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Monster Hunter World Shipped 7.9 Million Units; Brings Highest Profitability Level in Capcom's History

Capcom disclosed its financial results for the fiscal year 2017. Monster Hunter World's shipments have been updated to 7.9 million units.

May 8, 2018

Today Capcom released its financial results for the fiscal year 2017, which ended on March 31st, 2018. As you can see in the table below, all the relevant income figures are in the black, also showing a massive increase year-on-year.

According to the announcement, this is the “highest level of profitability” in all of Capcom’s history, thanks to the launch of Monster Hunter World.

We also learn that shipments of Monster Hunter World are now at 7.9 million units as of March 31st. Resident Evil 7 Biohazard sales have been updated to 5.1 million units.

The accompanying press release included a breakdown of the company’s accomplishments during the year. We hear of “major growth” for the home console market due to the strong performance of both hardware and software. Monster Hunter World not only “significantly contributed” to the publisher’s financial performance, but also brought international recognition which energized Capcom’s global operations.

“During the fiscal year ended March 31, 2018, our industry saw major growth in the market for home video games due to the strong performance of both hardware and software. In addition, “esports” (Electronic Sports), which are becoming increasingly popular in Europe, the U.S., China, South Korea and other overseas markets, are raising hopes for further market growth. This is driven by games coming to be recognized as a new sport, following esports’ adoption as an official event at the 2022 Asian Games. Furthermore, opportunities to develop this new business domain in Japan, a region that trails other countries, have been building, as evidenced by the overwhelming audience response for Street Fighter V, one of the Company’s popular titles, at the esports event held during the Tokyo Game Show 2017.

Under these circumstances, the Company’s flagship title Monster Hunter: World (for PlayStation 4 and Xbox One), which was released worldwide in January 2018, significantly contributed to the Company’s performance after garnering immense popularity for its near-flawless execution and shipping more than 7.5 million units worldwide, a landmark achievement that made it the bestselling game in the Company’s history. Of particular note is that the worldwide expansion of the user base due to the game’s tremendous success overseas—in addition to its established domestic popularity—has marked the start of a new era for the brand, and that this international recognition has served to energize the Company’s global operations. The Company has made strategic preparations for a full-scale entry into the esports business in Japan, which include the establishment of the Capcom Esports Club at the Plaza Capcom arcade in Kichijoji (Tokyo). Additionally, the Company strove to bolster its management structure, enhance its development team and improve its development environment, enabling it to focus on home video game software development, which is the source of its competitiveness.

Further, in addition to one-time physical product sales, the Company concentrated its efforts on expanding its digital offerings, which promise recurring revenues. At the same time, in an effort to shore up its stagnant mobile contents performance, the Company made organizational reforms and developed appealing titles, aiming to increase customer satisfaction.”

The announcement goes into the specifics of the Digital Contents business, which includes Capcom’s console segment. Besides Monster Hunter WorldResident Evil 7 biohazard, Monster Hunter XX (which shipped 1.8 million units on 3DS), and Ultra Street Fighter II: The Final Challengers have performed strongly, while sales of Marvel vs. Capcom: Infinite are defined “soft.”

That being said, Marvel vs. Capcom: Infinite still managed to ship one million units as of March 31st, 2018.

“In this business, the record-breaking success of Monster Hunter: World (for PlayStation 4 and Xbox One) drove the increase in sales and contributed greatly to improved profit. Furthermore, in addition to Resident Evil 7 biohazard (for PlayStation 4, Xbox One and PC) and Monster Hunter XX (Double Cross) Nintendo Switch Ver.  (for Nintendo Switch) giving strong performances, Ultra Street Fighter II: The Final Challengers (for Nintendo Switch) became a smash hit.

Meanwhile, sales of Marvel vs. Capcom: Infinite (for PlayStation 4, Xbox One and PC), which was launched in September 2017 targeting the US and European markets, tended to be soft.

In Mobile contents, amid business reforms, including alliance strategies carried out by the Company to bring about a breakthrough in the business, Monster Hunter Explore maintained steady popularity, as licensing revenue utilizing our intellectual property (IP) successfully contributed to increased profits.”

We also get an explanation of the outlook for the current fiscal year. Capcpm expects a slowdown of the mobile market in Japan, countered by the increased momentum of the home console market.

“In terms of future outlook, despite a slowdown in the domestic mobile content market, which has experienced continuous growth, the home video game market is expected to gain momentum from the revitalization of game software, owed in part to the massive success of Monster Hunter: World, and from the greater penetration of new hardware; additionally, the scale of VR (virtual reality) and AR (augmented reality) markets is expected to increase as well. What’s more, in recent years AI (artificial intelligence) that can play “go” (an Asian strategy board game) and “shogi” (Japanese chess) against professional players and win has emerged; with such advancements, we expect the use of AI in games only to increase, and further, that rapid technological innovation will lead to drastic changes in the external environment while the balance of power within the industry undergoes rapid reversals, where “winners” and “losers” swap positions as swiftly as discs turn in a game of Othello.

Meanwhile, it is believed that 2018 will mark “esports year one,” the start of a new era, as Japan—which istrailing other markets—begins taking significant steps in promoting esports. These include the establishment of JeSU (Japan eSports Union) in January, which integrated three industry groups, and the announcement by the JLeague (Japan Professional Football League) in March of its entry into the esports sector.

Under these circumstances, the Company will work to increase its corporate value through flexible business development based on “selection and concentration;” it will allocate business resources to priority divisions and growth areas by restructuring strategies and operations in response to shifts in the business environment, whilealso conducting a review of unprofitable divisions and revising its business portfolio.”

The future strategy for the Digital Contents business is also spelled in three main points. Capcom intends to focus its efforts on developing and selling games for home video games. The goal is to be able to produce multiple million-seller titles each year.

a: The Company will focus its efforts on the development and sales of software for home video games, which is not only its principal business and core competence but also a growth driver. To this end, by clarifying the development processes and managing revenue with precision, based on medium- to long-term strategic maps, as well as through strategic alliances, strengthening its development
structure, enhancing the development team and improving the development environment, the Company will strive to expand the development pipeline and product lineup, working toward being
able to produce multiple million-seller titles each fiscal year.

b:  In order to diversify its sales structure, the Company will focus its efforts on expanding digital offerings, which involve less inventory risk while promising sustained profitability that is
comparatively higher than one-time physical product sales.

c: Regarding mobile contents, the Company looks to make a breakthrough and capture new customers while further cultivating existing customers via efforts that include bolstering the development
structure, carrying out optimal post-launch operations (e.g., identifying customer trends, incorporating data insights into games, etc.), and developing business alliances.

If you want to read the past quarter’s financial results for the same of comparison, you can find them in our dedicated article from the end of January.

Monster Hunter World is currently available for PS4 and Xbox One. If you have not purchased it yet, you can grab it on Amazon.

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Giuseppe Nelva

Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.

Read more of Giuseppe's articles

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