Earnings Labs

Take-Two Interactive Software, Inc. (TTWO)

Q1 2016 Earnings Call· Mon, Aug 10, 2015

$214.92

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Transcript

Operator

Operator

Greetings, and welcome to the Take-Two Interactive First Quarter Fiscal Year 2016 Earnings Call. [Operator Instructions] As a reminder, this conference is being recorded. It is now my pleasure to introduce your host, Mr. Hank Diamond. Sir, you may begin.

Henry Diamond

Analyst

Good afternoon. Welcome and thank you for joining Take-Two's conference call to discuss its results for the first quarter of fiscal year 2016 ended June 30, 2015. Today's call will be led by Strauss Zelnick, Take-Two's Chairman and Chief Executive Officer; Karl Slatoff, our President; 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'd like to remind 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 annual report on Form 10-K for the fiscal year ended March 31, 2015, including the risks summarized in the section entitled Risk Factors. I'd also like to note that unless otherwise stated, all numbers we will be discussing today are non-GAAP. Please refer to our earnings release for GAAP to non-GAAP reconciliation and further explanation. Our earnings release and filings with the SEC may be obtained from our website at www.take2games.com. And now I'll turn the call over to Strauss.

Strauss Zelnick

Analyst · Ben Schachter with Macquarie

Thanks, Hank. Good afternoon, and thank you for joining us today. I'm pleased to report that during the first quarter, we delivered strong revenue and earnings growth, driven by robust demand for our recent releases and catalog as well as better-than-forecasted recurrent consumer spending. Our solid earnings converted into significant cash flow, and at quarter end, we had approximately $1.2 billion in cash and short-term investments. Nearly 2 years after its record-shattering launch, Grand Theft Auto V continues to outperform expectations. On April 14, Rockstar Games brought this groundbreaking title to PC with a number of enhancements, generating stellar reviews and strong digitally-delivered sales. In addition, we've benefited from ongoing demand for the console versions of Grand Theft Auto V, particularly as the installed bases of PlayStation 4 and Xbox One expand. To date, Grand Theft Auto V has sold-in more than 54 million units worldwide. And Rockstar Games is successfully driving engagement with the title and meaningful incremental profits through the release of new content for Grand Theft Auto Online, which I'll discuss shortly. NBA 2K15 continues to broaden its global audience and build on the franchise's trend of annual growth. Sell-in of the title has crossed the 7 million unit mark and surpassed NBA 2K14 during the same period after launch. And NBA 2K15 has generated substantial revenue growth over last year's release, driven in part by high-margin recurrent consumer spending. Our first quarter results were also enhanced by a diverse array of other recent releases and catalog titles. Standouts include the Borderlands series, particularly The Handsome Collection; WWE 2K15; and Evolve. We continue to capitalize on our industry's transition towards digital distribution. During the first quarter, our digitally delivered revenue increased 139% to $254 million and represented 69% of our total net revenue. This result was driven…

Karl Slatoff

Analyst · Brian Fitzgerald with Jefferies

Thanks, Strauss. Today, I'll discuss our pipeline for the remainder of fiscal 2016 and beyond. On September 29, 2K will continue their illustrious basketball legacy with the launch of NBA 2K16. This year's release will define the ultimate intersection of sports and pop culture with 3 unique game covers featuring NBA All-Stars Stephen Curry, James Harden and Anthony Davis as well as an all-new MyCAREER mode written and directed by acclaimed filmmaker, Spike Lee. NBA 2K16 will also feature the most extensive soundtrack in NBA 2K history, including more than 50 tracks by notable artists, such as The Ramones, Nas, Jay-Z, M.I.A., Calvin Harris and Drake. On October 27, 2K will release WWE 2K16, which will further leverage the development expertise of Visual Concepts and promises to take this beloved sports entertainment franchise to exciting new heights. Stone Cold Steve Austin, a 2009 WWE Hall of Fame inductee and winner of 21 championships throughout his career, will be the cover superstar. In addition, 2K recently announced that action movie icon and WWE Hall of Fame inductee Arnold Schwarzenegger will make his series debut in WWE 2K16. Consumers who preorder the title at participating retailers will receive his 2 famous characters from the films The Terminator and Terminator 2: Judgment Day to compete in the squared circle against the game's roster of WWE superstars. In November, 2K will launch XCOM 2, the sequel to the 2012 Game of the Year award-winning strategy title XCOM: Enemy Unknown. Developed by Firaxis Games, XCOM 2 introduced procedurally generated maps for deep replayability and will offer higher level of modding support. XCOM 2 will include a diverse collection of new enemies, aliens and weapons and will provide greater story, strategy and tactically-driven combat. This month, the title will be on the cover of PC Gamer…

