coverage initiated with a Buy
Transcription
coverage initiated with a Buy
Global Equity Research Asia Korea Technology/Software 26 November 2004 Initiation of Coverage NCSoft Company Focus Reuters: 036570.KS Buy Bloomberg: 036570 KS Exchange: KOSPI Ticker: 036570.KS The best game in town; coverage initiated with a Buy Jae Min Lee (822) 316 8902 jaemin.lee@db.com 95,600 130,000 (+36.0%) 110,000 - 62,500 NA 872.56 Key changes Price target (chg) Sales (FYE chg) Op prof margin (FYE chg) Net profit (FYE chg) 130,000 250.92 45.18 88.96 NA NA NA NA Price/price relative Still more catalysts to drive outperformance NCSoft should outperform the KOSPI on catalysts that include: the global release of Guild Wars in early 2005 (potentially an even larger success than City of Heroes); Lineage 2’s growing user base overseas; and positive affiliate earnings from 2005. Despite the 37% outperformance YTD, valuations remain attractive. Coverage initiated with a Buy. Growth, growth and more growth Despite saturation of the domestic MMORPG market, revenues should grow 24% in 2005 and 13% in 2006, driven by Lineage 2’s expanding users overseas and 4 new title releases during 2005 that will target the under-penetrated US market and domestic light-users. Accordingly, we forecast earnings will grow 42% in 05 and 20% in 06. First-mover advantage, superior R&D capabilities In a highly competitive market, we believe NCSoft will maintain a dominant position, bolstered by first-mover advantage, strong brand recognition in the domestic market and abundant cash flow generation, which supports superior R&D and marketing capabilities. Target price of W130,000 represents 36% upside potential Our 12-month target price of W130,000 is based on 2005F valuation measures of 20x PER and 0.5 PEG, within the historical trading band and in line with most growth stocks. The key risks to our recommendation are: weaker-than-expected take-up of the new game releases; and the potential stock overhang from stock options. Forecasts and ratios Year End Dec 31 Sales (Wonm) EBITDA (Wonm) Net profit (Wonm) EPS consensus (Won) EPS New (Won) EPS Old (Won) Chg to previous EPS EPS growth PER (x) EV/EBITDA (x) DPS (net) (Won) Yield (net) Price at 24 November 2004 (Won) Price target - 12mth (Won) 52-week range (Won) Previous rating KOSPI 200 120000 100000 150 80000 100 60000 40000 50 20000 0 11/03 0 2/04 5/04 KOSPI (L.H. SCALE) NCSoft (R.H. SCALE) Performance (%) 1m Absolute -11.3% KOSPI 5.4% 2003A 166.54 57.30 31.67 1,682.6 NA NA -40.4% 26.51 12.68 0.0% 2004F 250.92 116.99 88.96 4,132.4 4,726.8 NA NA 180.9% 20.23 14.19 0.00 0.0% 2005F 309.96 144.53 125.87 4,855.3 6,687.9 NA NA 41.5% 14.29 10.89 0.00 0.0% 2006F 351.06 162.85 150.65 6,140.9 8,004.4 NA NA 19.7% 11.94 8.59 0.00 0.0% 3m 14.9% 10.1% 12m 50.9% 15.8% Stock data Market cap (Wonm) Market cap (US$m) Shares outstanding (m) Avg daily volume (US$m) Major Shareholders:Taek Jin Kim Free float Beta (2 years) Est. 3 year EPS growth Financial data ROE ROA Net debt/equity Book value/share (Won) Price/book Net interest cover Operating profit margin Upcoming events 2002A 154.82 78.38 53.11 2,822.0 NA NA 343.2% 14.52 8.20 0.0% 8/04 Premier China Conference 4Q04 earnings result Related recent reports Game Sector Monthly Takeshi Koyama Sega Sammy Holdings Takeshi Koyama PSP launch set for 12 December Takeshi Koyama Game Sector Monthly Takeshi Koyama 1,893,167 1,777.6 19.80 11.95 32% 62.0% 1.00 68.2% FYE 32.4% 28.7% -70.5% 17,605.32 5.4x NM 45.2% Date 28 Feb 2005 1 Feb 2005 Date 16 Nov 2004 11 Nov 2004 28 Oct 2004 21 Oct 2004 Source: Deutsche Bank AG estimates, company data 1Pre-exceptionals/extraordinaries 2Multiples and yields are calculated using average historical prices for past years and spot prices for current and future years with the exception of the price to book ratio which uses the year-end close for historical values. Deutsche Bank AG Deutsche Bank does and seeks to do business with companies covered in its research reports. Thus, investors should be aware that the firm may have a conflict of interest that could affect the objectivity of this report. Investors should consider this report as only a single factor in making their investment decision. DISCLOSURES AND ANALYST CERTIFICATIONS ARE LOCATED IN APPENDIX 1. 26 November 2004 Technology/Software NCSoft Model updated: 24 November 2004 Y/E 31 December Equity Research Asia Korea Internet SUMMARY Headline EPS (Won) P/E ratio Headline (x) Headline EPS growth (%) EPS FD (Won) P/E ratio FD (x) Operating CFPS (Won) Free CFPS (Won) P/CFPS (x) DPS (Won) Dividend yield (%) BV/Share (Won) Price/BV (x) Weighted average shares (m) Average market cap (Won bn) Enterprise Value (Won bn) EV/Sales EV/EBITDA EV/EBIT EV/Operating Capital NC Soft Reuters code 036570.KS Buy Price as at 23-Nov Won95,600 Target Price Won130,000 Company Website http://www.ncsoft.net Company description NC Soft Corporation develops and publishes on-line games. 2000 2001 2002 2003 2004E 2005E 2006E 1,513 15.6 nm 1,513 15.6 1,574 1,251 15.0 0 0 5,671 2.36 16 377 304 5.2 10.1 10.4 237.7 637 42.4 -57.9 637 42.4 866 566 31.2 0 0 7,201 5.42 18 494 390 3.1 21.6 23.0 49.8 2,822 14.5 343.2 2,822 14.5 4,305 4,213 9.5 0 0 10,273 2.51 19 771 643 4.2 8.2 8.3 nm 1,683 26.5 -40.4 1,683 26.5 830 698 53.7 0 0 11,555 5.71 19 839 726 4.4 12.7 13.1 22.6 4,727 20.2 180.9 4,116 23.2 6,817 6,339 14.0 0 0 17,605 5.43 19 1,893 1,660 6.6 14.2 14.6 202.5 6,688 14.3 41.5 5,824 16.4 5,530 4,999 17.3 0 0 24,293 3.94 19 1,893 1,573 5.1 10.9 11.3 32.9 8,004 11.9 19.7 6,970 13.7 7,418 6,886 12.9 0 0 32,298 2.96 19 1,893 1,398 4.0 8.6 8.9 59.5 58 30 1 0 29 2 0 0 0 8 0 24 125 18 1 0 17 4 -6 0 0 4 0 12 155 78 1 0 77 6 -9 -5 0 16 0 53 167 57 2 0 55 5 -24 -3 0 1 0 32 251 117 4 0 113 7 -7 -1 0 24 0 89 310 145 5 0 140 9 17 -1 0 39 0 126 351 163 6 0 157 9 32 -1 0 46 0 151 25 0 -5 20 -17 65 0 0 4 69 73 -73 16 -3 -5 10 -3 28 0 0 -4 24 32 -32 81 18 -2 79 -50 0 0 7 -5 2 31 -24 16 -42 -2 13 -3 0 0 0 -26 -25 -15 15 128 29 -9 119 -17 0 0 -8 18 11 113 -121 104 -10 -10 94 0 0 0 0 -8 -8 86 -86 140 15 -10 130 0 0 0 0 45 45 175 -175 73 5 0 0 17 9 103 0 12 12 91 0 91 0 -73 18 105 9 1 0 20 16 150 0 18 18 132 0 132 3 -105 27 136 9 3 0 70 23 241 7 40 47 193 0 193 -15 -128 65 121 10 1 0 72 46 249 8 24 32 217 0 217 27 -113 105 234 15 1 0 90 31 370 0 39 39 331 0 331 -2 -234 98 320 22 3 0 90 46 481 0 24 24 457 0 457 28 -320 137 495 33 3 0 90 52 673 0 65 65 608 0 608 -7 -495 113 nm 51.5 50.5 0 26.7 123.6 nm 8.9 8.6 -80.1 nm 114.2 14.5 13.6 0 10.5 36.5 283.3 4.4 4.8 -79.2 nm 24.1 50.6 49.8 0 32.7 105.1 nm 1.1 1.4 -66.4 nm 7.6 34.4 33.2 0 15.4 31.8 387.2 1.5 1.2 -51.9 nm 50.7 46.6 45.2 0 32.4 82.3 441.5 3.6 2.5 -70.5 nm 23.5 46.6 45.1 0 31.9 101.1 381.7 3.2 2.1 -70.0 nm 13.3 46.4 44.8 0 28.3 114.7 337.2 2.8 1.8 -81.4 nm INCOME STATEMENT (Won bn) Sales revenue Operating EBITDA Depreciation Amortisation