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‘Final Fantasy?

’ Acquisitions and alliances in


electronic games

After several difficult years Japanese games maker


Square Enix posted revenues in 2012 of ¥127.9 billion
($1.6 bn; £993 m; €1.23 bn), an increase of 2.1 per
cent over the prior year, with net profits of ¥6.1 billion
– a marked improvement on the previous year’s loss of
¥12 billion. Famous for its role-playing games such as
the Final Fantasy series, this turnaround in fortunes

Source: iStockphoto.
followed several years of radical strategic initiatives
including strategic alliances with the strategy games
developers Double Helix and Gas Powered Games in
the USA and Wargaming.net in the United Kingdom.
Most radically in 2009, it had also acquired the British
Eidos Group, famous for the Lara Croft games. Square
Enix President Yoichi Wada commented at the time:
‘Our goal is to become one of the top ten players in
new people coming in, no new ideas, almost xeno-
the world’s media and entertainment industry. Since
phobic . . . The lag with the US is very clear. The US
the games market is global, both our contact with our
games industry was not good in the past but it has
customers and our game development must become
now attracted people from the computer industry and
global too.’
from Hollywood, which has led to strong growth.’1

At the same time, the basic economics of the games


The Japanese games industry
industry is changing, with rising costs due to growing
Square Enix’s strategic moves in 2009 came at a chal- technological sophistication. A typical modern game can
lenging time for the Japanese games industry. The cost from $3,000,000 to over $20,000,000 to develop.2
Japanese had enjoyed two decades of domination built Games generally take from one to three years to develop.
on the worldwide success of Japanese consoles such Yet only 1 in 20 games is estimated ever to make a profit.
as the Sony PlayStation. But the growing success of In other words, the risks are very high and the necessary
Microsoft’s Xbox gave an opportunity to American scale to compete is rising.
games developers to return to the console market.
Indeed, American games developers found that their
development skills were more transferable in the Square Enix’s strategy
new cross-over markets, where games needed to be
Square Enix itself was a merger in 2003 between
developed for PCs, consoles and mobile phones alike.
Square (founded in 1983 and famous for Final Fantasy
Moreover, the Americans had the advantage of proximity
role-playing game) and Enix (founded in 1975 with its
to Hollywood, bringing in new creative talent and
role-playing Dragon Quest series). Yōichi Wada, President
offering opportunities for film tie-ins. At the same time,
of Square, became the president of the new merged
Japan’s ageing population was shrinking the market for
company.
traditional electronic games.
Square Enix’s strategy is based on ‘polymorphic con-
Square Enix’s Yōichi Wada recognised the predica-
tent’. Its various franchises (Final Fantasy, Dragon Quest
ment of the Japanese industry vis-à-vis the Americans:
and so on) are developed for all hardware or media, such
‘In the last five to ten years, the Japanese games as consoles, mobile phones, online, PCs rather than any
industry has become a closed environment, with no single gaming platform. There are also spin-offs including

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358 CHAPTER 10 MERGERS, ACQUISITIONS AND ALLIANCES

TV series, films, comics and novels. In 2005, Square continued: ‘The Group’s management and administra-
Enix bought the Japanese arcade-game company Taito tion departments will be integrated, while our product
Corporation, famous for its Space Invaders game. Space and service delivery will be established locally in each
Invaders versions have appeared on PlayStation, Xbox territory to maximise our business opportunities through
and Wii consoles, as well as PCs. better understanding of local customers’ tastes and com-
By 2008, Yōichi Wada was presiding over a company mercial practices.’ Wada also recognised the new strength
that was increasingly diversified, with sales of ¥136 bn that Eidos brought in action-adventure games, by con-
(about €1 bn) and just over 3,000 employees. However, trast with Square Enix’s traditional core of role-playing
it was still overwhelmingly Japanese (85 per cent of games. He declared his commitment both to sharing
sales at home) and lacked scale by comparison with com- technologies across the businesses and to sustaining
petitors such as Electronic Arts and Activision. On the particular strengths: ‘While promoting shared technology
plus side, Square Enix reportedly had a ‘war-chest’ avail- and expertise among our studios, we will also develop
able for acquisitions of about Y40 bn (about €300 m).3 products which reflect the unique identity of each
During the summer of 2008, Square Enix made a friendly studio, regardless of locality.’ Wada also commented on
bid for the Japanese game developer Tecmo, whose the nature of the skilled games developers he was
fighting games Ninja Garden and Dead or Alive were acquiring: ‘It is always difficult to manage creatives
popular in North America and Europe. Tecmo rejected anywhere in the world. We want to cherish the Eidos
the bid. Wada began to look overseas. studio culture but change it where it is necessary.’5
One thing that Square Enix was quick to do was to
end the Eidos distribution agreement with Warner
Lara Croft falls
Bros for its products in the USA. Square Enix regarded
Eidos is a British games company best known for the itself as strong enough to do that itself.
action-adventure games series Tomb Raider, starring the
extraordinary Lara Croft. However, during 2008, dis-
Strategic alliances
appointing sales for Tomb Raider: Underworld drove its
share price down from £5 (~€5.5; ~$7.5) to around At the same time as acquiring Eidos, Square Enix
30 pence. Eidos’s founder and Chief Executive, Jane cemented three significant strategic alliances. In the
Cavanagh, was forced to resign. The company declared United Kingdom, Square Enix tied up with the strategy
losses of £136 m, on sales of £119 m (down from game developer Wargaming.net (famous for the Massive
£179 m two years earlier). In April 2009, Square Enix Assault series) in order to produce the World War II game
bought the company for £84 m, a premium of 129 per Order of War. This would enter the market at the end
cent over Eidos’s current market value. Given the of 2009 as Square Enix’s first global product release.
declining success of the Tomb Raider franchise, many In the USA, Square Enix formed partnerships with Gas
speculated that Square Enix had overpaid for its first Powered Games (producer of the Supreme Commander
overseas acquisition. strategy game) and with Double Helix (producer of the
The acquisition of Eidos did offer Square Enix global Front Mission strategy series). Together with the Eidos
reach, however. About one third of Eidos’s sales were acquisition, these partnerships significantly extended
in the USA and 40 per cent in Europe, excluding the Square Enix’s range beyond its traditional core in
United Kingdom. Eidos also brought Square Enix its role-playing games. They also extended the company’s
first studios outside Japan, with studios in the United geographical reach. Yōichi Wada commented: ‘We see
Kingdom, Denmark, Hungary, the USA, Canada and China. great opportunities in North American and European
Yōichi Wada commented: ‘It is significant that we have markets, both of which are expected to be maintaining
opened a window for creative talents worldwide.’ sustainable growth over these coming years. Therefore it
Wada chose to keep Phil Rogers, the new Eidos Chief is crucial that we create alliances with proven developers
Executive, and the rest of his management team in such as Gas Powered Games in order to serve these
place. Wada described a new group structure, in which significant markets better by providing products and
Square Enix, the arcade business Taito and Eidos would services in tune with customer tastes.’6
each be standalone divisions: ‘Our aim is to imple- All three of these new partners were relatively small
ment a hybrid management structure which avoids the (around 100 employees each), privately owned and had
extremes of being either too global or too local.’4 He their origins as start-ups during the 1990s. The founders’