Lainie Goldstein

Analyst · MKM Partners

Thanks, Karl, and good afternoon, everyone. Today, I'll review our results for the fiscal first quarter and then discuss our outlook for the second quarter and fiscal year 2016. All of the numbers I'll be providing today are non-GAAP, and all comparisons are year-over-year unless otherwise stated. Our press release provides a reconciliation of our GAAP to non-GAAP measurements. Starting with our results for the fiscal first quarter. Net revenue grew 142% to $366.4 million. This result exceeded our outlook range of $325 million to $350 million due to stronger-than-expected revenues from Grand Theft Auto V and Grand Theft Auto Online as well as upside from a number of other titles, especially Borderlands: The Handsome Collection, WWE SuperCard and NBA 2K15. Digitally delivered revenue grew 139% to $254 million, 36% of which was derived from our recurrent consumer spending, which increased 47% year-over-year. The largest contributors to digitally-delivered revenue were Grand Theft Auto, NBA 2K and Borderlands. Catalog sales accounted for $67.5 million of net revenue, led by Grand Theft Auto and Borderlands. Gross margin decreased to 46% as last year's first quarter product mix was more weighted towards higher-margin titles, and in this year's first quarter, we accelerated the amortization of certain capitalized development costs. Operating expenses were $119.7 million, up by $23.9 million due to higher marketing and research and development expense. Interest and other expense was $1.8 million. Tax expense was $12.6 million. And non-GAAP net income increased to $34.2 million or $0.31 per share, up from a net loss of $11.2 million or $0.14 per share in the prior year's first quarter. This result is within our outlook range of $0.25 to $0.35 per share. On a GAAP basis, we reported net revenue of $275.3 million and net loss of $67 million or $0.81 per share.…

Strauss Zelnick

Analyst · Ben Schachter with Macquarie

Thanks, Karl and Lainie. On behalf of our entire management team, I'd like to thank our colleagues for their hard work and a solid start to the year. And to our shareholders, I'd like to express our appreciation for your continued support. We'll now take your questions. Operator?

Operator

Operator

[Operator Instructions] Our first question comes from the line of Eric Handler with MKM Partners.

Eric Handler

Analyst · MKM Partners

Just looking at your income statement. It looks like the internal royalties have been paid in arrears, as you see the profitability of the Rockstar Studio, I'm assuming. And I'm just curious, now that we're seeing we're beyond the GTA V release with PC, should internal royalties start coming down? I'm just trying to get a sense of how we should be modeling that line item.

Lainie Goldstein

Analyst · MKM Partners

Eric, are you looking at the GAAP financials or the non-GAAP financials?

Eric Handler

Analyst · MKM Partners

Well, you've only give GAAP for internal royalties. I don't know if you have a non-GAAP for internal royalties.

Lainie Goldstein

Analyst · MKM Partners

We probably -- we don't show that. But the GAAP, the way the internal royalties is calculated is a little different than what we're doing with the non-GAAP, where the non-GAAP financials and the EPS associated with that is going to follow along with the overall profitability of the business. And the internal royalties would be calculated based on the overall profitability of the business and that profit share at that point in time.

Operator

Operator

Our next question comes from the line of Brian Fitzgerald with Jefferies.

Brian Fitzgerald

Analyst · Brian Fitzgerald with Jefferies

When considering GTA, NBA, Borderlands, WWE and Evolve, across these games, can you give us any more color on how they vary in terms of leverage to digital download versus digital recurrent consumer spend? I know you highlighted GTA, NBA and Borderlands, specifically, in this quarter, drove a lot of the recurrent spend. Are there any variances to call out in terms of which franchises are more leveraged to digital download versus recurrent digital spend?

Karl Slatoff

Analyst · Brian Fitzgerald with Jefferies

Brian, it's Karl. They're -- obviously, all of those titles have significant -- are significant contributors to our digital sales, both as digital download and in recurrent consumer spending. We don't have any details to provide you specifically across games -- game-to-game, but we can tell you, in general, it's growing across all of our franchises.

Operator

Operator

Our next question comes from the line of Ben Schachter with Macquarie.