Operating EBIT Net interest income (expense) Associates/affiliates Investment and other income/expense Exceptionals/extraordinaries Income tax expense Minorities/preference dividends Net income Research Team CASH FLOW (Won bn) Jae Min Lee +822 316 8902 Cash flow from operations Movement in net working capital Capex Free cash flow Other investing activities Equity raised/(bought back) Dividends paid Net inc/(dec) in borrowings Other financing cash flows Total cash flows from financing Net cash flow Movement in net debt/(cash) jaemin.lee@db.com BALANCE SHEET (Won bn) Cash and other liquid assets Tangible fixed assets Goodwill Other intangible assets Associates/investments Other assets Total assets Interest bearing debt Other liabilities Total liabilities Shareholders’ equity Minorities Total shareholders’ equity Net working capital Net debt/(cash) Capital Absolute Price Return(%) 1m -11% 3m 12m 13% RATIO ANALYSIS 47% -15% 0% 15% 52-week Range: Market Cap (m): 30% 45% Sales growth (%) Op. EBITDA/sales (%) Op. EBIT/sales (%) Payout ratio (%) ROE (%) Return on Capital (%) Operating Return on Capital (%) Capex/sales (%) Capex/depreciation (x) Net debt/equity (%) Net interest cover (x) 60% Won62,500 - Won110,000 Won 1,893,167 US$ 1,778 Company identifiers Bloomberg Cusip SEDOL 036570 KS NA 6264189 Price and Price Relative 120,000 160 Margin Trends (%) Return Ratios (%) 120 0 350 -100 -20 75 300 250 -200 -40 60 200 45 150 100 -300 -60 50 0 -400 -80 105 90,000 120 60,000 80 30,000 40 0 0 1/04 4/04 7/04 10/04 Net Debt (Cash)/Equity (%) 450 400 90 30 15 0 NCSoft (L.H.S.) Rel. to KOSPI (R.H.S.) 00 01 02 03 04E 05E Sales growth(%) Op. EBITDA/sales (%) 00 01 02 03 04E 05E 06E 06E ROE(%) Return on Capital(%) Operating Return on Capital(%) -500 0 00 01 02 03 04E 05E 06E -100 Net debt/equity (%) Net debt/(cash) (Won bn) Source: Deutsche Bank AG estimates, company data Page 2 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Investment thesis Outlook NCSoft has outperformed the market by 376% since listing and 37% YTD through delivering superior growth. We expect a similar performance over the next 12-18 months. Growth should be driven by expansion into overseas markets, including China and the US, and penetration of the domestic light-user and female markets, with four new game releases scheduled for next year. Lineage 2. Although Lineage 2 is already highly penetrated in Korea, we project healthy growth that will be driven by overseas markets, including China, Japan and Taiwan. The commercial launch in China of Lineage 2 was on 10 November. During the first week of open-beta service in China, concurrent users exceeded 100,000, reaching 21% of the No. 1-ranked game, Legend of Mir. Moreover, active-user figures continue to exceed management’s expectations in Japan and Taiwan. City of Heroes (CoH). The game acquired 160,000 active users in the US during the first 6 months of release, compared to 435,000 users for the first-ranked game, Everquest. Updates, including City of Villians (expansion package), which will be launched in 2005, should drive stronger box sales. Guild Wars. Guild Wars received positive reviews in the US and has been rated one of the top massively multiplayer online role playing games (MMORPGs) to be released. Guild Wars could be a bigger success than CoH in the US, due to its unique pricing strategy and gameplay. Alterlife. The game Alterlife is a light MMORPG, which targets females. Assuming that around 10% of females in the 10-35 age group begin playing MMORPG games (compared to over 40% of males in the same age group), the domestic MMORPG market could expand by around 20%. Auto Assault and Tabula Rasa. As these two games are still in development and their market reception is unpredictable, the market could be underestimating their revenue potential. Thus, these games may surprise on the upside, in our view. Valuation Our 12-month target price of W130,000 is based on 2005F valuation measures of 20x PER and 0.5 PEG, within the historical trading band and largely in line with most growth stocks. We have also performed a scenario analysis to determine the bestand worst-case scenarios. In the best-case scenario, we value NCSoft at W180,000 and in the worst case at W90,000. Risks The key risk to our recommendation is the potential for weaker take-up of the new game titles. A major sell-off of Korean stocks by foreign investors could also impact the share price. Deutsche Bank AG Page 3 26 November 2004 Technology/Software NCSoft Looking overseas for growth Overseas expansion should deliver growth going forward NCSoft was established in 1997 as a groupware solution, system-integration provider, but emerged as a game developer and publisher through the launch of Lineage 1 in 1998. Since 1997, NCSoft has delivered 160% Cagr revenue growth and is currently the No. 1 online game provider in Korea, with 38% market share. Nonetheless, as market diffusion for MMORPG (which accounts for the largest portion of the online game market in Korea) is already high, we believe NCSoft will have to focus on overseas expansion and target lighter users in the domestic market to deliver growth. Domestic online game market to post a 3-year Cagr of 25% Korea is the largest online game market globally Online game sector will slow, but remain robust With a 31% global share, Korea is the largest online game market in the world. Korea’s game market amounts to W1.5tr, with online games accounting for 49.3% of the total on a pure platform basis (excluding PC and game rooms). Including revenues generated from PC rooms, the total game market swells to W3.9tr (see Figure 1). Of this market, online games constitute 62%. Compared to the rest of the world, arcade and console games take up a much smaller share, just 7.9% and 5.6%, respectively. The dominance of the online game sector in Korea is attributable largely to the early development of broadband services, the widespread availability of Internet cafes and advanced Internet-payment-gateway systems. Nonetheless, as the online game market in Korea is already well established, it should grow at a lower 25% Cagr during the 3-year period beginning in 2004, compared to 38% growth projected for the global market. Figure 1: Online games, the largest segment Wbn 2002 2003 2004F 2005F 2006F Online 452 754 1,094 1,422 1,706 Mobile 100 146 219 306 414 Video 156 223 290 348 400 PC 165 94 75 68 66 Arcade 378 312 296 305 320 1,475 1,691 1,827 1,918 1,975 676 654 648 667 700 0 65 88 110 132 3,403 3,939 4,535 5,143 5,713 PC Room Game Room Composite Game room Total Source: Korea Game Development Institute Online games: casual and hard-core We define online games as those that require Internet access to dedicated remote servers to facilitate play. Online games can be categorised into two segments: casual and hard-core. Page 4 