Take-Two Interactive Software Inc (TTWO) 2011 Q4 法說會逐字稿

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  • Operator

  • Greetings and welcome to the Take-Two Interactive Software's fiscal fourth-quarter 2011 results.

  • At this time all participants are in a listen-only mode.

  • A question-and-answer session will follow the formal presentation.

  • (Operator instructions).

  • As a reminder, this conference is being recorded.

  • It is now my pleasure to introduce your host, Hank Diamond, Senior Vice President of Investor Relations and Corporate Communications for Take-Two Interactive.

  • Thank you, Mr.

  • Diamond, you may begin.

  • Hank Diamond - EVP of IR

  • Good afternoon.

  • Welcome and thank you for joining Take-Two's conference call to discuss its results for the fourth quarter and fiscal year ended March 31, 2011.

  • Today's call will be led by Strauss Zelnick, Take-Two's Chairman and Chief Executive Officer; Karl Slatoff, our Chief Operating Officer; and Lainie Goldstein, our Chief Financial Officer.

  • We will be available to answer your questions during the Q&A session following our prepared remarks.

  • Before we begin, I'm obliged to review our Safe Harbor statement by reminding everyone that the statements made during this call that are not historical facts are considered forward-looking statements under federal securities laws.

  • These forward-looking statements are based on the beliefs of our management as well as assumptions made by and information currently available to us.

  • We have no obligation to update these forward-looking statements.

  • Actual operating results may vary significantly from these forward-looking statements based on a variety of factors.

  • These important factors are described in our filings with the SEC, including the Company's transition report on Form 10-KT for the five-month transition period ended March 31, 2010.

  • These documents may be obtained from our website at www.taketwogames.com.

  • And now, I'll turn the call over to Strauss.

  • Strauss Zelnick - Chairman & CEO

  • Thanks, Hank.

  • Good afternoon and thank you for joining us today.

  • Fiscal 2011 was a terrific year for Take-Two, one in which we generated substantial revenue growth and earnings while, at the same time, positioning the Company for even greater success over the long-term.

  • We have now exceeded our revenue and earnings guidance for six quarters in a row.

  • These results have been achieved through the execution of our strategy, the core of which is to produce and distribute a select number of AAA titles and support them with add-on content delivered both on disc and digitally.

  • We are particularly pleased to be profitable even in a year without a major new release of Grand Theft Auto.

  • In the past fiscal year we grew net revenue by 49% to $1.14 billion and delivered non-GAAP earnings of $1.02 per share.

  • Our strong earnings converted into even stronger cash flow.

  • As a result, we ended the period with $280 million in cash, almost double last year's level, and we have ample borrowing capacity on our undrawn credit facility.

  • The most significant contributors to our better-than-expected results for the year were the breakout successes of Rockstar Games' Western-themed epic, Red Dead Redemption, and 2K Sports' best-selling basketball simulation game, NBA 2K11.

  • Our results were also enhanced by an array of other new releases and catalog offerings, including Mafia 2, Civilization 5, titles from our Grand Theft Auto franchise and Top Spin 4, as well as our growing list of digital offerings.

  • Red Dead Redemption has become one of the best-selling franchises in the history of Rockstar Games.

  • The title has sold in more than 8.5 million units since its launch last May and it has been supported by several highly successful releases of downloadable and add-on content, including the highly successful Red Dead Redemption - Undead Nightmare.

  • It received over 160 game of the year awards and is among the top five highest-rated titles of all time for the Xbox 360 and PS3 with an average Metacritic rating of 95.

  • I would like to congratulate the team at Rockstar and the tremendous success of this franchise.

  • NBA 2K11 has sold in over 5 million units since its launch, and it has become the best-selling title in the history of both our basketball franchise and 2K Sports.

  • I would like to thank everyone at 2K Sports and Visual Concepts for delivering a stellar title that received numerous sports game of the year awards.

  • We recently extended our long-term partnership with the NBA to develop and publish this franchise, so gamers can look forward to new versions of NBA 2K for many years to come.

  • Digitally delivered offerings are an increasingly important part of our business, representing $102 million in revenue in fiscal 2011.

  • We released many successful downloadable content packs for titles including Red Dead Redemption, Borderlands, Grand Theft Auto 4, Sid Meier's Civilization V and Mafia 2.

  • Add-on content generally produces incremental revenue and profits and keeps gamers engaged with our titles for longer periods of time, thereby extending the life of the products, increasing the value of the brand and ultimately converting it into a franchise.

  • We believe that add-on content also has a positive effect on reducing trade-ins and used game sales.

  • One of our key long-term initiatives is to reach new audiences by delivering our AAA entertainment experiences through emerging online platforms.

  • These include massively multiplayer online games and social games.

  • As Karl will discuss in more detail, we currently have several projects underway which are structured to maximize potential upside while minimizing our risk.

  • We are very excited about the opportunity to generate significant revenue and earnings in the future.

  • We believe the key to our success has been and will continue to be our creative team's ability to produce consistently AAA titles that set new standards for innovation and quality, and we have proven that our creative teams are the best in the business.

