoint, this represents a 39% increase over last year, due primarily to higher marketing expense to support mafia 3 and our other new releases. And we expect non GAAP net income to range from $34,000,000 to $45,000,000 or $0.30 to $0.40 per share, which is expected to be reduced by approximately $62,000,000 and the net effect from deferral of net revenue and related cost of goods sold.

Our 3rd quarter net income outlook is impacted by the requirement that we recognize all of the marketing costs incurred in the period for Machia III, but defer the gross profits from the title into the fourth quarter. Turning to our outlook for the full fiscal year. As a result of our better than expected second quarter sales and strong outlook for the remainder of the year, we are raising our bookings outlook by $100,000,000. We now expect total bookings to grow by 10% at the midpoint of our outlook and to range from $1,600,000,000 to $1,700,000,000. Driven by our updated assumption that increased bookings from our new launches and from NBA 2K and WWE 2K will be partially offset by approximately flat bookings from Grand Theft Auto Online and moderating Bookings from Grand Theft Auto 5.

In addition, we now expect digitally delivered bookings grow at a rate consistent with total bookings, driven by increases in both current consumer spending and full game downloads. The largest contributor to bookings are expected to be NBA 2K17 and NBA 2K16, Grand Theft Auto5 and Grand Theft Auto Online Mazia III, WWE 2K17, Tidmira Civilization VI, and Battle Barnes. We expect the bookings breakdown from our label roughly 70% 2K and 30% Rockstar Game. And we expect our geographic book to be about 60% United States and 40% international. We expect to generate cash from operating activities of approximately $300,000,000, up about 15% over last year, and we plan to deploy approximately $50,000,000 for capital expenditures.

We are reaffirming our full year outlook for net revenue and non GAAP net income per share. Our increased outlook for bookings does not translate into a higher forecast for net revenues and net income because most of the increase is being driven by sales and titles, that we are required to defer. In addition, we expect to record higher internal royalties due primarily to the outperformance of Grand Theft Auto5 and Grand Theft Auto Online. We continue to expect net revenue to range from $1,750,000,000 to $1,850,000,000, which is expected to benefit from an $80,000,000 change in deferred net revenue. We expect non GAAP cost of goods sold to range from $878,000,000 to $911,000,000, which is being increased by a $17,000,000 a big call.

Total non GAAP operating expenses are expected to range from $585,000,000 to $615,000,000. At the midpoint, this represents a 24% increase over the prior year, driven primarily by marketing expenses for fiscal 2017, and 2018 release late, as well as higher R and D expense and depreciation expense. And we expect non GAAP net income to range from 226 $255,000,000 or $2 to $2.25 per share, which is expected to benefit by approximately $49,000,000 from the net effect from deferral of net revenue and related cost of goods sold. For the first half of fiscal twenty seventeen successfully completed, PIKTRA remains poised to achieve another year of strong results. Our ability to launch a broad array of the highest quality entertainment experiences underscores our creative leadership and innovation.

And financial results reflect our commitment to operational excellence. We will aim to carry forward this positive momentum throughout the holiday season. And over the long term to deliver growth and margin expansion for our shareholders. Thank you. Now I'll turn the call back to Chuck.

Speaker 3

Thanks, Carl and Lainie, On behalf of our entire management team, I'd like to thank all of our colleagues for delivering another strong quarter and to our shareholders, want to express our appreciation for your continued support.

Speaker 1

At this time, we will be conducting a question and Our first question comes from the line of Justin Post with Merrill Lynch. Please state your question.

Speaker 6

Keith, for taking my question. 2 quick ones. First, congratulations on the NBA 2K ratings. People have noticed that the mafia kind of reviews that are out there. Do you think that's affecting game sales and do you think those are off at all?

And then secondly, just thinking about the sustainability of this year's earnings, obviously, we can layer in red dead for next year. But when you think about the 30% that's Rockstar this year, and I'm assuming a lot of that GTA, how do you think about the sustainability of that going forward? Thank you.