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Hard-core players want complex, time-consuming games Casual games are generally for the mainstream audience and include games like cards, trivia, and puzzles. Casual game providers generate revenue mostly from online advertising. On the other hand, hard-core games are a genre of more complex, time-consuming games that can be categorised under role playing, action, sports or strategy. These games usually charge for the up-front software required to play the game, a one-time registration fee to join a gaming community, or on a per usage basis (hourly or monthly). MMORPG, within the hardcore segment, is the largest genre within the global online game market, accounting for 40%. Compared to characteristics: Six distinctive characteristics of MMORPGs other games, MMORPGs have the following distinctive 1) Longer life expectancy: The life expectancy of an MMORPG is about five to ten years, longer than most other games. This is due to the greater time required to advance levels; 2) No ultimate ending: A continuous set of short-term quests replaces an ultimate ending. Developers/publishers update the games every three to six months with new sites, characters, maps, and other features to extend the life of the games; 3) Accumulated power and/or wealth are the retention factors: A player’s accumulated power and/or wealth within the games are the main retention factors; 4) First-mover advantage: As substantial time is required to play and advance in the game, gamers have limited time to play competing games. As such, once a game is established, there is limited threat of losing players; 5) Community game: Community set-up is among the most important factors in an MMORPG. Players can set up guilds or fight each other. In a typical MMORPG, each server can accommodate thousands of players; and 6) High barriers to entry: Compared to most other games, substantial time, development expense and marketing costs are required to launch a game. The key differences between casual and hard-core MMORPG are listed in Figure 2. Figure 2: Casual game vs. MMORPG Average usage time per session Entrance barrier Users Development time Risk Casual game 30 min to 1 hour low all ages and both genders below 6 months Development cost low MMORPG over 2 hours high mostly male (teens to 30's) 1 to 3 years Development and marketing costs high Source: Korea Game Development Institute Domestic MMORPG market is saturated Domestic MMORPG market is already highly penetrated The penetration rate for MMORPG from monthly access numbers is already high. Based on our calculation, players of the top 3 MMORPGs already represent around 36% of the total male population aged 10-35 (see Figure 3). Although there could be some overlap on the monthly access numbers between games, most players do not have time to play more than one MMORPG at a time. Deutsche Bank AG Page 5 26 November 2004 Technology/Software NCSoft Figure 3: Top four games occupy around 40% of addressable population Game title Monthly access 1,685 1,078 781 36% L1 L2 Mu % of total pop aged 10-34 HCU 148 110 80 Source: NCSoft, Webzen Multi-pronged strategy for growth As the domestic MMORPG market is close to saturation, we believe domestic game developers and publishers (including NCSoft) that are focused on MMORPGs will have to implement a multi-pronged strategy to sustain growth: Overseas and new game genres for growth 1) Expansion into overseas markets. China and the US offer higher growth potential vs. the domestic market; 2) Non-hardcore MMORPGs. Given the high penetration of hardcore MMORPGs in Korea, future growth is likely to be driven by different genres; 3) Targeting the female market. At present, the male population dominates the MMORPG market; and 4) Maintain a stable domestic cash flow stream to develop new games. Global online game market offers good growth potential Online game penetration low in global markets As of the end of 2003, the global game market was about US$62bn, with arcade and console games accounting for 47% and 31%, respectively. Although they have been the fastest growing segment in recent years, online games now account for just 3% of the total market. Asia (excluding Japan) dominates the global online market. The online game market should grow at a Cagr of 38% to US$6.2bn by 2006. Increasing PC and broadband penetration will drive the growth. Figure 4: Online game market is one of the fastest growing segments US$bn 2001 2002 2003 2004F 2005F 2006F Arcade game Chg (%) PC game Chg (%) Video game Chg (%) Online game Chg (%) Mobile game Chg (%) Others Chg (%) Total Chg (%) 28.0 29.4 5 3.5 -5 21.5 15 1.1 106 0.6 190 5.2 79 61.3 14 29.4 0 3.4 -3 19.4 -10 2 83 0.9 59 7 35 62.1 1 30.0 2 3.3 -2 13.9 -28 3.2 62 1.4 52 9.2 31 61.1 -2 30.9 3 3.3 -1 16 15 4.7 45 2.1 47 12.1 32 69.1 13 32.2 4 3.4 2 23.2 45 6.2 32 2.9 39 15 24 82.8 20 3.7 18.7 0.5 0.2 2.9 53.9 Source: DFC, Informa Media Group, IDATA, Datamonitor, ARC Group, Igda, NPD Group, Screeedigest, Inform Pty Lty, Ireserach, Wanfang Data, Idsa, CESA, Jamma, IDC, OVUM Page 6 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft China and the US are growth markets We identify China and the US, where broadband penetration rates are low (see Figure 5), as the future growth markets for domestic online game developers/publishers (including NCSoft). Figure 5: Low broadband penetration offers growth potential in China and the US Australia China Italy UK Germany France Sweden US Singapore Austria Japan Spain Canada HongKong Belgium Taiwan (%) Korea 0 10 20 30 40 50 60 70 80 Source: Deutsche Bank AG estimates China is Korea’s largest online game export market China is the second largest online game market in Asia China’s online game market is worth around US$236m and is the second largest in Asia after Korea (20% market share). The Chinese online game market should grow at a 54% Cagr from 2004 to 2006, based on industry forecasts released by WanFang, IDC and Ovum. In our view, the growth will be driven by the following: 1) Growing broadband penetration: At present, the broadband penetration rate in China stands at a low 3% of households, but our DB China telecoms team forecasts this figure will rise closer to 20% by 2008; 2) Higher PC penetration: China’s PC penetration is currently just 3% of the population. However, our DB China team projects PC shipments to China will grow 15-18% p.a.; and 3) Growth in MMORPGs: MMORPGs are the main constituent for online games in China. Based on our calculations (see Figure 6), the top five MMORPGs attract just c.7% of the total male population aged 10-35 (we calculated the monthly access numbers based on the highest concurrent users). Even considering that these numbers are understated, due to illegal game playing, Chinese penetration rates appear much lower than those in Korea