  • For example, Rockstar's L.A.

  • Noire has garnered numerous great scores and has become a major contender for game of the year honors.

  • This highly cinematic game introduces a whole new realm of narrative expression, interactivity, immersion and reality to the interactive entertainment industry.

  • In addition, our original BioShock titles developed by 2K's Irrational Games studio was recently selected for inclusion in the Smithsonian American Art Museum's the Art of Video Games exhibit, which will be on display in Washington DC in 2012.

  • This past February Take-Two was recognized by Metacritic as publishing the highest quality games in the industry based on the ratings of our titles released in calendar 2010, and we are already off to a great start in 2011.

  • A key element of our high quality approach is our continued ability to make Take-Two the home for the best creative talent in our industry.

  • To that end, we are very pleased to have extended the employment agreements with Rockstar's key creative talent.

  • I want to take a moment to recognize this team, which has been with Take-Two for well over 10 years now.

  • They have not only continued to deliver outstanding results but they have shown incredible loyalty.

  • We look forward to working with the Rockstar team for many years to come.

  • Today creating a blockbuster hit takes more than superb production values.

  • It takes global marketing coordination that leverages every form of media, integrated promotions with our key retail partners to make our launches tentpole events for their stores and consumers and worldwide distribution that ensures our products are on shelves when promised.

  • In the same way that we are committed to creative excellence, we are committed to giving our titles the optimal conditions for success in the market.

  • Turning to our outlook for fiscal 2012, we expect the scale and diversity of our portfolio of AAA franchises to enable us to deliver on our goal of consistent profitability.

  • We have an exciting lineup of announced new releases that Karl will highlight, many of which we believe that the potential to be breakout hits.

  • These include unique cutting-edge titles such as L.A.

  • Noire, the return of long-awaited industry icons like Duke Nukem and a broad array of other offerings that promise to delight audiences around the world.

  • While we are highly optimistic about our recent and upcoming releases, it's still very early in the year.

  • Therefore, our initial guidance for fiscal 2012 does not assume that any of our releases will be a breakout hit like Red Dead Redemption.

  • I would note that we have a history of exceeding our guidance when our titles do become blockbusters as we did last year due to the tremendous success of Red Dead Redemption and NBA 2K11.

  • Looking ahead to fiscal 2013, we have one of the strongest development pipelines in Take-Two's history.

  • So while it's still very early to be discussing our fiscal 2013 outlook, we currently expect to deliver substantial revenue, earnings growth and non-GAAP earnings in excess of $2 per share.

  • I'm very proud of our Company's achievements throughout the past year, which illustrate our entire organization's commitment to executing on our strategy and establishing a sound foundation for Take-Two's long-term success.

  • From a product standpoint, I believe we have the best creative team and intellectual property in our industry.

  • From a business standpoint, our solid balance sheet gives us the flexibility and strength to take the right strategic steps to generate growing profits and returns for our shareholders over the long-term.

  • I will now turn the call over to Karl.

  • Karl Slatoff - COO

  • Thanks, Strauss.

  • Fiscal 2011 was a true figure for Take-Two.

  • I would like to join Strauss in congratulating the creative teams at Rockstar and 2K as well as everyone else at Take-Two for delivering these results.

  • I will begin by reviewing our exciting lineup of releases for fiscal 2012.

  • Our first release for the new fiscal year was Carnival Games' Monkey See, Monkey Do, which launched on April 5.

  • Developed and published by 2K Play, this family-oriented game builds on our highly successful Carnival Games franchise and is our first title specifically designed for Kinect for Xbox 360.

  • On May 17, Rockstar Games launch the highly anticipated L.A.

  • Noire which has transcended the traditional boundaries of video games by creating an entirely new genre of interactive entertainment.

  • Set in postwar World War II Los Angeles, L.A.

  • Noire is a dark and captivating crime thriller that artistically blends action and detective work with a cinematic film noir backdrop.

  • Supported by an outstanding and innovative global marketing campaign, L.A.

  • Noire has already generated a fantastic response from press and fans alike.

  • On June 10 internationally and June 14 in North America, Duke Nukem will make its triumphant return as gaming's most irreverent hero.

  • Developed by Gearbox Software and published by 2K Games, Duke Nukem Forever delivers an action-driven, laugh-out-loud good time.

  • Just this morning we announced that the game once considered vaporware by many has gone gold and will become a reality in a matter of days.

  • This Summer, 2K Play plans to launch Nicktoons MLB, a whimsical take on America's favorite pastime that its characters from the Nickelodeon's Nicktoons against players from all 30 Major league baseball teams.

  • This game will be our second to feature support for Kinect and will also be available for the Wii and Nintendo DS.

  • On October 4, 2K Games plans to release The Darkness II.

  • Inspired by the supernatural comic book series, The Darkness II breaks from a sea of conventional first-person shooters with its quad-wielding combat action and takes players down a brutal path as the overlord of an ancient and ruthless force of chaos and destruction.

  • Also slated for release in fiscal 2012 are the mid-20th-century action thriller XCOM and the 2012 versions of our popular sports titles, NBA 2K and MLB 2K.