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FINAL FANTASY? ACQUISITIONS AND ALLIANCES IN ELECTRONIC GAMES 359

motivations are explained by Chris Taylor at Gas Powered Looking forwards


Games:
Following the alliances and mergers, Square Enix’s
‘I had that dream really from the day I first walked financial performance began to suffer, particularly in
into my first full time job as a games programmer. I the increasingly competitive console market. However,
wanted to be the guy running the company . . . We’ve in 2012 the digital division was performing well with
created our own original IPs (intellectual properties) Final Fantasy XIII-2, Deus Ex: Human Revolution and the
consistently. Some are great, some are not so great, Mobage simulation game Sengoku Ixa – with two million
but the fact is you have to keep throwing darts at registered users – spurring the division to revenues of
the board. You have to keep trying to make great ¥71.9 billion, up 11.9 per cent year-on-year, and oper-
stuff, and you can’t do that if you’re inside of a large ating profit of ¥12.6 billion, up 11.7 per cent. Square
megalithic corporation to the same degree . . .’7 Enix reported it had ‘internal reserves’ for investments
that could ‘enhance the company’s value’. This could
Chris Taylor described how Square Enix, traditionally
include ‘capital investments and M&A to expand and
a role-playing company, and Gas Powered Games, more
develop new businesses’. Such deals would be a part of
a strategy game developer, were working together on
a broader strategy to meet the demands of an increas-
their first venture, Supreme Commander 2:
ingly digital, networked, multi-device world market.
‘One of the things that we took as a cue from Square
Enix was the way they embrace character and story. References

We were all into that, so that was easy. When we asked 1. M. Palmer, ‘Square Enix views Eidos as a jump to next level’,
Financial Times, 28 April 2009.
them, “How should we develop our game to work with 2. ‘Cost of making games set to soar’, www.bbcnews.co.uk, 17 November
their philosophy?”, they said, “Don’t do that because 2005.
3. ‘Square Enix needs to show growth scenario to market’, Nikkei,
we want you to do what you do. You make games for 9 October 2007.
the Western market, and we’re interested in making 4. Joint interview with Yoichi Wada and Phil Rogers, www.square-enix.
games for the Western market.” So if we changed, com, 26 May 2009.
5. M. Palmer, ‘Square Enix views Eidos as a jump to next level’,
we would be missing the point. Which was terrific, Financial Times, 28 April 2009.
because that meant we could do what we loved to do, 6. ‘Square Enix and Gas Powered Games announce strategic partner-
ship’, Newswire Association, 12 November 2008.
make great RTS (real-time strategy) games . . . and if
7. P. Elliott, ‘Foot on the gas’, gamesindustry.biz, 19 August 2008.
we tried to change them in any way, we’d be moving 8. X. de Matos, ‘Interview: Chris Taylor on Supreme Commander 2’,
away from the goal.’8 joystiq.com, 9 June 2009.
9. Randy, ‘Square Enix tries hand at WWI RTS with Order of War’,
Gaming Nexus, 17 April 2009. Italics in original.

A games enthusiast’s view


Through alliances and mergers, Square Enix had trans-
formed its profile. From its base in Japanese-style role- Questions
playing games, it was developing a significant presence
1 Explain why Square Enix chose alliances in
in strategy and action adventure. It had studios across
some cases and acquisitions in others.
the world. Its various games titles were big across
Asia, Europe and America. Games enthusiast Randy 2 How should Square Enix manage its Eidos
commented: acquisition in order to maximise value creation,
and how might that management approach
‘Square Enix publishing a western-developed game? change over time?
Is the far-reaching JRPG (Japanese role-playing game) 3 What are the strengths and weaknesses of the
developer dumping the androgynous boy-heroes alliance strategy, and what problems might
and shovel-wide swords for WWII fatigues and M1 Square Enix anticipate over time?
Carbines? No, not entirely. But they are bringing
4 What methods of expansion would you
Wargaming.net into the fold to do it for them. First,
recommend to the management of Square Enix
Square Enix buys out the house that Lara Croft built, now they appear to have the resources and
and now they’re into real-time strategy war games. intention to grow?
Nothing in this life makes sense anymore.’9

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