or Taiwan. Deutsche Bank AG Page 7 26 November 2004 Technology/Software NCSoft Figure 6: Top five games account for 7% of the addressable market in China Game title Mir2 Mir3 Mu World of Legend Seo Yu Gi dream % of pop ages 10-35 China Monthly access 7,556 3,935 3,306 3,148 2,361 HCU 480 250 210 200 150 7% Source: Deutsche Bank AG estimates, Actozsoft, WEbzen Chinese Government places restrictions on foreigners Korean game developers and publishers dominate the Chinese online game market with a 53% share. However, we believe this figure could decline over the longer term, based on the Chinese Government’s strategy to promote local companies, which currently hold just a 27% share. Heavy restrictions on foreign entrants are a part of this strategy. The restrictions include a long approval process for new game launches and mandating JV distribution channels with local companies (foreigners are limited to taking a maximum 49% stake). Despite the potential for market share declines in China, we believe Korean online game exports to China will remain robust for three reasons: 1) The strong growth potential of the Chinese online game market; 2) Korean companies’ already well-established presence in the market; and 3) Demand outpacing local supply increases. US gamers’ tastes are different US online market to grow at a 50% Cagr between 04F and 06F The US online game market is about US$465m, representing a small 3% of the total game market, which is dominated by arcade and console games (see Figure 8). The US online game market should grow at a 50% Cagr between 2004 and 2006, according to the Korea Game Development Institute. In our view, this high growth rate makes sense, as US broadband penetration, which is currently low at around 30%, should rise to just under 60% by 2008 (based on DB US telecom team’s projections). Nonetheless, the US market is more difficult to penetrate for Korean game developers whose experience is mainly in the hard-core, MMORPG genre. US gamers prefer console or arcade games to hard-core online games Page 8 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Figure 7: Online games dominate in Korea Mobile 10% Figure 8: Console games dominate in the US PC 6% Console 15% PC 8% Arcade 49% Online 49% Console 40% Arcade 20% Source: Korea Game Development Institute Online Mobile 0% 3% Source: Korea Game Development Institute Arcade and console games dominate in Japan Online games represent 2% of the total market Japanese market to grow at a 21% Cagr over 2004-06F The online game market in Japan is worth around US$82m and represents just 2% of the total market. Unlike Korea and China, Japan’s game market is dominated by arcade and console games. According to the Korea Game Development Institute, the Japanese online game market should grow at a Cagr of 21% between 2004 and 2006, driven by several factors: 1) Japanese game developers (including Sony Computer Entertainment, Sega and Nintendo) have focused mainly on the development of console and arcade games in the past, but are now paying more attention to online games; and 2) Broadband penetration is low (currently less than 30%), but we expect this to rise closer to 60% by 2008. However, one risk to this growth projection is that PC specs are too low for hardcore online games – the Japanese tend to use notebook computers over PCs. Taiwan is already saturated Korean game developers and publishers dominate the Taiwanese market. Taiwan’s online game market is US$157.9m and represents 13.6% of the total Asian market. It is the third largest online game market in Asia after Korea and China and is more mature. Similar to Korea, the early adoption of broadband spurred rapid penetration of online games. At present, with broadband penetration of more than 70% and the top 5 MMORPGs occupying 44% of the male population aged 10-34, growth of online games, in particular MMORPGs, should be lower than the rest of the world. The Korea Game Development Institute forecasts Taiwanese online game market to grow at 5% Cagr between 2004 and 2006. Deutsche Bank AG Page 9 26 November 2004 Technology/Software NCSoft Figure 9: Taiwan’s market is as mature as the Korean market Game title L1 L2 Ragnarok Crazy Arcade Seal Online Taiwan Monthly access 720 206 1,094 Korea HCU 148 57 300 44% Source: NCSoft, WEbzen NCSoft is well positioned to deliver growth A number of competitive strengths We believe NCSoft is well positioned both in the domestic and overseas markets to deliver growth, due to a number of competitive strengths: Page 10 The largest domestic online game developer and publisher. Due partly to the first-mover advantage, NCSoft has a dominant 38% share of the domestic market. Considering that MMORPGs have high-user-retention power, this dominant position is unlikely to change, in our view; Strong domestic brand power. NCSoft’s strong brand power within the domestic online game market should make marketing easier and less expensive for new game titles; Abundant cash flow generation from established markets. NCSoft’s Lineage 1 and 2 are already well established in the domestic and Taiwanese markets. With the abundant cash flow generated from these established game titles, NCSoft should be able to readily fund regular game updates to retain established players, develop new games to penetrate the high-growth overseas markets and market new products forcefully; Powerful R&D capabilities: At present, NCSoft has the largest development team in Korea consisting of 572 personnel. NCSoft recruited Richard Gariott for its US development base, NC Austin. Richard Gariott was one of the core members that developed the Ultima series. Further NCSoft holds a 100% stake in Arenanet, whose development team consists of Blizzard veterans who created online hits Diablo, Starcraft and Warcraft; Superior server technology: Server technology is essential for a successful online game. With extensive experience and copius cash flows, NCSoft has been able to quickly invest in servers and maintain service levels to meet gamers’ demands; Efficient distribution base: NCSoft has already established distribution networks in all major markets including China, Japan, the US, Taiwan and Thailand; Beach head in the US: NCSoft launched two new games (CoH and Lineage 2) in North America on 28 April. It is difficult to determine whether the US market will be a longer-term success, but, considering that CoH has posted 160,000 active users in the first six months of launch, compared to around 435,000 active users on the top ranked Everquest, the game appears to be an initial hit. Deep penetration of CoH in the US should set the stage for future game releases, including Guild Wars, Auto Assault and Tabula Rasa, which are more geared to the tastes of US gamers; Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Better reception in