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Dragon Quest

Game

Documents about Dragon Quest

Cover of Aiming Q1 2020 Financial Results
Financial report8 pages

Aiming Q1 2020 Financial Results

Aiming’s financial results for the first quarter of 2020 reflect a period of significant operational contraction and financial loss.

AimingApr 2020
Cover of Square Enix Holdings 3Q FY2020/3 Financial Results Briefing
Financial report5 pages

Square Enix Holdings 3Q FY2020/3 Financial Results Briefing

Square Enix Holdings reported strong financial growth for the first three quarters of the fiscal year ending March 31, 2020.

  • Square Enix reported net sales of ¥189.7 billion and operating income of ¥27.7 billion for the first three quarters of FY2020/3, marking a year-over-year operating income increase of ¥15.4 billion.
  • The Digital Entertainment segment served as the primary growth driver, generating ¥29.5 billion in operating income through strong performance in MMOs and smart device titles.
  • MMO revenue was bolstered by the release of expansion packs for Final Fantasy XIV and Dragon Quest X, while smart device growth was driven by Romancing SaGa Re;univerSe and Dragon Quest Walk.
Square EnixFeb 2020
Cover of Aiming Fiscal Year 2019 Financial Results
Financial report16 pages

Aiming Fiscal Year 2019 Financial Results

Aiming’s fiscal year 2019 financial results reflect a period of significant operational restructuring and financial challenge within the Japanese online game market.

AimingFeb 2020
Cover of COLOPL 1Q FY Sep. 2020 Earnings Results
Financial report21 pages

COLOPL 1Q FY Sep. 2020 Earnings Results

COLOPL’s financial results for the first quarter of the fiscal year ending September 2020 demonstrate a significant recovery in profitability, driven primarily by the strong performance of the title "Dragon Quest Walk."

COLOPLFeb 2020
Article

Pokémon GO Has Best Year Ever in 2019

Pokémon GO achieved its most successful year since its 2016 launch, generating an estimated $894 million in gross player spending throughout 2019.

  • Pokémon GO achieved its highest annual revenue since its 2016 launch, generating $894 million in gross player spending during 2019.
  • The game ranked as the fifth highest-earning mobile game globally in 2019, trailing only behind titles like Candy Crush Saga and Honor of Kings.
  • Revenue growth in 2019 was driven by consistent live operations and in-game events, specifically the introduction of Team Rocket in July, which led to $116 million and $126 million in revenue for August and September respectively.
Sensor TowerJan 2020
Cover of Square Enix Holdings 2Q FY2020/3 Financial Results Briefing
Financial report6 pages

Square Enix Holdings 2Q FY2020/3 Financial Results Briefing

Square Enix Holdings reported positive financial growth for the first half of the fiscal year ending March 31, 2020.

  • Square Enix reported strong H1 FY2020/3 growth with net sales of ¥120.7 billion (up 8.2% YoY) and operating income of ¥15.9 billion (up 62.9% YoY).
  • The Digital Entertainment segment's MMO sub-segment and mobile titles like 'Dragon Quest Walk' and 'Romancing SaGa Re;univerSe' were primary drivers of financial performance.
  • The HD Games sub-segment recorded an operating loss due to development cost amortization and a ¥2.35 billion impairment loss on content production.
Square EnixNov 2019
Cover of Financial Results Briefing Session: Six-Month Period Ended September 30, 2019
Financial report17 pages

Financial Results Briefing Session: Six-Month Period Ended September 30, 2019

Square Enix Holdings Co., Ltd. reported its financial results for the six-month period ending September 30, 2019, reflecting a period of growth driven by strong performance in its digital entertainment and publication segments.

