Until now we have published games on these devices such as
remakes of our old titles or turning our old franchises into
social games, but going forward, in addition to these efforts,
we will create new game titles of similar type.
The most difficult part here is the earnings model. The prior
packaged software sales model was a simple world calculated
by quantity times price. The optimal business structure for
this world involved separating development from sales and
marketing, and having each specialize in their particular
function. From now, we need to move toward a more flexible
business structure.
Therefore, it is not enough to simply develop a "good
game," we have to think about what kind of game we want to
present to our customers, how our customers will enjoy the
game, and how we will receive compensation from our
customers, which requires development, marketing and sales
to unite in the creation of our games. Even in cases where the
business model is a simple pay‐per‐download, we have to
think of how to expand.
It is critical to provide new titles where various revenue
models such as pay‐per‐download, F2P, PDLC, and hybrids of
them, are unified with the game design.