  • 2K Sports once again does not plan to release an NHL title [for] (inaudible) this year.

  • As previously announced, BioShock Infinite, the next title in the 8 million unit-selling franchise, will be released in calendar year 2012.

  • Currently in development at Irrational Games, BioShock Infinite introduces an entirely new narrative and game play experience that lifts players out of the familiar confines of Rapture and rockets them to 1912 Columbia, an immense city in the sky.

  • If response from last week's E3 preview event in Los Angeles provides any indication of what gamers can expect, BioShock infinite promises to bring interactive entertainment to an all-new height.

  • You will be able to see this and many of our upcoming releases from 2K on display during E3 from June 7 through June 9.

  • At this time we are also updating our previously announced release schedule to reflect our expectation that Spec Ops - The Line will now ship in the first half of fiscal 2013.

  • At this point I would like to turn topics and briefly discuss some of our current online initiatives.

  • At the core of Take-Two's overall strategy is the fundamental belief that maximum value is achieved through the creation of robust entertainment franchises.

  • We strongly believe that Take-Two's competitive advantage is our ability to produce groundbreaking intellectual property that is truly differentiated in the marketplace.

  • Take-Two's approach to the online space is consistent with this philosophy, and we will employ the same focus and dedication to quality in managing online gaming initiatives as we do with our core console business.

  • Take-Two's online strategy focuses on content development while remaining platform agnostic.

  • Simply put, we will develop for all viable online gaming platforms that are capable of supporting highly compelling entertainment experiences.

  • Online platforms that are more conducive to short-session, casual game play also present opportunities for Take-Two but more specifically as a means to broaden and enhance audience engagement with our Triple-A franchises.

  • To date, Take-Two's online gaming initiatives have followed one of two paths -- partnering with best-in-class online publishers or selectively investing in internal development projects.

  • We believe this approach will create significant economic opportunity for Take-Two while we maintain our proclivity for prudent deployment of capital.

  • In Asia we have now announced partnerships with three of the world's most successful and highly acclaimed online developers and publishers.

  • In 2009 we announced our partnership with Tencent to co-develop an online version of NBA 2K for distribution in China and other key markets.

  • In addition, we recently announced our partnership with Nexon Corporation to develop and publish an online baseball simulation game for the South Korean market.

  • And just yesterday we announced our partnership with XLGAMES to develop a massively multiplayer online game for the Asian market based on one of 2K Games' top-selling franchises.

  • These partnerships are exciting not only because they provide Take-Two with access to a large and growing online market but also because each represents a unique collaboration of development teams that are recognized leaders in their respective fields.

  • In North America we are now in closed beta testing with Civilization World for Facebook, a social gaming version of our top-selling strategy franchise.

  • While still early, initial feedback is very promising.

  • In a recent preview, IDN said Civ World redefines what is possible on Facebook and that Civ World already feels like the best game on Facebook based on five days of playing in the current alpha version.

  • An open beta is planned for Civ World this summer.

  • These projects are each examples of how we are pursuing emerging opportunities by leading with our content.

  • Take-Two will pursue these and other online initiatives while we continue to execute our core strategy of delivering AAA games for consoles.

  • Thanks and I would now like to turn the call over to Lainie.

  • Lainie Goldstein - CFO

  • Thanks, Karl, and good afternoon, everyone.

  • Today, I will review our results for the fourth quarter and fiscal year 2011 and then provide some details around our outlook for the first quarter and fiscal year 2012.

  • Note that all of the numbers I will be providing today are non-GAAP results from continuing operations unless I state otherwise.

  • Our press release provides a complete reconciliation of our non-GAAP to GAAP numbers.

  • For fiscal year 2011, net revenue increased 49% year-over-year to $1.14 billion.

  • This significant increase was driven primarily by the strong performances of Red Dead Redemption and NBA 2K11.

  • Other key titles contributing to the increase in revenue were Mafia 2, Grand Theft Auto - Episodes from Liberty City, Red Dead Redemption, Undead Nightmare, Civilization V, Grand Theft Auto IV complete and Top Spin 4.

  • Revenue from digitally delivered content grew year-over-year to $102 million, driven by strong sales of offerings from Red Dead Redemption, the Grand Theft Auto franchise, Borderlands and the Sid Meier's Civilization franchise.

  • Our gross margin for the year was 40.3%.

  • The improvement over last year was due to a greater percentage of our revenue coming from internally developed titles this year.

  • Non-GAAP net income rose to $94.3 million or $1.02 per share as compared to a non-GAAP net loss of $65.9 million or $0.85 per share last year.

  • On a GAAP basis we generated income from continuing operations of $53.8 million or $0.62 per share.

  • Our earnings exceeded the high end of our guidance range, primarily due to the better-than-expected performance of NBA 2K11, Grand Theft Auto IV complete, digitally delivered content and several catalog titles.

  • In addition, we benefited from operating expenses that were slightly lower than expected due to the timing of marketing spend for certain titles partially offset by higher performance-based incentive compensation.

  • In addition, tax expense was lower than forecast in our foreign territories.