  • Square Enix reported a strong first half for the fiscal year ending March 31, 2020, with net sales reaching 120.7 billion yen and operating income rising to 15.9 billion yen, a significant increase from 9.7 billion yen in the same period the previous year.
  • The Digital Entertainment segment's MMO business saw growth in both net sales and operating income, driven by the release of the 'Final Fantasy XIV: Shadowbringers' expansion pack and an increase in paying subscribers.
  • Games for smart devices and PC browsers performed well, with net sales and operating income rising due to the continued success of 'Romancing SaGa Re;univerSe' and the September 2019 launch of 'Dragon Quest Walk'.
Square Enix HoldingsNov 2019
Cover of COLOPL 4Q FY September 2019 Financial Results
Financial report25 pages

COLOPL 4Q FY September 2019 Financial Results

The financial results for the fourth quarter of the fiscal year ending September 2019 highlight a period of significant growth driven by the successful launch of Dragon Quest Walk.

  • COLOPL achieved ¥11.3 billion in Q4 sales, a 42.5% increase over the previous quarter, driven primarily by the launch of Dragon Quest Walk.
  • Operating profit rebounded to ¥2.4 billion in Q4 from a break-even point in the third quarter, contributing to a full-year operating profit of ¥2.9 billion on ¥38.9 billion in total sales.
  • Quarterly Active Users (QAU) grew by 48.1% to reach 8 million, supported by anniversary events for White Cat Project and White Cat Tennis.
COLOPLNov 2019
Cover of COLOPL 4Q FY2019 Operating Results Briefing: Question and Answer Summary
Financial report2 pages

COLOPL 4Q FY2019 Operating Results Briefing: Question and Answer Summary

The fiscal year 2019 operating results briefing for Colopl highlights the strategic success of the location-based mobile game Dragon Quest Walk and outlines the company’s future development trajectory.

  • Dragon Quest Walk has become the primary driver of Colopl's strategic success, validating the company's focus on location-based mechanics and real-world exploration.
  • Colopl plans to leverage its technical proficiency in location-based development to adapt various intellectual properties into similar exploration-based gaming experiences.
  • Existing game titles are expected to see a revenue decline in 1Q FY2020 due to a lack of anniversary events, shifting the company's earnings reliance toward Dragon Quest Walk.
COLOPLNov 2019
Article

Top Mobile Games by Worldwide Revenue: September 2019

This analysis details the top-performing mobile games by worldwide gross revenue for September 2019, utilizing data from the Store Intelligence platform.

  • PUBG Mobile was the top-earning mobile game globally in September 2019, generating over $158.5 million in revenue, a 7.6x increase compared to September 2018.
  • Pokémon GO secured the second-highest worldwide revenue at approximately $116 million, marking a 33% year-over-year growth.
  • Square Enix’s Dragon Quest Walk, released exclusively in Japan on September 11, 2019, debuted in ninth place with $59.2 million in revenue from 1.5 million downloads.
Sensor TowerOct 2019
Cover of Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits
7 min
Extra Credits7 min

Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits

Successful franchise modernization relies on a disciplined commitment to core mechanics rather than the indiscriminate adoption of industry trends.

  • Successful franchise modernization requires a disciplined commitment to core mechanics rather than the indiscriminate adoption of industry trends.
  • The 2016 Doom reboot and 2017 Dragon Quest XI succeeded by refining their original identities—visceral combat and accessible turn-based narratives—for contemporary audiences.
  • Developers should avoid forcing popular features like cover-based systems or action-heavy combat into established franchises, as these additions often dilute the unique value proposition of the series.
Extra CreditsJun 2019
Article

2018 CESA Games White Paper

The 2018 CESA Games White Paper serves as a comprehensive annual analysis of the computer entertainment industry, providing critical data on market performance, consumer trends, and industry developments.

  • The Japanese domestic home console market (hardware and packaged software) reached a total value of 386.7 billion yen in 2017, up from 314.7 billion yen in 2016.
  • The global home console market (hardware and software) was valued at 2.7881 trillion yen in 2017, showing growth from 2.5794 trillion yen in the previous year.
  • The Japanese domestic market for smart device game apps reached 1.3192 trillion yen in 2017, with China ranking first globally, followed by the United States and Japan.
CESA – Computer Entertainment Supplier's AssociationJul 2018