Speaker 3

Justin, thanks for your questions. Yeah, we're really excited about the performance of NBA 2k17. It's the strongest launch in the history of the franchise and we had record 1st week sell in and 160% increase year over year in virtual currency sales. So it's looking really good. And obviously, the reviews and scores are great too.

On mafia, we've got great news on the revenue side that you alluded to 1st week, fastest selling title in 2 case history with 4,500,000 units sold in And in terms of the reviews and scores, sort of an odd anomaly, you're right. The scores are lower than we would have liked, but there are a lot of stellar reviews. And I think the most prominent reviewers really loved it and recognized of what we're doing here from the story, art character and excitement perspective is really unmatched in the marketplace. So we I think we and our competitors are seeing some anomalies in the review system. We take them as they are and we don't argue with it.

But I think we do have an enormous number of exceedingly favorable reviews And most importantly, consumers love the title and they're buying it hand over fist. And that's the end of the day, that's how we're judged. In terms of sustainability of earnings, we are looking for another strong year in 2018. We're thrilled that Rockstar has announced Red Dead Redemption 2 for the fall. Obviously, we're going to give guidance in the normal course as we would, and that's a time when I think we can dig further into your questions.

The truth though is in the history of the company for really the the past that we can recall, this company has been performing across our labels regularly, both in terms of new releases and in terms of catalog. And the results are directionally sound. Things are good and getting better. And that's probably what we're most excited about now. So we'll get into more detail about how each of the labels doing when we give more specific information and when we do give initial guidance for the year, we're not there yet.

Speaker 6

Thank you.

Speaker 1

Our next question comes from the line of Mike Olson with Piper Jaffray. Please state your question.

Speaker 7

Hey, good afternoon. On Red Dead 2, I realized it's a long ways away, but is there anything you can share on how Rockstar will monetize the game with digital content. Specifically, do you anticipate some form of red dead online offering in order to replicate success that you had with GTA Online? And then secondly, related to GT Online, I just want to make sure I heard it right. Did you say that it grew year over year in the quarter.

And can you say how it compared to the June quarter of the audit due sequentially? Thanks.

Speaker 3

Yes. In reverse order, we are expressing year over year growth, and we haven't said anything about quarter over quarter. It's not really the way feel we ought to look at it. We're looking at a year over year and it continues to outperform our expectations. In terms of Red Dead 2, Voxstar has announced that there'll be an online and we're excited about that.

We haven't talked about monetization schemes nor we expect to. The approach of our company and in both of our labels is delight consumer first and the revenue and profits will take care of themselves and proven to be a very good strategy and what I expect will repeat.

Speaker 7

Thank you.

Speaker 1

Our next question comes from the line of Eric Handler with MKM Partners. Please state your question.

Speaker 8

Yes, thanks for taking the question. Two questions for you. First with, at the beginning of the year, you guys spoke of elevated marketing costs in the first in the fourth quarter of fiscal 2017. And Given red dead redemption is going to be in the fall of 2017, are those marketing costs still going to be elevated and this year fourth quarter ahead of potential new releases in the first quarter or are those marketing costs have now shifted out? And then secondly, wondered if you could talk about civilization online in Korea.

I've heard that the game has actually been, stopped and it's been, it's being revamped and hopefully relaunched. Just one you could talk about some of the statistics around that game and how meaningful this is

Speaker 5

Hi, it's Lainie. For the marketing costs, we never said that they were going to be in the fourth quarter. We just said that the full year was going to be up from the previous year, to support our overall pipeline for 2017 and also for some titles for 2018. So we still have a robust marketing expense category for this year, and that hasn't changed.

Speaker 4

And, Eric, it's Carl. I'll answer your question on SIB online. So we launched it in December of 2015 in Korea. And obviously, and as you know, we partnered with Xcel Games on that initiative. We have suspended the game in career at this point, but we are we have plans to bring SIV online to Taiwan, Hong Kong, Macau, and China through our publishing partnership with KingFirst and Chihoo 360, and so stay tuned for more results in the future.