  • Moving on to the fourth quarter, net revenue was a better-than-expected $182 million compared with $233 million a year ago.

  • As expected, year-over-year comparisons were lower due to the release of BioShock 2 in the prior year's fourth quarter.

  • The largest contributors to revenue in the fiscal fourth quarter were NBA 2K11, Top Spin 4, Major League Baseball 2K11, Red Dead Redemption, Red Dead Redemption Undead Nightmare, Grand Theft Auto IV complete and Borderlands.

  • Digitally delivered content accounted for $27 million or 15% of our fourth-quarter's net revenue.

  • Our gross margin for the quarter was 35%, roughly unchanged year-over-year.

  • Operating expenses were approximately $77 million, in line with last year's fourth quarter.

  • More specifically, selling and marketing expenses decreased by $8 million primarily due to marketing support on fourth-quarter 2010 release of BioShock 2.

  • General and administrative expenses increased by $5 million as a result of higher performance-based incentive compensation, higher IT expenses as a result of the relocation of a data center and nonrecurring credits for bad debt expense in the prior year's fourth quarter.

  • R&D increased by $3 million due to higher production expenses and lower capitalization rates.

  • And, finally, depreciation and amortization was flat compared to last year.

  • Moving down the income statement, interest and other expense decreased by $2 million.

  • We realized a $600,000 foreign exchange gain in the quarter compared to a $900,000 loss in the fourth quarter of fiscal year 2010 and earned greater interest income on higher cash balances.

  • Our strong revenue performance drove a better-than-expected fourth-quarter non-GAAP net loss of $14.4 million or $0.18 per share as compared to non-GAAP net income of $3 million or $0.04 per share last year.

  • Our GAAP loss from continuing operations was $22.4 million or $0.27 per share.

  • Moving onto our cash flow and balance sheet, for the full year our strong profits translated into increased cash provided by operations of $135 million, and as a result we ended the year with a cash balance of $280 million.

  • Our accounts receivable balance was $84 million at March 31, reflecting the releases of Top Spin 4 and Major League Baseball 2K11 towards the end of the fiscal year.

  • Inventory at March 31 was approximately $25 million, flat compared to last year.

  • Software development costs and licenses of $270 million reflect the significant development efforts around our AAA fiscal 2012 and beyond releases.

  • Now to our outlook, which is all provided on a non-GAAP basis -- for the fiscal year 2012 we expect revenue to range from $1 billion to $1.1 billion and non-GAAP earnings per share to range from $0.10 to $0.35.

  • We expect the revenue breakdown from our labels to be roughly 42% from Rockstar, 32% from 2K Games, 20% from 2K Sports and 6% from 2K Play.

  • We expect our geographic revenue split to be about 65% North America and 35% international.

  • Excluding our sports business, our geographic split is expected to be approximately 60% North America and 40% international.

  • Gross margins for fiscal 2012 are expected to be in the high 30s.

  • Now to our operating expenses -- overall operating expenses should increase by approximately 13% as compared to fiscal 2011, primarily due to higher selling and marketing expense.

  • As a percentage of sales we expect selling and marketing expense to increase by approximately 5 percentage points, driven by planned robust marketing campaigns to support our future product releases.

  • We expect general and administrative expense to increase by approximately 5% as compared to the prior year due to increased rent and a nonrecurring credit from a legal settlement which benefited fiscal year 2011.

  • R&D expense is expected to increase by about 4%, primarily due to additional staffing at our studios to support our release schedule.

  • Finally, depreciation and amortization should decreased by approximately 5%.

  • Our fiscal year 2012 guidance reflects interest and other expense of approximately $8.5 million, tax expense of about $9 million, primarily attributable to our international operations, and an estimated diluted share count of approximately 90 million, which includes 5 million of participating shares for unvested restricted stock grants.

  • We are also providing guidance today for the first quarter of fiscal 2012.

  • We expect revenue to range from $325 million to $375 million and non-GAAP income per share to range from zero to $0.10.

  • The majority of our revenue in the first quarter is expected from L.A.

  • Noire and Duke Nukem Forever.

  • We expect first-quarter gross profit margins in the mid-30s.

  • Overall operating expenses should increase in the first quarter by approximately 30% year-over-year, primarily driven by an expected 48% increase in selling and marketing expenses to support our launches of L.A.

  • Noire and Duke Nukem Forever.

  • General and administrative expenses is expected to increase by approximately 19%, primarily due to a nonrecurring credit from a legal settlement which benefited the first quarter of fiscal 2011, as well as higher rent and IT expenses.

  • R&D is expected to be down by about 3%, primarily due to higher capitalization rates and depreciation and amortization expense is expected to decrease by about 13%.

  • Our first-quarter guidance reflects forecasted interest and other expense of approximately $2 million, tax expense of about $2.3 million and an estimated share count of approximately 88 million, which includes 5 million of participating shares for our unvested restricted stock grants.

  • I will now review the timing of (inaudible) future releases that we have assumed in our guidance for fiscal 2012.

  • Duke Nukem Forever is planned to launch in mid-June.

