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Quest

Company

Documents about Quest

Cover of Fiscal Year Ending March 2017: 1st Half Financial Results
Financial report29 pages

Fiscal Year Ending March 2017: 1st Half Financial Results

Koei Tecmo Holdings reports record-high sales for the first half of the fiscal year ending March 2017, driven by strong performances in the entertainment segment and successful intellectual property (IP) expansions.

  • Koei Tecmo achieved record-high first-half sales of 16.58 billion yen, representing a 9.3% year-over-year increase, with operating profit rising 11% to 2.75 billion yen.
  • Despite revenue growth, ordinary profit and net income declined by 13.3% and 6.8% respectively, attributed to game release timing and non-operating expense fluctuations.
  • The entertainment division generated 14.6 billion yen in revenue, supported by key titles including Toukiden 2, Attack on Titan, and Dragon Quest Heroes II.
Koei TecmoJan 2016
Cover of Consolidated Financial Results for the Three-Month Period Ended June 30, 2015: Square Enix Holdings
Financial report11 pages

Consolidated Financial Results for the Three-Month Period Ended June 30, 2015: Square Enix Holdings

Square Enix Holdings reported strong financial growth for the three-month period ending June 30, 2015, driven primarily by the robust performance of its Digital Entertainment segment.

  • Square Enix reported strong Q1 growth for the period ending June 30, 2015, with net sales reaching ¥42,282 million (up 12.0% YoY) and operating income rising 56.1% to ¥7,912 million.
  • The Digital Entertainment segment, the company's primary revenue driver, saw net sales increase 29.2% to ¥30,297 million and operating income jump 81.6% to ¥8,191 million.
  • Digital Entertainment growth was fueled by strong performance in smartphone and PC browser titles like 'DRAGON QUEST MONSTERS SUPER LIGHT' and 'FINAL FANTASY RECORD KEEPER,' alongside steady results from 'FINAL FANTASY XIV' and 'DRAGON QUEST X'.
Square Enix HoldingsAug 2015
Cover of Financial Results: Fiscal Year Ended March 31, 2015
Financial report31 pages

Financial Results: Fiscal Year Ended March 31, 2015

The financial results for Square Enix Holdings for the fiscal year ended March 31, 2015, demonstrate a period of significant growth and operational recovery.

  • Square Enix reported strong fiscal growth for the year ending March 31, 2015, with net sales rising 8.3% to 167.9 billion yen and operating income increasing 55.8% to 16.4 billion yen.
  • The Digital Entertainment segment served as the primary revenue driver, generating 111.9 billion yen in sales and 17.3 billion yen in operating income.
  • Performance was bolstered by the stable revenue streams of MMO titles, specifically Final Fantasy XIV and Dragon Quest X, alongside growth in the smart device market.
Square EnixMay 2015
Cover of No Gendered Mechanics - How Genre Stereotypes Limit Games and Players - Extra Credits
6 min
Extra Credits6 min

No Gendered Mechanics - How Genre Stereotypes Limit Games and Players - Extra Credits

The modern game industry is hindered by a pervasive, oversimplified belief that specific gameplay mechanics are inherently gendered.

  • The game industry's practice of categorizing mechanics as inherently gendered—such as labeling shooters as masculine and match-three games as feminine—is a self-perpetuating cycle that restricts creative development.
  • Gendered associations are products of cultural theming and marketing strategies rather than the mechanics themselves, which are inherently gender-neutral.
  • Titles like Kingdom Hearts, Portal, and Puzzle Quest prove that mechanics can successfully attract diverse audiences when the thematic presentation is decoupled from traditional gender stereotypes.
Extra CreditsFeb 2015
Cover of 2015 Annual Report
Financial report74 pages

2015 Annual Report

Square Enix Holdings concluded the 2015 fiscal year with robust financial performance, characterized by an 8.3% increase in net sales to ¥167.8 billion and a significant 49.0% rise in net income to ¥9.8 billion.

  • Square Enix Group's mission is to spread happiness globally by providing high-quality content, services, and products that enable customers to create unforgettable experiences and discover their own happiness.
  • The company plans to launch "RISE OF THE TOMB RAIDER" on Xbox One and Xbox 360 in November 2015, PC in early 2016, and PlayStation 4 in late 2016. The Tomb Raider series has shipped over 45 million copies worldwide since 1996, and its film adaptation grossed over $300 million.
  • "JUST CAUSE 3" is scheduled for release on Xbox One, PlayStation 4, and PC on December 1, 2015, continuing a franchise known for explosive action and player freedom since 2006.
Square EnixJan 2015
Cover of Idle Games - How Games Scratch Your Multitasking Itch - Extra Credits
6 min
Extra Credits6 min

Idle Games - How Games Scratch Your Multitasking Itch - Extra Credits

Idle games have emerged as a significant genre by capitalizing on the modern psychological compulsion to multitask and the human desire for visible progress.