Benjamin Schachter

Analyst · Ben Schachter with Macquarie

A few questions. One, Lainie, you said that you accelerated some capitalized expense in the quarter. Can you talk about how much and why? And then Strauss, a couple of things. M&A environment, anything notably different or goal-changing now versus, say, the last couple of years? And then anything you can add on the cash and what we can expect going forward for uses of cash and potentially, returns for shareholders?

Lainie Goldstein

Analyst · Ben Schachter with Macquarie

So the accelerated amortization of the capitalized development expenses that we've talked about, the amount is about half of what the margin effect was in the quarter. So we're not talking about what specific titles that is for, but that's announced. And what's driving that is, on each quarter, we look at the estimates of lifetime titles of our sales, and it will adjust the capitalized development costs, the amortization for it based on what those estimates are, whether it's up or down.

Strauss Zelnick

Analyst · Ben Schachter with Macquarie

And Ben, regarding the M&A environment, I think we see that as unchanged. As you know, market prices are robust for certain companies in our space. And I think that reflects the fact that this is a growth area in the entertainment business, and certain companies are doing very well indeed. We tend to be very disciplined. We're looking for accretive opportunities, and we're very focused on value. But we don't really see any changes there. From our point of view in terms of cash, we increased our cash balance this quarter because operations generated free cash flow. That's certainly good news. We're reporting roughly $1.2 billion in cash. When we account for our converts, those will be satisfied with equity. So on that basis, respectively, it's all net cash as well. So our view on that is the cash in our business can be a strategic asset. It allows one to be opportunistic and it supports the company that operates within a business that does offer some risk. So we do see it as a strategic asset that will allow us to avail ourselves of both internal and external growth opportunities as they come about. In terms of use of cash, we said there'll be 3 potential uses: first, to support organic growth. This company story is an organic growth story -- largely; second, to avail ourselves of inorganic opportunities, I just addressed that; and third, to return capital judiciously to shareholders; and we do have an open authorization for a buyback from our board. So I think it'll fall within those 3 buckets; this is obviously a high-class problem to have.

Operator

Operator

Our next question comes from the line of Mike Olson with Piper Jaffray.

Michael Olson

Analyst · Mike Olson with Piper Jaffray

So you've had a lot of success with recurrent consumer spending in your major titles. Are you kind of now going into development of every game with a focus on finding ways to drive recurrent consumer spending? I guess somebody already asked about specific titles that may be higher in recurrent consumer spending. But what about genres? Are there certain genres that are better suited for recurrent spend? Or do you think the opportunity is similar across all genres?

Karl Slatoff

Analyst · Mike Olson with Piper Jaffray

Mike, it's Karl. I think, first and foremost, our -- the intention of all labels in our studios is to create products that people really want to enjoy and that will delight consumers. So that's first and foremost. Whenever we're thinking about the development pipeline, it's how can we create franchises. The best way to create a franchise is to create great product. That being said, I would say, pretty much across the board, every one of our releases on a go-forward basis should have some kind of recurrent consumer spending opportunity. There may be some titles where it doesn't make sense. But again, that's a creative decision as much as it is a business decision. But there is no -- I don't think there are any specific genres where it doesn't play well. If you look at some of the titles today that we're -- from which we're generating recurrent consumer spending, they couldn't be more diverse. So I think it's fair to say that, that's a focus for us across all of our titles, and I don't think that there's any set rules in terms of genres, et cetera.

Operator

Operator

Our next question comes from the line of Drew Crum with Stifel.

Andrew Crum

Analyst · Drew Crum with Stifel

Karl, maybe you can talk about the decision to put Battleborn in the February release window. Why not tuck it in, in front of the holiday? And then separately, any update you guys can provide in terms of DLC for Grand Theft Auto V?

Karl Slatoff

Analyst · Drew Crum with Stifel

Drew, in terms of Battleborn, again, our -- whenever we pick a release window for any of our titles, it's really 2 specific things. It's when the title is ready, when is the best time for us to optimize it from a creative perspective and then when do we think the right window is for that title given what's in the market and also given the natural consumer patterns of -- purchasing patterns over the years. I would say that it's really more the former. The most important decision that we make is, is the title ready, is it the best creative -- are we putting our best creative foot forward when we're releasing a title. That's always primary. And then we'll look at it and we'll say, is there an open window -- given that, is there an open window that we can utilize? And I think, pretty much across the board, there aren't many months in a year where we feel uncomfortable releasing a title. Most of our titles stand amongst themselves. We don't necessarily need a holiday to drive our spending because these are very high-quality AAA titles that are tent-pole releases in and of themselves. And then in terms of DLC for GTA V, we really don't have anything to say about that today.