China. The commercial launch of Lineage 2 in China was on 10 November. During the first week of open beta testing, which began on 26 August, concurrent users surpassed 100,000 vs. the top game in China, Legend of Mir, which records around 480,000 concurrent users. NCSoft has been unable to penetrate China in the past due to a late entrance. Once Lineage 2 is established in China, the company should be able to better introduce new games into this growth market; and Product diversification. The company will launch a strategy-based role playing game named Guild Wars in early 2005. The game is targeted at a different user pool vs. Lineage 1 and 2, so avoiding cannibalisation of Lineage 1 and 2’s base. The company is also developing a new game called Alterlife, which is a light role playing game targeted at female gamers. Assuming that around 10% of females aged 10-35 begin to play MMORPG games in Korea (compared to over 40% of males in the same age group), we expect the domestic MMORPG market could grow 20% from current levels. In the past, female gamers were not attracted to MMORPGs, due to their violent characteristics and medieval settings (which generally attract male gamers). Beside Guild Wars and Alterlife, NCSoft plans to launch two additional games in 2005, targeted mainly at US gamers. Figure 10: Only a strong presence in Korea and Taiwan until recently US Game title Date Concurrent user* Company Mkt cap(US$bn) Revenue(US$m) 1 2 3 4 Everquest Starwars Galaxy Ultima online Dark age of Camelot 1999 2003 1997 2002 400,000 200,000 100,000 100,000 Sony online Sony online EA Mythic Entertainment unlisted unlisted 15,111 unlisted n/a n/a 2,957 n/a Japan 1 2 3 Ragnarok Lineage 1 Lineage 2 2002 2001 2004 50,000-60,000 25,000 15,000-20,000 Gravity Ncsoft Ncsoft unlisted 1,142 1,142 n/a 146 146 Taiwan 1 Lineage 1 2 Ragnarok 3 Lineage 2 2000 2002 2004 130,000 100,000 60,000 Ncsoft Gravity Ncsoft 1,142 unlisted 1,142 146 n/a 146 China 1 2 3 Nov-01 Jul-03 Nov-02 480,000 250,000 150,000 ActozSoft ActozSoft Webzen 91 91 244 49 49 40 Mar-03 90,000 Gravity unlisted n/a Legend of Mir 2 Legend of Mir 3 Mu Thailand 1 Ragnarok Note: * in the case of US, active users Source: NCSoft WEbzen, Korea Game Development Institute Deutsche Bank AG Page 11 26 November 2004 Technology/Software NCSoft Adena = real cash Anticipate successful launch of new games New games look promising for a number of reasons The biggest difficulty we face in analysing NCSoft is forecasting the success of its future games. Nonetheless, we took the approach of playing NCSoft’s and competitors’ games, surveying domestic gamers, and assessing US reviews of NCSoft’s recently released game titles, Lineage 2 and CoH to project the outlook for future game launches. Further, we studied previews of Guild Wars and competitors’ new game titles to gauge the competitive environment. We reached several conclusions: Stable growth expected on Lineage 2 users. Lineage 2 should have lasting value in the Asian markets, due to high retention factors including: significant time investment to reach high levels; an abundance of item trades; and easy conversion of virtual items to cash; Sufficient knowledge for penetration of the US market. For the recent release CoH, NCSoft solved most of the problems (e.g., level grinding, difficulty in learning, boring combat sessions that turn US gamers away from a typical MMORPG). With the initial success of CoH, we believe NCSoft has gained sufficient knowledge of the western market to make bigger successes out of future releases in the US; Guild Wars, a widely anticipated release in the US. NCSoft is to launch Guild Wars in the US and Korea in early 2005. Guild Wars ranks at the top of expected future releases, in most US reviews. Based on our assessment, Guild Wars has the features to attract US players. WoW unlikely to be a major threat. WoW is a traditional MMORPG focusing on hard-core gamers. Although the game has been rated as a high-quality MMORPG, most reviews state that it is not substantially different from existing titles. WoW gained a similar number of users as Lineage 2 during its open beta testing phase in November. However, according to NCSoft, this has had no impact, so far, on NCSoft’s Lineage 1 and 2 users. WoW is unlikely to cannibalise Lineage 1 and 2’s user bases, due to their first-mover advantages and high retention factors, in our opinion. According to NCSoft, if there is any negative impact from a competitor's game launch, it would appear during the competitor's beta testing (if NCSoft's users were interested in playing WoW, they would not wait until commercialisation when they have to start paying to play). Further, virtual item trades (a crucial incentive to play) are difficult in WoW, questioning the game’s long-term popularity in Korea. What is driving demand for Lineage 2? Each MMORPG has a unique virtual economy Page 12 Lineage 2 was released in Korea in 4Q03 and in the US, Taiwan, Japan and China earlier this year. The game is currently ranked No. 2 in Korea after Lineage 1, and its rankings are rising in other Asian markets. We believe Lineage 2 has lasting value in the Asian market, due to the following factors: Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Earn real-income utilising virtual wealth More than 100 Internet sites selling virtual game items More players mean an efficient economy Make money playing games? 1) Virtual item trades: According to Actozsoft (the domestic online game publisher) around 50% of MMORPG players in Korea trade in game assets offline, while in China this figure is closer to 40%. On itembay.com, a domestic game item sales site, there are more than several thousand buy and sell listings for Adena (Lineage’s in-game currency). In all major item trading sites, Lineage 2 item listings sharply outnumber other games’ item listings. According to gamers, Lineage 2’s large universe (many players) allows for liquiditem trades offline. A good game (early entry helps) will attract more players – more players will create an efficient virtual economy – an efficient economy allows easier item trades offline – liquid offline trades attract more players, creating a virtuous cycle. Further, in Lineage 2, item prices have a unique curve – it is very expensive for lowlevel players and more reasonable for higher-level gamers. For example, each monster kill results in around 150 Adena at level 20 (the highest level is 75), but most of the useful weapons to advance levels cost 3-5m Adena. So low-level players either have to kill 25,000-45,000 monsters to buy useful weapons to advance levels or they can enhance their gaming experiences (as the real meat of the game is at the higher levels) by supplementing in-game assets through purchases offline. Lineage’s 1m Adena sells for US$10-16 offline. On the other hand, hard-core