  • Idle games succeed by catering to the modern compulsion to multitask, allowing players to maintain a sense of progress while performing other primary tasks.
  • The genre functions as a low-stakes, persistent Skinner box that provides a continuous stream of rewards without the aggressive scheduling or monetization tactics common in other social games.
  • The rise of idle games is driven by the ubiquity of mobile devices and tabbed browsing, which allow these titles to be seamlessly integrated into daily routines.
Extra CreditsDec 2014
Cover of Episode 200! - How Far Have Games Come Since 2008? - Extra Credits
5 min
Extra Credits5 min

Episode 200! - How Far Have Games Come Since 2008? - Extra Credits

The video game industry has undergone a profound transformation since 2008, evolving from a niche hobby into a central pillar of global culture and intellectual discourse.

  • The U.S. Supreme Court officially recognized video games as protected art, a milestone supported by institutional validation from organizations like the Smithsonian Institution.
  • The industry has experienced a massive surge in independent development, evidenced by a tenfold increase in the number of annual game releases on Steam since 2008.
  • Gaming has achieved mainstream cultural and commercial dominance, with major titles consistently breaking entertainment launch records and esports events like the League of Legends Championship drawing tens of millions of viewers.
Extra CreditsJul 2014
Cover of Sega Sammy Holdings: Major Questions Concerning Actual Results for FY Ended March 2014
Financial report6 pages

Sega Sammy Holdings: Major Questions Concerning Actual Results for FY Ended March 2014

This analysis outlines the financial performance of Sega Sammy Holdings for the fiscal year ended March 2014 and provides a strategic outlook for the fiscal year ending March 2015.

  • Sega Sammy Holdings missed its initial FY2014 forecasts due to the strategic postponement of machine sales, a contraction in the amusement center market, and extraordinary losses from liquidating overseas subsidiaries.
  • FY2014 year-over-year growth was driven by strong performance in digital titles, specifically Phantasy Star Online 2, Puyopuyo!! Quest, and Chain Chronicle, alongside successful Pachislot and Pachinko machine releases.
  • The FY2015 outlook projects increased sales but lower profitability, largely due to rising development costs for sophisticated Pachislot and Pachinko hardware and the impact of Japan’s consumption tax hike on amusement operations.
Sega Sammy HoldingsJul 2014
Cover of Square Enix Annual Report FY2014
Financial report74 pages

Square Enix Annual Report FY2014

Square Enix achieved a significant financial recovery during the fiscal year ended March 31, 2014, returning to profitability with a net income of ¥6.5 billion following substantial losses the previous year.

  • Square Enix returned to profitability in FY2014 with a net income of ¥6.5 billion and net sales of ¥155 billion, recovering from substantial losses in the previous fiscal year.
  • The Digital Entertainment segment served as the primary growth engine, generating over ¥94 billion in revenue through the success of Final Fantasy XIV: A Realm Reborn and mobile titles like Dragon Quest Monsters Super Light.
  • The company shifted to a digital-first strategy, prioritizing cloud gaming, variable pricing, and shorter development cycles to reduce reliance on traditional console disc distribution.
Square EnixJul 2014
Cover of Financial Results Briefing Session: Fiscal Year Ended March 31, 2014
Financial report29 pages

Financial Results Briefing Session: Fiscal Year Ended March 31, 2014

The financial results for the fiscal year ended March 31, 2014, reflect a significant recovery for Square Enix Holdings Co., Ltd., transitioning from an operating loss in the previous year to a return to profitability.

  • Square Enix returned to profitability for the fiscal year ended March 31, 2014, reporting an operating income of 10.5 billion yen compared to an operating loss the previous year.
  • Net sales for the fiscal year reached 155.0 billion yen, representing a 5% year-over-year increase.
  • The Digital Entertainment segment was the primary driver of financial recovery, contributing 94.6 billion yen in sales and 10.7 billion yen in operating income.
Square EnixMay 2014
Cover of Sega Sammy Holdings: FY Ended March 2014 Full Year Results Presentation
Financial report35 pages

Sega Sammy Holdings: FY Ended March 2014 Full Year Results Presentation

Sega Sammy Holdings achieved significant financial growth during the fiscal year ending March 2014, characterized by an 18 percent increase in net sales to 378 billion JPY and a substantial 103 percent surge in operating income to 38.5 billion JPY.

  • Sega Sammy Holdings achieved strong financial growth in FY2014, with net sales rising 18% to 378 billion JPY and operating income surging 103% to 38.5 billion JPY.
  • The Pachislot and Pachinko segment served as the primary financial anchor, while the Consumer Business division successfully turned around through a focus on digital titles.
  • Digital revenue was driven by key titles including Phantasy Star Online 2, Chain Chronicle, and Puyopuyo!! Quest, alongside international PC sales from the Total War and Football Manager franchises.
Sega Sammy HoldingsMay 2014
Cover of Quest Design - II: How to Create Interesting MMO and RPG Quests - Extra Credits
8 min
Extra Credits8 min

Quest Design - II: How to Create Interesting MMO and RPG Quests - Extra Credits

Effective quest design in MMO and RPG titles requires moving beyond repetitive combat-focused grinds to foster player curiosity and deeper immersion.

  • Shift quest design away from repetitive combat grinds by utilizing environmental storytelling, puzzles, and non-combat challenges to foster deeper player immersion.
  • Replace traditional hub-based quest delivery with environmental triggers—such as notes, corpses, or damaged objects—to encourage organic exploration and a more holistic game flow.
  • Limit the number of active quests players can hold simultaneously to prevent cognitive overload and maintain focus on current narrative objectives.
Extra CreditsMar 2014