Speaker 8

Thank you.

Speaker 1

Our next question comes from the line of Brian Gerald with Jefferies. Please state your question.

Speaker 9

Thanks guys. WWE launched for the season's past. We were wondering maybe what traction looks like there. And maybe any notable differential dynamics with respect to season pass adoption across titles or genres? Thanks.

Speaker 3

Hi, Brian.

Speaker 4

Carl. We don't have any season pass information to share with you WWE on WWE. We typically don't give specifics about that. And I'm sorry, what was the second part of your question?

Speaker 9

Does the season pass adoption, do you see differential dynamics or differing dynamics between season pass on MBA versus WWE versus as other genres have gained?

Speaker 4

Yes. I mean, I think every game, even within genres, are very different in terms of season pass pick up. And it's really just a question of what our ultimately, what our PLC offering is going to be and some products. We don't even do season passes. So it really varies game by game.

And I wouldn't say there's anything specific, genre to genre.

Speaker 9

Okay. Thanks

Speaker 1

Our next question comes from the line of Doug Creutz with Cowen and Company. Please state your question.

Speaker 9

Hi, yeah. You mentioned that you had some nice outperformance with the BioShock Collection. Obviously, that's an older title, a high quality title that you were able to remaster. I think we also saw Skyrim recently has relaunched and has done well. I think I asked you this question 6 months ago, but I'm just wondering given some of titles coming into the market, these remasters are doing exceptionally well.

Does that increase your appetite to want to do that with some of your other catalog games?

Speaker 3

Potentially, yes, I mean, it doesn't form any time we have something that goes well or doesn't go well, it definitely informs our decision making we don't have anything specific to announce. Those announcements would come from our labels. The good news is we have a rich trove of intellectual property and they're definitely are more things that will be brought to the market in the future. And, but nothing that we would announce on today's call.

Speaker 9

All right. Thank you.

Speaker 1

Our next question comes from the line of Mike Hickey with The Benchmark Company.

Speaker 10

Hey guys, great quarter. Congratulations. Thanks for taking my question. Just curious on just to clarify on GTA Online for your Q3. I think you said that you expect that to moderate And I think that's obviously a year over year perspective, which you clarified earlier.

I'm curious why you think that is if you're just being conservative or if that's sort of content related. And I guess that dovetails into a question on rockstar and their ability to create content ongoing. With the, the full development now of Red Dead Redemption 2. And that'll quick follow-up. Thanks.

Speaker 3

Yes. Thanks, Mike. It's Strauss. We've been saying for some time that we expected, Grand Theft Auto Online to moderate And so far, we're able to report year over year growth in the quarter. The title is over three years old.

It continues to delight consumers We're thrilled with its performance. Over time, though, the expectation remains that it will moderate. And obviously, we can't call it more specifically than that. It's not not actually formulaic. And Rockstar Games has enormous bandwidth, to work on a multi plicity of opportunities simultaneously.

And I think we all can be really proud of their ability to do so and to delight consumers while delivering experiences that critics resoundingly rate as perfect or very nearly perfect. So, so we have an enormous amount of confidence in that label and their performance and we're incredibly excited about what is to come.

Speaker 10

Absolutely. I guess this is sort of a reach, but on GDA online, I think I think it was last year, it was announced that there was 8,000,000 weekly players I know that, bookings are up. Are player, is the player count up to, or is that just a higher ARPU?

Speaker 3

Yes, fair question. Those are not the statistics we tend to give out. And again, I think the reason that we don't give them out is that we're not describing, this title as the kind of title where those metrics would be all that useful to you. But we have said that it's performing great, performing great year over year and that we do expect the results to moderate somewhat in the coming quarters. And that's, we think that that that tells investors what they ought to be looking for.