  • Nicktoons MLB is expected to be released this summer.

  • NBA 2K10 and The Darkness II are expected to release in our fiscal third quarter.

  • Major League Baseball 2K12 is planned to launch in the fiscal fourth quarter.

  • In addition, included in our guidance are XCOM and some other unannounced titles planned for release throughout the year.

  • We will have more to say about them in the coming months.

  • While it's still very early to discuss fiscal 2013, we have a very strong pipeline of titles in development, and we currently expect to achieve substantial earnings growth, including non-GAAP earnings per share in excess of $2.

  • In summary, we are very pleased with the performance we delivered in fiscal year 2011 creatively, operationally and financially.

  • Given our industry-leading creative talent, clear strategy for growth and strong financial foundation, we are well positioned for continued profitability and success in fiscal year 2012 and substantial growth over the long-term.

  • Now I'll turn the call back to Strauss.

  • Strauss Zelnick - Chairman & CEO

  • Thanks, Karl and Lainie.

  • 2011 was a fantastic year for Take-Two, and we emerged stronger than at any other point in our Company's history.

  • This was made possible through the hard work and dedication of all of our employees around the world.

  • I would like to thank all of our colleagues for their efforts in making Take-Two what it is today and providing the foundation for what it can be tomorrow.

  • We will now take your questions.

  • Operator?

  • Operator

  • (Operator instructions) Justin Post, Merrill Lynch.

  • Justin Post - Analyst

  • Two things -- first, maybe since it's already launched, could you give us an update on how L.A.

  • Noire is doing in the channel and what you are seeing there?

  • And then, Strauss, we've known you to be pretty conservative over the last year.

  • To give 2013 at $2 is a little different.

  • What makes you confident in that number?

  • And are most of the titles that year going to be front-end loaded, or is there potential slippage in 2013?

  • Strauss Zelnick - Chairman & CEO

  • Thanks, Justin, we are thrilled with the launch of L.A.

  • Noire.

  • It's such a terrific game.

  • The critical response has been wonderful, Metacritic ratings are high and consumer acceptance has been great here and actually around the world and the initial ship is promising.

  • We don't give out those numbers yet, but we are real pleased, and the early feedback from the channel is also exceedingly strong, so no complaints.

  • As we said today, the timing -- it's a little early.

  • And we try to be folks who shy away from rosy projections, and we would rather announce things after they happen.

  • So this looks like it's off to a very good start.

  • To your question about 2013, I think the reason we felt comfortable is, look, the Company has changed significantly in the last couple of years, and execution has gotten a lot stronger.

  • And the pipeline is indeed strong, and we feel it's more and more predictable.

  • And we did want to make the point, and I think I alluded to it in our last call, that we just enjoyed a very profitable year and we are looking forward to two more years of profitability.

  • And while there's certainly volatility one can expect against the results of any entertainment company, it's nice to have that outlook and we thought we should share it.

  • So we feel good about the pipeline and I think that takes into account the kind of slippage that one could normally expect.

  • Justin Post - Analyst

  • Great, and one follow-up -- the baseball contract -- does that end in fiscal 2013 or is that fiscal 2014?

  • Strauss Zelnick - Chairman & CEO

  • Yes; we've announced that it ends in 2012.

  • Justin Post - Analyst

  • Great, thank you.

  • Operator

  • Brian Fitzgerald, UBS.

  • Brian Fitzgerald - Analyst

  • Maybe a quick follow-on to Justin.

  • In terms of L.A.

  • Noire, we have seen reports suggesting 1.6 million units in the first week, comparable with 1.9 million for Red Dead.

  • Can you give us a sense of your strategy in terms of downloadable content?

  • Do you look for certain gates to hit and then you say, okay, let's continue developing iteration three and four of downloadable content?

  • And then maybe a quick follow-up on any impact to the business from the PlayStation network outage.

  • Strauss Zelnick - Chairman & CEO

  • Again, we certainly don't want to be subject to copying all of our new releases or new franchises against the extraordinary success of Red Dead Redemption, and every title stands alone.

  • That said, we have every reason to believe that L.A.

  • Noire is another strong franchise for this Company.

  • No matter how you slice it, it is a very successful release.

  • And to be able to say that again; it's extraordinary.

  • And if it needs to be said, this management team is just immensely grateful to Rockstar for delivering another superb title and to 2K for all the franchises they have been delivering of late.

  • One can never take that for granted.

  • The hit ratio of this group is nothing short of extraordinary.

  • In terms of downloadable content, we haven't announced anything yet.

  • We will leave that to Rockstar to announce.

  • But suffice it to say that we do see this as a powerful new franchise for our Company.

  • And as far as the PSN outage, no; they were back up and running before we launched L.A.

  • Noire, and we didn't see that it amounted to -- it's never a good thing, but we didn't see it had any negative influence on us.

  • Brian Fitzgerald - Analyst

  • Okay, thanks, guys.

  • Operator

  • Arvind Bhatia, Sterne Agee & Leach.

  • Arvind Bhatia - Analyst

  • Thank you, guys, congratulations on a good quarter and the launch of L.A.