players with more time to commit earn ‘real-income’ utilising their virtual wealth. Although a W30,000 monthly fee for a personal account appears steep, hard-core players can easily recover this monthly cost and earn cash from virtual item trades on top of that; 2) Superior 3D graphics: Graphics are one of the most important elements in an MMORPG. In our view, NCSoft’s full 3D graphics are one of the main attractions; 3) Strong community element: As the top MMORPG in Korea, Lineage 2’s virtual universe is large (many players). The larger the universe, the more enjoyable the community experience becomes (clan vs. clan and player vs. player); and 4) Significant time investment: To reach the highest level, players may have to spend months to years playing the game. As substantial time is required to play and advance in the game, after reaching higher levels it becomes difficult to stop playing the game. Why isn’t Lineage 2 a hit in the US? NCSoft commercialised Lineage 2 in the US during 1Q04. Although the initial reception is better than Lineage 1, it is unlikely to be a major hit. This is because the game was designed for the Asian market and there are some striking differences of play style and game preference between users in Asia and the US. In our view, Lineage 2 has not gained the same success in North America for the following reasons: 1) Monthly fees are expensive: US gamers are not accustomed to paying a monthly fee (they are more used to an upfront cost for the console game box and CDs). Further, Lineage 2’s monthly fee of US$15 per month is higher than the US$10 monthly cost for Everquest (the No. 1 MMORPG in the US); Deutsche Bank AG Page 13 26 November 2004 Technology/Software NCSoft US players’ tastes are different 2) US players want better servicing: One of the major drawbacks of the game is that low-level players have very little guidance if they do not interact with other players. As most US gamers play at home, they need to learn the games on their own. In contrast, Korean gamers play with their friends in PC rooms and learn from each other. Moreover, US players want customer service, unlike the Korean players who tend to solve problems on their own. However, enhanced customer support is not available in the US; 3) Tasks and combat are repetitive and tedious: Lineage is known for heavy time consumption and repetitive tasks to level up, while US players want immediate gratification from the game; 4) No offline trades: In contrast to Korea, offline item trading, one of the major incentives to playing MMORPGs, is uncommon in the US. Moreover, leveling up is tedious and difficult if players are unable to purchase items offline to enhance the gaming experience; and 5) Lack of character customisation: American players place heavy emphasis on character customisation. What attracts US players to CoH? Most characteristics unfit for US market addressed in CoH Most of the problems of Lineage 2 that make it unfit for the US market have been addressed in CoH in the US (currently one of the top ranked MMORPGs in the country). Several features are different in this title from Lineage 1 and 2, including: 1) Lots of action: Game play is non-stop combat-focused. Most MMORPGs employ an auto-attack during combat, and only occasionally use special attacks. In contrast, CoH gives players full control over combat scenes. With speedy game play, CoH resembles an action game rather than an MMORPG. This fits well with the US gamers who mostly play action-console games; 2) Easy to learn: Game play is simple to learn, and, as such, is fit for US players who are unaccustomed to MMORPGs; 3) Side kick system: Once players reach level 10, they can create a side-kick duo. This bond enables a lower-level player to fight at about the same level as his mentor; 4) Detailed character customisation: Almost all reviews of the game state that the character customisation in the City of Heroes is one of the best available in an MMORPG; and 5) Nostalgia issue: One of the game’s strongest assets is the nostalgia created for anyone who enjoyed reading superhero comic books. The game is unique in that it is not set in a typical medieval setting like most MMORPGs. On the downside, there is no player vs. player combat in CoH, which means players are limited to fighting computers. Further, there is less to do at higher levels as there are no items to collect. However, an announced expansion, City of Villains (expected to be released in late 2005), which allows players to take on roles of villains and fight other players, should drive stronger box sales. Page 14 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Guild Wars will be released globally in 1Q05 To attract lighter users in Korea and US players Based on our assessment of reviews of Guild Wars, we believe that the game has the features to attract a different set of players vs. Lineage 1 and 2. 1) Strategy-based game – not likely to target hard-core MMORPG players: Most reviews described it as similar to the strategy-based game, Diablo – probably as the developer Arenanet was founded by Blizzard veterans. The game is not a deep MMORPG, and, as such, would target a different pool of users vs. Lineage 1 or 2 or the widely anticipated WoW and EQ2. 2) Less level grinding vs. a typical MMORPG: In contrast to a typical MMORPG, players do not have to spend countless hours on a leveling treadmill to get to the interesting parts of the game. They can log on for an hour of fun. Players’ skills and creativity are more important than levels. 3) Easy to play: The interface is user friendly. 4) No monthly fees: Guild Wars will be the first MMORPG to eliminate the monthly fee. Players can play for free after purchase of the initial box. However, there will be an expansion package sold every six months. As US players are not accustomed to paying a monthly fee, this new payment strategy could drive more demand vs. CoH, which is on a monthly fee scheme. 5) Character customisation is good: Although there are limited appearances to choose from at the start of gameplay, with 400 skill sets available in the game, every virtual character is unique. 