Operator

Operator

Our next question comes from the line of Doug Creutz with Cowen and Company.

Douglas Creutz

Analyst · Doug Creutz with Cowen and Company

Real policeable [ph] question. You mentioned that GTA Online, I think, is the largest sports PC online title in China. I just wondered if that's based on users or monetization or both

Strauss Zelnick

Analyst · Doug Creutz with Cowen and Company

That's NBA 2K online in China, and it's based on 27 million users.

Operator

Operator

Our next question comes from the line of Neil Doshi with Mizuho.

Neil Doshi

Analyst · Neil Doshi with Mizuho

With digital now becoming a significant portion of your business, any reason not to think why gross margins can't, over time, get into the 50% or 60% or 70% range? And then any thoughts on digital downloads? I think last quarter you were at 20% for full game downloads. How should we think about that kind of as we progress into the second quarter and the second half of the fiscal year, as you have more console games to be released?

Lainie Goldstein

Analyst · Neil Doshi with Mizuho

Your first question on the digital business, we do expect the margins to continue to grow as we continue to get our digital business getting bigger and bigger. But what percentage that's going to be, it's a little early to say, but we expect it to keep -- to continue to grow over the long term.

Strauss Zelnick

Analyst · Neil Doshi with Mizuho

And then in terms of the percentage of our business reflected by digital downloads as opposed to physical sales, we do see that growing over time. The first quarter was disproportionately high because of the release of Grand Theft Auto V for PC, which tends to be a heavily downloaded format. But we also see the percentage growing for consoles over time, and I don't think we're quoting a specific figure.

Operator

Operator

[Operator Instructions] Our next question comes from the line of Mike Hickey with Benchmark Company.

Michael Hickey

Analyst · Mike Hickey with Benchmark Company

Curious on Mafia III. It looks like it's had a pretty strong reveal at Gamescom last week, and I'm certainly not, but others are sort of making comparisons to sort of a Rockstar open world experience. And obviously, Mafia is a franchise. But curious if the development of Mafia III has been able to leverage the technical expertise from your Rockstar team. Maybe less specifically, if you can't answer that question, if you've been able to drive a sharing environment across your development studios?

Strauss Zelnick

Analyst · Mike Hickey with Benchmark Company

We're blessed that we have 2 distinct labels at this company, and multiple studios with a lot of talent. We do not have a tech sharing environment; very congenial company, but we don't think that's the best way to get the best out of our development folks. It's not the way it works around here. Mafia III is a completely different experience. I wouldn't compare it to anything else out there. The reveal was great, but it stands alone. And no, we don't use any other game in the same sense as Grand Theft Auto. It is the industry's standard-bearer. It's not up for comparison. So no, I think it's flattering to even think that might be the case, but it's not.

Michael Hickey

Analyst · Mike Hickey with Benchmark Company

All right. Fair enough. The last question for me, just curious, it looks like for the quarter, obviously, digital spend is better, reoccurring spend is better at least versus your expectations. Now it seems you're more optimistic on recurrent digital spend in '16, now looking for growth and a large percentage of that bucket to your total sales. So why wouldn't that drive upside to your original '15 -- or excuse me, fiscal '16 profitability range? I guess, basically, just curious of the offset.

Strauss Zelnick

Analyst · Mike Hickey with Benchmark Company

It's early in the year. We're really -- we're very happy with the way the first quarter penciled out. We have a lot of other cards to turn over. We've got, obviously, the big release in the second quarter with NBA 2K16. We're really excited about that, but it is early days yet on the thanks [ph]. It's a really good start, and we continue to believe we have a lot of work to do. And we also have a great deal of opportunity.

Operator

Operator

Ladies and gentlemen, we have no further questions at this time. I would like to turn the floor back over to management for closing remarks.

Strauss Zelnick

Analyst · Ben Schachter with Macquarie

We'd like to thank everyone who attended the call today for their attention, for the great questions, and we do appreciate your continued support. Thanks so much.

Operator

Operator

Ladies and gentlemen, this does conclude our teleconference for today. You may now disconnect your lines at this time. Thank you for your participation, and have a wonderful day.