  • Noire.

  • A couple questions -- first, Duke Nukem and given its history and the revival, etc., can you give us a broad sense of the economics in that title versus a typical AAA title, how their breakeven levels might be X?

  • Where do you think Duke Nukem -- how we should think about breakeven levels there so that we can form some expectations on upside, etc.?

  • And then second question is on your basketball title.

  • I'm not sure if I missed it, but did you address the potential lockout and how that is factored into your numbers this year?

  • Strauss Zelnick - Chairman & CEO

  • Lainie will answer your question about Duke and profitability.

  • Lainie Goldstein - CFO

  • Arvind, about Duke Nukem, the economics of that title are in line with average of our publishing titles.

  • It does have a significant marketing budget behind it, and also [it taps up on] obviously it is -- I would say it's in the medium range, but it certainly has been in development for a long period of time.

  • So it falls right in line with the rest of our titles.

  • Strauss Zelnick - Chairman & CEO

  • Yes, and on the possibility of basketball lockout, we haven't included any potential effects in our guidance.

  • I think it's fair to say that a lockout wouldn't be a good thing, but it's hard to know what will happen.

  • Arvind Bhatia - Analyst

  • Great, thank you.

  • Operator

  • Mike Hickey, Janco Partners.

  • Mike Hickey - Analyst

  • Hey, guys, congratulations on your fiscal year, and congratulations to the Rockstar team for another phenomenal release.

  • In regards to L.A.

  • Noire, Strauss, I was hoping you can talk about maybe the relationship of Rockstar working with Team Bondi and how you view that and maybe if, in the future, if they may continue to work with external developers where Rockstar can own the IP but they can leverage the talent.

  • And then I have a follow-up.

  • Strauss Zelnick - Chairman & CEO

  • You can get your phone, if you want, while I answer it.

  • I think the relationship with Team Bondi obviously worked out phenomenally well.

  • The team in Australia did an incredible job.

  • I visited the studio year and a half ago, and the map they built of Los Angeles, for example, is nothing short of extraordinary.

  • Obviously, the motion capture technology we've talked about a lot, and that has allowed Team Bondi and Rockstar to deliver this extraordinary experience.

  • I think the results speak for itself.

  • We had a combination of working with a very strong external studio and the oversight management and creative engagement of the team at Rockstar, and the results speak for themselves.

  • It wouldn't be something I would want to talk about in terms of a future desire to work with external developers, and I suspect that the Rockstar team would take that on a case-by-case basis.

  • Mike Hickey - Analyst

  • Okay, and then in regards to BioShock Infinite, I really enjoyed reading the previews on that game.

  • And certainly when the initial trailer came out it was really exciting.

  • But a lot has changed since BioShock, the original, came out in 2007 and it's nice to have Ken reengaged in the franchise.

  • I'm just curious if you can share with us your thoughts of the health of the franchise after BioShock 2, maybe how you see this market opportunity versus how you saw BioShock.

  • I remember BioShock came out; it felt kind of niche-y and a little bit too scary, maybe, for mainstream.

  • And I think it proved otherwise.

  • And then I think you kind of implied this, but I'm assuming -- you said calendar year 2012.

  • I'm assuming that it's not in your guidance for fiscal 2012.

  • But if you could just clarify that, that would be great.

  • Karl Slatoff - COO

  • In terms of BioShock, obviously we are thrilled with our franchise overall and we are selling over 8 million units in the franchise; it's a fantastic thing for both BioShock, the original BioShock and BioShock 2 as well.

  • It is fantastic how we can reengage, and obviously the press and all of the demos and the things that you've seen in the past speak for itself.

  • And I think that our view on the franchise at this point is that we are in incredibly perfect shape, and Ken is obviously doing something very different with the franchise that has been done before, and that's a good thing.

  • And it's a highly, highly creative endeavor, and we are thrilled to be in business with Ken and having him at the helm again at BioShock.

  • So we are very, very optimistic about the health of the franchise and think we are in great shape there.

  • In terms of fiscal 2012, it's not in the numbers.

  • Mike Hickey - Analyst

  • Okay, thanks guys.

  • Operator

  • Daniel Ernst, Hudson Square Research.

  • Daniel Ernst - Analyst

  • Two questions, if I might -- first, given that view across the current game cycle you perhaps have had one or now two of the only new, wholly new franchises launched in the cycle that has been commercially successful outside of what Nintendo has done with casual games, with BioShock and maybe now with L.A.

  • Noire.

  • So does that make you more ambitious or perhaps give you more confidence in launching other new franchises?

  • Because a lot of what is coming out right now is sort of the relaunching of franchises that were out before, things like Duke Nukem, and of course I assume we are going to see another GTA at some point.

  • But what is your thought about new franchise investment?

  • And then my second question, a little more minutia -- just could you give us some sense of the composition of the digital revenues between DLC and mobile and online?

  • Strauss Zelnick - Chairman & CEO

  • Yes, look, part of our stated strategy has been to launch new IPs regularly.

  • The Company has had a track record dating back for some time and I think to 2007 now of successfully launching at least one new IP a year.