6) All servers work together as one universe: Most MMORPG limit players to play with others within a unique server. In the case of Guild Wars, all servers work together as one universe. Deutsche Bank AG Page 15 26 November 2004 Technology/Software NCSoft Strong earnings growth Strong growth to continue We project EPS to grow 42% in 2005 and 20% in 2006, driven by an expanding user base of Lineage 2 and new game launches that are targeted mainly at the US and domestic light-users markets. Strong growth driven by four new game releases Revenue growth driven by new game launches By the end of 2005, we expect at least four new games launches (see Figure 11), mainly in new genres, to drive revenue growth of 24% in 2005 and 13% in 2006. Figure 11: At least four new titles to be launched in 2005F Game Lineage I Developer NCSoft Lineage II NCSoft City of Heroes Cryptic Studio Commercialisation Game genre Type 1998 Hard-core Medieval fantasy MMORPG 28-Apr Hard-core Medieval fantasy MMORPG 29-Apr MMORPG Superhero based modern fantasy 4Q04 MMORPG Mission based Guild War Arenanet (100% subsidiary) Auto Assault Alterlife Net Devil NCSoft 1Q05 1Q05 MMORPG Light RPG Tabular Rasa NC Austin 2005 MMORPG Interface NCSoft 2D development/ publishing 3D development/ publishing 3D Publishing Comments 3D Acquired Arenanet in 2001 (Arenanet's developers are from the same team that developed Diablo, Starcraft and Warcraft Car combat based 3D Targets female 3D players Theme park 3D (science fantasy) Publishing Publishing Development/ publishing Development/ publishing Launched in US, Canada only In contrast to other games, characters will be females In development stage by Richard Gariott (was a part of the team that developed the Ultima series). Source: NCSoft Up until 2003, NCSoft generated almost all of its revenues from a single MMORPG, Lineage 1. The company only recently released two additional titles: Lineage 2 and CoH. Although difficult to predict, by 2006, we expect games unrelated to Lineage to account for 20% of sales. Figure 12: Lineage 1 & 2 represent 100% of sales (2003) Lineage 2 12% Figure 13: New games portion to reach 19% of sales (2006F) Others 19% Lineage 1&2 81% Lineage 1 88% Source: Company data Page 16 Source: Deutsche Bank AG estimates, Company data Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Lineage 1 and 2 Lineage 2’s growth to offset Lineage’s decline Lineage 1 and 2 should continue to generate c.80% of operating revenues through to 2006F. Combined Lineage 1 and 2 sales should post a Cagr of 6% for 04-06, reaching W283bn by 2006F. Domestic: Our forecast calls for Lineage 1 and 2 subscribers in Korea to reach a total of 3m by the end of 2006. Our assumption for 3m active users represents 31% of the domestic male population aged 10-34. Combined domestic sales from these two games should grow marginally – sharply below the 25% Cagr (2004-06) assumption for the domestic online market. The sluggish growth is a result of declining Lineage 1 sales (13% compounded annually for 2004-06F) as the game is old and the domestic MMORPG market is already saturated. On the other hand, we assumed Lineage 2 sales to rise to the peak sales levels of Lineage 1 by 2006. Overseas: Sales of Lineage 1 and 2 in the overseas markets (mainly Taiwan, the US, Japan, China, Hong Kong and Thailand) should total W71.1bn by the end of 2006. The growth rate is slightly below the 38% Cagr growth projection for the global online market over the period. Figure 14: Still predominantly a Korean business Overseas Developer Royalty Original Launch date Korea CU (000s) US CU (000s) Japan CU (000s) China CU (000s) Taiwan CU (000s) Thailand (JV) CU (000s) London (Europe) CU (000s) Lineage 1 Ncsoft 25-30% Lineage 2 Ncsoft 25-30% City of Heroes Cryptic Studio Less than 15% 4Q04 Guild Wars ArenaNet 20-30% Auto Assault Net Devil studios Less than 15% End of 2004 Tabula Rasa Ncsoft (NC Austin) 25-30% May\00 failed Sep\01 15 Apr\03 failed Jul\00 130 Apr\04 22 Jun\04 33 Nov\04 n/a May\04 66.5 Dec\04 n/a Dec\04 n/a Apr\04 1000 1Q05 n/a Jun\05 n/a 2H05 n/a Dec\04 n/a Source: Deutsche Bank AG estimates, Company data Outside the Lineage family games Increasing portion of nonLineage games Games other than Lineage 1 and 2 should contribute to 20% of sales by 2006F, having generated nothing in 2003. We expect the sales from new titles to reach W28bn in 2005 and W68bn in 2006. The growth should be stronger than that of Lineage 1 and 2, as these games will target the less-penetrated, lighter-user markets. For Guild Wars in the domestic market, we applied 15% of Lineage 1’s peak revenues to derive a sales figure for 2005F. As for Alterlife, we applied around 5% of Lineage 1’s peak revenues for our 2005 projection. Deutsche Bank AG Page 17 26 November 2004 Technology/Software NCSoft Three revenue streams At present, the largest portion of NCSoft’s revenues comes from PC cafes. Over the longer term, the royalty portion of revenues will increase with rising overseas penetration. 1) PC cafes: PC cafes can choose between two pre-paid methods – fixed monthly charge per IP or hourly cards. This portion of revenues contributes about 60% of the total. 2) Personal accounts: Individuals can choose to pay a fixed monthly, quarterly or hourly fee. This portion contributes to 31% of total. 3) Royalty fees: NCSoft has 100% ownership of its US distribution channel; elsewhere, it holds a 49% stake. NCSoft’s income statement books royalty fees (equivalent to around 25% of revenues from these subsidiaries) as revenues and equity income from these subsidiaries’ earnings in non-operating income. The equity income should contribute to 13% of total net profit in 2005F. Figure 15: Ownership of distribution and R&D capabilities major countries Country US Japan China Taiwan Thailand London Company name NC Interactive ArenaNet NC Austin NC Japan NC Sina NC Taiwan NC Tor NCSoft Europe Stake 100% 100% NCSoft US office 60% 49% 49% 49% 100% Entity publisher developer developer publisher publisher publisher publisher publisher JV with Softbank JV with Sina.com JV with Gammania JV with Tor Source: NCSoft Figure 16: PC rooms account for the largest portion of sales Royalty 9% Personal 31% PC Rooms 60% Source: Deutsche Bank AG estimates, Company data Margins to remain relatively flat Margins to remain relatively stable Since 1999, when NCSoft launched its first game, Lineage 1, margins have been stable at 47-50%, with the exception of 2001 and 2003. The margin declines in both 2001 and 2003 were mainly one-off events. In 2001, the margin dip was a result of costs incurred from the recruitment of Richard Gariott. In 2003, the decline was due to new hires ahead of the Lineage 2 launch in October. We estimate EBITDA margin to be relatively stable at 47% throughout our forecast horizon. NCSoft’s largest cost components are R&D spending, labour costs, depreciation of servers and marketing expenses. Page 18 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft In our view, these cost components will move in line with revenues - i.e., increased development spending will result in more game titles and additional games require new servers (higher depreciation costs) and marketing costs. R&D spending: R&D spending refers to labour expenses for development staff. R&D spending is booked under both Cost of Sales and SG&A. R&D costs for games that are commercialised are booked under Cost of Sales and for games under development in SG&A. If a game commercialises, R&D costs as percentage of sales should decline. On the other