Speaker 10

Okay. Fair enough. The last one for me Obviously, we have a little bit of a sketch of your fiscal 2018 and Red Dead Redemption 2, which obviously seemingly a big catalyst for you guys. But I'm also sort of curious when we look outside of that and your I guess your perennial games, NBA 2K and WWE. Looking at your full slate, should we sort of expect something size wise or title count wise that we saw in fiscal 2017.

And I'm also wondering how you're thinking about new IP? Obviously, you guys have been very forward and pushing and trying to create new franchises. And I'm just curious if you still plan to do that? Thank you.

Speaker 3

All good and fair questions. This is early for us to give insight into the future. It's something we know investors have asked for and that we're trying to do. And you're right, there's plenty to come in this 18 that we'll talk about in the future. We're not going to get more specifics than that right now.

It definitely would be premature. We have said that we expect bookings growth. We have said that we expect cash flow growth. And as you know, we don't say things like that without being exceedingly thoughtful. About what we're saying.

As far as new intellectual property, look, every year since this management team took over the company, nearly every year. We've launched successful new IP, not every year, but nearly every year. And we do think that any solid entertainment company it's constantly creating new hits in addition to bringing beloved franchises back to market. You're absolutely right. It's very challenging to do that.

And it is risky to do that, and we're not always successful at it. It remains a key part of our strategy. On an ongoing basis. And when I say that though, I probably should put a very fine point on our selectivity that for that to work the amount of investment that's required, we have to be incredibly disciplined. And what that means is that our creative teams are encouraged to focus on something they are highly passionate about.

And then I would say, we are all everyone, if this company is laser focused, on quality. And again, even that doesn't always work out according to plan, but more often than not, it does.

Speaker 1

Our next question comes from the line of Don Don with Mizuho Securities. Please state your question.

Speaker 11

Hi. We saw, some higher priced SKUs for MBA do move well at retail. Just curious to get your thoughts and, like what sort of digital like how do you see digital content being provided at that point of purchase versus maybe like follow on GLC content, like how do you balance on providing that content?

Speaker 3

Are you talking about the limited edition launches? I assume you are. Yes. Yes. I mean, if we have a point of view about delivering something to consumers.

It's really exciting that belongs in a limited edition. What we found is that it can be appropriate to charge a higher price point for that and we've been very excited by the demand that we've seen for it. It's not really we don't feel that this is a trade off. We can do all of the above. We can offer additional digital content in a limited edition.

We can also offer it post launch either free or paid We have the ability to do all of that. And I think what you'll see is the focus of this company is over delivering to our to our consumers. And with mafia 3, for example, there'll be free content updates coming. And Rockstar Games has launched a lot of free content for GTA online. And Our focus here, as I said earlier, is not trying to extract the last nickel from our consumers to the contrary.

Our focus is to deliver vastly more value, than what we charge for. And we think that creates extraordinary loyalty for our brands for our labels and for our company's products. And ultimately, over delivering for consumers, equilibrates with over delivering for shareholders.

Speaker 1

At this time, I'm showing no further questions. So I will turn it back to Mr.

Speaker 3

We'd just like to thank you all for joining us today. Obviously, we're incredibly proud of the results this quarter. Those results are driven by over 2000 highly creative folks at this company who every day take enormous creative risk to deliver the best entertainment properties in the business. And then they're, in turn, supported by nearly a thousand people who work on the business side, publishing side of this organization, to try to bring those properties to market worldwide in the best possible light. We're incredibly gratified by the results, incredibly proud of what the company has achieved And yet, we do believe we're just scratching the surface.

Interactive entertainment is the fastest growing part of the audiovisual entertainment industry and it's going to stay that way a long time to come. We and our competitors in fairness have the wind at our collective backs. Now it's our job to execute. I will what we've done today. And we know we have to get up and tomorrow and do it all over again.

Thanks so much for joining.

Speaker 1

This concludes today's conference. Thank you for your participation. You may disconnect your lines at this time.

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