  • And we tend to own that intellectual property and benefit from it over a long period of time.

  • I think the strategy is well stated to be both.

  • First of all, the goal is to be the most creative Company in the business and to delight audiences with our entertainment properties.

  • And we can do that with our existing franchises, and we hope to.

  • And we always need to keep our business fresh, and that means launching new franchises.

  • You are right that launching an untested, unheard-of IP is a different challenge than a sequel.

  • But at the core it still comes down to the same thing -- having the best creative teams in the business and encouraging them to pursue what they are passionate about and then standing behind that, investing behind that and doing so in a rational way and, we hope, a highly efficient way, and then marketing and distributing worldwide with the financial resources we are fortunate to possess and with whatever creative abilities we have all the way from the top to the most far-flung areas of our organization.

  • And I am pleased that I think we are doing that job as well as anyone in the business.

  • But we don't take anything for granted.

  • We are grateful every day for the creative work of our labels.

  • It allows us to be in a position to take credit for these results on a call like this.

  • But this is a strategy.

  • So the answer to your question is both.

  • And Lainie, can give a little more color on digital.

  • Lainie Goldstein - CFO

  • Sure, Dan.

  • Our digital sales are currently comprised of our content that we deliver to the console devices by Xbox LIVE and PlayStation Network, including our add-on content, our episodes, our virtual goods.

  • It also includes our content that we sell through the online digital retail stores such as Steam, [Direct Drive], including all our full PC titles and add-on content for those as well, and then content sales to mobile platforms, so the PSP, the iPod, the iPod Touch, iPad, either directly via the Wi-Fi or through compatible services or stores.

  • Daniel Ernst - Analyst

  • So, Lainie, can you give us some idea what that mix was, what percent fell into which bucket?

  • Lainie Goldstein - CFO

  • We don't have a breakdown of that overall.

  • Our digital sales for the year was $102 million, which is about 9% of our net revenue.

  • Daniel Ernst - Analyst

  • Got it, thanks for the color.

  • Operator

  • Atul Bagga, ThinkEquity.

  • Atul Bagga - Analyst

  • Can you talk a little bit about your partnership in Asia, specifically Tencent?

  • This NBA online has been in making for some time.

  • Can you give us some update?

  • When do you expect NBA online launch?

  • And is this something that you are assuming in the [moral] -- in the guidance that talk about?

  • Karl Slatoff - COO

  • We are actually thrilled with all of our partnerships and Asia.

  • And as I said before, we have now announced three, between Tencent, Nexon and XL.

  • And we don't have any information to give, to share at this point in terms of development progress and when we plan to release or go to beta on these titles.

  • All the titles are in development and things are going very, very well, and we are thrilled with our partnerships and how things are going.

  • In terms of these numbers, are we expecting these to show -- these Asian partnerships to show revenue in 2012?

  • They are not in the numbers currently, at this point.

  • Arvind Bhatia - Analyst

  • Got you.

  • And just a follow-up -- so digital, you mentioned it was $102 million.

  • Can you give us some sense; where do you expect digital to be next year and two years from now?

  • Lainie Goldstein - CFO

  • We have not given a forecast specifically for our digital revenue for 2012, but over the long term we expect it to increase as a percentage of overall revenue.

  • In the shorter term it varies based on our release schedule and the success of our titles.

  • In last year, we had very strong digital revenue due to the success of our DLC for Red Dead Redemption and also strong offerings for Borderlands and Grand Theft Auto.

  • We also benefited from the release of Civ V, which is a PC title which had a significant amount of full-game downloads.

  • So we will keep an eye on it.

  • We continue to look to grow it going forward.

  • Arvind Bhatia - Analyst

  • Thank you.

  • Operator

  • Eric Handler, MKM Partners.

  • Eric Handler - Analyst

  • Two quick things -- first of all, on the digital side maybe you can just sort of quantify how many more digital SKUs or how much more content you will have in fiscal 2012 versus what you put out in fiscal 2011.

  • And then just a quick clarification on your guidance -- so NBA is included in your current guidance?

  • Strauss Zelnick - Chairman & CEO

  • Yes.

  • We don't really have any more detail to offer on digital right now because that's yet to be announced elements of our release schedule.

  • And on the NBA, yes, it's in our guidance.

  • However, whatever effects from the lockout are not, because we don't know what those would be, we can't really quantify them.

  • Eric Handler - Analyst

  • Thank you.

  • Operator

  • Edward Williams, BMO Capital Markets.

  • Edward Williams - Analyst

  • Just a couple of other quick questions to follow up just a little bit on digital.

  • Can you talk a little bit about what the growth rate was like for things like the Steam and Direct Drive in terms of what sort of traction you're seeing there relative to the packaged goods sales, corresponding packaged goods sales against those platforms.

  • And then also, Karl, if you can talk a little bit about the Asian online arrangements that you have set up.

  • When -- could we see some of what -- working with Tencent and Nexon, some of that product make its way into the Western markets, or do you have (inaudible) on that product (inaudible) when it comes out on an MMO style or online transaction style to come into the Western markets?