hand, when commercialised games get old and more titles require development, the cost should rise as percentage of sales. Commercialised games require updates every three to six months, and, as such, older games also require R&D. Although we are projecting new game launches in 2005, we forecast R&D costs as percentage of sales at 11-12% throughout our forecast horizon, an increase from 10% in 2004F, as management will likely begin development of additional titles. Depreciation costs: Depreciation costs are mainly associated with servers and have been stagnant at 4% of sales in the past. We expect depreciation costs to remain at 4% of sales throughout our forecast period. User additions drive revenue growth, while additional users require more servers, which raises investment and depreciation. Marketing costs: Marketing costs can be broken down into three key expenses – commissions, advertising and promotions. Around 20% of PC room revenues are paid out as commissions to outsourced agents for PC room sales. These commissions take up around 50% of total marketing costs. Usually, marketing expenses jump one quarter ahead of a new game launch. However, on an annual basis, they remain relatively stagnant. Generally, marketing costs have remained at 11-15% of sales in the past. We project marketing costs will remain at 13-14% of sales throughout our forecast horizon. Wages: Wages refer to labour costs of all non-development staff. We conservatively forecast wages at 10-11% of sales throughout our forecast horizon vs. 11% in 2004F, despite the likelihood of administrative labour expenses growing slower than revenues in the future. Figure 17: Margins to remain stable EBITDA Margin 120% 100% 80% 60% 40% 20% 0% -20% -40% 97 98 99 GP Margin 00 01 OP Margin 02 03 NP Margin 04F 05F 06F Source: Deutsche Bank AG estimates, Company data Deutsche Bank AG Page 19 26 November 2004 Technology/Software NCSoft Positive equity income from 2005F Affiliated earnings to turn around in 2005 Most of NCSoft’s subsidiaries should turn a profit from 2005F, based on new title launches in the US (including Guild Wars, Tabula Rasa and Auto Assault) and stable increases in user base on Lineage 2 in other overseas markets. We expect equity income to turn positive to W16.6bn in 2005 vs. a net loss of W6.2bn in 2004F. Figure 18: To post positive equity income from 2005F (Wm) NC Interactive (100%) NC Gamania (49%) NC Japan (60%) ArenaNet (100%) NC-SINA (49%) NC Taiwan (49%) Total 2003 -8,169 -790 -1,526 -7,071 -1,107 -436 -19,099 2004F 2,777 0 -2,043 -10,167 -1,330 3,901 -6,863 2005F 8,621 0 763 282 987 5,971 16,624 2006F 12,288 0 1,629 770 2,211 14,624 31,521 Source: Deutsche Bank AG estimates, Company data Plans to invest excess cash on game development Growing cash position The company was in a net cash position of W112bn as at the end of 2003. We forecast the cash position to increase, as we have not incorporated any major acquisitions or investments. Nonetheless, there is a greater chance that NCSoft will use a large portion of its cash generation to invest in new games. According to management, it will spend excess cash to publish more titles – provide funds to independent game developers at initial development stages to become the exclusive publisher. Moreover, it will invest to set up or acquire additional developers. NCSoft recently established a development base in China and acquired Arenanet in the US in 2001. Figure 19: Net cash position grows (Wbn) 600 500 400 300 200 100 0 2001 2002 2003 2004F 2005F 2006F Source: Deutsche Bank AG estimates, Company data Page 20 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Returns are likely to remain high Returns high Returns are likely to rise and remain closer to 30% throughout our forecast period. Figure 20: ROE to remain closer to 30% throughout forecast period % 35 30 25 20 15 10 5 0 2001 2002 2003 2004F 2005F 2006F Source: Deutsche Bank AG estimates, Company data Figure 21: No major difference between parent and consolidated 2002 Wbn Sales NP Net debt/equity Parent 155 53 -66% 2003 Consolidated 155 53 -41% Parent 167 32 -52% Consolidated 169 32 -62% Source: Company data Deutsche Bank AG Page 21 26 November 2004 Technology/Software NCSoft Growth justifies higher PER Target price of W130,000 indicates 36% upside potential 12-month target price indicates 36% upside Our 12-month target price of W130,000 is based on 2005F valuation measures of 20x PER and 0.5 PEG, within the historical trading band and largely in line with growth stocks. We prefer to work with near-term multiples to value NCSoft, as forecasting longer-term revenue streams from the company’s future game lineup is very difficult. Trades at the lower-end of the historical trading band Trades at lower end of trading band The stock trades on 14x 2005F PE, at the lower-end of the historical trading band. Historically, at the peak NCSoft traded close to 35x 1-year forward PE (excluding during the internet boom) to as low as 5x PE in 2003 on concerns over Lineage 2’s age rating issues. Figure 22: At the bottom of the historical trading band (PER)… x 49 44 39 34 29 24 19 14 9 4 PER 0 Share price 0 internet bubble strong sales from Lineage I and expectations of product diversification concerns on game rating issues internet bubble bursts 01 02 03 W 110,000 100,000 90,000 80,000 70,000 60,000 50,000 40,000 30,000 20,000 10,000 04 Source: Deutsche Bank AG estimates, Company data, Bloomberg Figure 23: Trades at the middle of historical P/B trading band PBR 0 0 Share price strong sales from Lineage I and internet bubble expectations of product diversification 6.5 P internet 5.5 bubble bursts concerns on 4.5 game rating issues 3.5 x 2.5 h 1.5 01 02 03 W 110,000 100,000 90,000 80,000 70,000 60,000 50,000 40,000 30,000 20,000 10,000 04 Source: Deutsche Bank AG estimates, Company data, Bloomberg Page 22 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Global valuation comparison Discount against global comparables should narrow As there are no foreign companies directly comparable, we have compared NCSoft’s valuations to console game providers. At current valuations, NCSoft trades at 25-30% discounts to such companies based on 2005F PER. Over time this valuation gap should narrow because of NCSoft’s strong growth potential, global diversification and high returns and margins. Figure 24: Global valuation comparisons Country Share price(local) Market Cap($mn) Code Recommendation P/E* 03 04 05 # of games ROE '04F NCSoft Korea 95600 1577 036570.KS Buy EA USA 48.45 14,812 ERTS US Hold Nintendo Japan 12,190 15,412 7974 JP Buy Sega Japan 1568 2,450 7964 JP Buy Namco Japan 1243 1,221 9752 JP Hold 56.8 20.3 14.4 3 27.4 23.6 21.5 356 49.4 21.5 18.5 256 78.4 28.0 22.1 399 9.3 7.7 7.3 128 32.4 27.3 8.3 9.5 8.5 * Note: P/E based on diluted EPS Source: Deutsche Bank AG estimates, