早上收到CD Projekt給投資者關係者的信,信件內容都是已反應的好消息:
CD PROJEKT Group(以下簡稱CDR,也是該集團於波蘭證券交易所的代號)通知信簡述:
2020年度集團營收為超過2019年的四倍以上,年營業額大約5.5億美金。
Cyberpunk 2077(以下簡稱2077)賣了1370萬套
GoG.com因為2077的關係銷售額也創新高(在細部報告中,2077佔該平台以上的營業額)
2020年是Witcher III是遊戲發佈後,賣的第二好的一年,累計銷售了3000萬套;整個系列共5000萬套。
點進連結後,超過100頁的董事會報告有些細節我覺得滿有趣的,與大家分享:
Management Board Report on the activities of the CD PROJEKT Group and CD PROJEKT S.A. In 2020
集團事業體分佈圖,可與下面的一些圖表參考了解為什麼會在美、中兩國設立分公司。此外,也感覺的出來CDR對於日、韓兩國的重視,分別設立了辦公室。
GROWTH STRATEGY
■ To be counted among the world’s top three video game developers;
■ To ensure a lasting place for our brands in the global popular culture
部份成長策略(大餅?)
希望成為全球前三大的遊戲公司。
希望(產品)品牌能在全球文化佔有一席之地
EMPLOYMENT
At the close of 2020 the CD PROJEKT Group employed 1177 persons (9% year-over-year increase). CD PROJEKT RED accounted for 78.3% of this workforce, 18.2% was employed at GOG.com, while Spokko accounted for the remaining 3.5%.
去年員工人數成長9%,達1177人。
GLOBAL VIDEOGAME INDUSTRY
Newzoo8 – a renowned global provider of games and e-sports analytics – estimates the volume of the global videogame market at 174.9 billion USD at the end of 2020, which corresponds to a 19.6% increase over the 2019 year-end value (146.2 billion USD). This exceptionally dynamic growth is attributed by Newzoo to greater interest in videogames during the COVID-19 pandemic. Mobility restrictions introduced in many countries benefited those forms of entertainment, which can be enjoyed at home. In 2020 the strongest strong growth was observed in the mobile and console segments. The former grew by 25.6%, reaching 86.3 billion USD, while the latter grew by 21.0%, reaching 51.2 billion USD. The PC market reached a volume of 37.4 billion USD, having increased by 6.2%.
2020年,手遊增長25.6% / 遊戲主機增長21.0% / PC市場增長了6.2%。
In terms of territorial distribution, Asia and Pacific countries account for 84.3 billion USD (17.5% y/y increase), which represents nearly 50% of the 2020 global market volume. North America comes in second place, at 44.7 billion USD (21.4% y/y increase), closely followed by Europe (19.9% growth, reaching 32,9 billion USD). The strongest growth was observed in the Middle East and Africa – the region stands at 6.2 billion USD, having gained 30.2% in 2020. Notably, two countries – China and the United States – jointly hold a 49% share in the global market (44.0 billion USD and 41.3 billion USD respectively).
就地域分佈而言,亞太區同比增長17.5%,佔2020年全球市場總量的近50%。 北美排名第二,同比增長21.4%,緊隨其後的是歐洲,增長19.9%。
中國和美國這兩個國家共同在全球市場中佔有49%的份額(44.0%)
美國玩家年齡分佈:18-34歲為大宗,佔38%
73%售出的2077為數位版
56%售出的2077為PC版,PS4佔28%
2077全球銷售一覽表:可以發現主要還是歐美玩家買單,應該是因為題材的關係。
Witcher III 銷售通路演進表,可以發現數位版的比例不斷的拉高。除了因為遊戲發售時間長,已經不易找到實體版之外,與2077的銷售通路表一起看,也可以發現實體通路的銷售勢微。
Witcher III 平台銷售演進表,除了可以發現Xbox One的主機鎖售的不太好(不過也有可能是因為這款遊戲有進Xbox Game Pass),另外也可以發現Nintendo Switch的掘起,以及PS4及PC仍有大量的新進玩家。
CDR主要社群平台追隨者,這邊有特別秀出bilibili這個針對年輕用戶的平台數據,可以發現CDR對中國市場的用心。
2077相關數據
PLN 1.2 billion - total budget of Cyberpunk 2077(開發成本約3.1億美金
13.7 million copies - sold in 2020
530 developers - peak involvement in development of Cyberpunk 2077
+5200 people - engaged in the project in tota(專案參與人員為5500人,其中開發人員為530人)
18 language versions of Cyberpunk 2077, including
11 voice overs involving 2000 actors from around the world
Risk management at the Group / Risk of loss of reputation
Actions taken: The release of Cyberpunk 2077 – CD PROJEKT RED’s newest videogame – failed to live up to the high expectations held by some customers, and tarnished the Company’s image among gamers, business partners and investors. In reaction to problems reported by gamers, particularly the game’s performance on the so-called old-gen consoles, the Company decided to offer refunds to customers who had purchased the game on these platforms, in the framework of the ”Help Me Refund” campaign. Immediately after the launch of Cyberpunk 2077 the Company also began releasing patches and updates which fix some of the reported issues and bugs. It also intends to continue providing support for the game.
Rebuilding reputation is a priority for the Company for the coming years. In its Strategy Update published on 30 March 2021 the Company outlined a range of activities it intends to undertake to regain trust among gamers, team members, business partners and investors. These include redoubled effort to improve gameplay quality as well as rolling out major changes in the scope of game development, project management and team management.
經營風險的部份在董事會報告其實列了很多點,年初暴發的資安危機也有提到。我個人比較有興趣的在公司聲譽風險這一塊。CDR採取的行動除了再次提及Help Me Refund來應對2077玩家不滿的反應之外,大部份的內容都是根據三月底經營策略作改善。
provisions for costs related to the ”Help Me Refund” campaign, estimated on the basis of the quantity of refunds requested by customers, and the estimated operating and financial expenses related to the campaign (8 459 thousand PLN) (US$2,168,444)
至於Help Me Refund預計花費多少錢呢?大約是200萬美金。
- 3 DLCs for 2077
- Mobile Game in Summer
- 一個月內會發佈2021年Q1財報
- 新版本的測試會找更多專業的外包公司測試,不會先讓玩家測試
- 一定會重新登上PS Store
- 怎麼讓玩家重新審視 (look and review) 2077?All right. So the strategy here is actually pretty simple, it's continue to keep working on the game and its content, to keep improving the players' experience and so on. - 就是不斷把遊戲作好。
- 團隊人數仍會持續成長
- 只有10%的2077玩家來自GOG.com
- 網路攻擊相關議題:已進入司法程序,無可奉告…只能說被第三方程式攻擊,並花了2~3週的時間恢復資料,目前沒事了。
- 有30,000個退款請求,95%已完成;剩下5%在流程上有困難,不過也在積極處理中。
- 多人模式:已開發兩年,不過從含糊的說明比較偏向單人遊戲的強化,感覺不是什麼有利可圖的模式。
- 目前仍有40%的人員投入2077的改善。
- 仍不考慮被收購,但積極的尋求外部的協助
- 訴訟戰仍在非常早期階段,尚未收到對方對於賠償的回覆。
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