  • And Lainie, lastly, can you talk about the value of the NOLs at this point?

  • Strauss Zelnick - Chairman & CEO

  • In terms of your first question, we don't have a point of view on Steam versus -- you know, on a market point of view.

  • We are really proud of how we are doing in our digitally delivered offerings, and it's an important part of our strategy, as it is a part of our competitors' strategy.

  • The goal is to make our products available to consumers where they want them, when they want them, on the device that they want them and in the business model that they want them.

  • And our goal is to use our content, as Karl mentioned, to develop AAA experiences for all viable platforms.

  • Whether they are ephemeral or physical is kind of a -- it's a detail to us over time.

  • We are committed to the console market.

  • It's still 90% of our business.

  • We are obviously really proud of our abilities to distribute physically, and we have growing representation in the digital market.

  • But this is, in my opinion, less about strategy and more about execution.

  • You need to be in digital distribution.

  • It's not especially complicated.

  • Our partners are making it easy and everyone is doing it, and we are doing it as well.

  • In terms of your question about Asia, Karl will take that.

  • Karl Slatoff - COO

  • In terms of the agreements we have -- or, well, I'll say in terms of the initiatives we have with our online initiatives with our partners in Asia, look, at this point in time our partners are contemplating releases in Asia.

  • That being said, of course we have contemplated other marks in the world, but we don't have anything specific to announce at this point.

  • Strauss Zelnick - Chairman & CEO

  • There's no question there's plenty of opportunity.

  • The reason we started in Asia is these are robust markets where lots of products do well as massive multiplayer products.

  • For example, in Japan the massively multiplayer business is a very significant business, bigger than packaged goods.

  • So we think it's a smart way to enter the market.

  • And it's too early to say exactly what the opportunities are, but you can be certain that our eyes are open to them.

  • Lainie Goldstein - CFO

  • In terms of the NOLs at the end of the year, our estimated US NOL was approximately $210 million and our estimated foreign NOL was approximately $75 million.

  • Edward Williams - Analyst

  • Thank you very much.

  • Operator

  • Doug Creutz, Cowen and Company.

  • Doug Creutz - Analyst

  • I wondered if you would just talk about Max Payne 3 and Agent.

  • You didn't mention them on the call, but you have mentioned them in the past, and just maybe confirm whether they are still in development.

  • And then, more generally, if you could talk about what you think the capacity is for Rockstar Studios as a whole.

  • I know there are several, in terms of how many titles they can be working on in parallel with each other and still maintain the high quality that we have seen in the past.

  • Strauss Zelnick - Chairman & CEO

  • Yes, Max Payne and Agent are still in development.

  • And in terms of Rockstar's bandwidth, we've seen of late what they are able to do, which is now two years in a row to develop new intellectual property into really meaningful franchises.

  • That's industry-leading, and it's not that it comes easily for us, but we are able to achieve it, and we are really proud of it.

  • I'm confident that we have the bandwidth to achieve any of our goals and initiatives, and they remain to put out a limited number of the highest-quality titles in the interactive entertainment business.

  • Doug Creutz - Analyst

  • All right, thank you.

  • Operator

  • (Operator instructions) Justin Post, Merrill Lynch.

  • Justin Post - Analyst

  • I wanted to ask a question about the Rockstar contract and the new management contract.

  • I think in the release it said the terms of the Rockstar contract aren't that different.

  • Could you talk about signing that contract, whether there really are any material changes, maybe how long it will last for?

  • And then on the management contract with Zelnick, has that changed materially, if you can comment on that at all?

  • Strauss Zelnick - Chairman & CEO

  • Yes; we actually said in our release that the economic terms of the Rockstar extension are substantially the same as the prior deal.

  • And we have been in business with Sam, Dan and Les for the better part of 10 years.

  • They are a part of our DNA here.

  • I hope that we are part of theirs, and we're thrilled to be in business with them.

  • We are not going to be talking about our creative team's employment contracts anymore going forward.

  • We think that our relationships with creative talent are actually a significant competitive advantage, and it doesn't behoove us to discuss them publicly.

  • On the other hand, the management contract -- well, that's fully disclosed.

  • It's in our 8K, and you can in all of its detail, if you like.

  • Justin Post - Analyst

  • Thank you.

  • Congratulations on getting that re-signed.

  • Operator

  • There are no further questions in the queue.

  • I would like and the call back over to management for closing comments.

  • Strauss Zelnick - Chairman & CEO

  • Well, thanks so much for joining us.

  • Obviously, we are both thrilled and very grateful for last year's results.

  • As always, we have an ambitious set of goals in front of us.

  • We are thrilled to have kicked off the year with L.A.

  • Noire.

  • We're incredibly excited about Duke Nukem and the rest of our upcoming releases, and this is a world where the only thing that limits us is our ability to execute opportunities that are in front of us.

  • So thanks so much for joining us.

  • Operator

  • Ladies and gentlemen, this does conclude today's teleconference.

  • Thank you for your participation.

  • You may disconnect your lines at this time, and have a wonderful day.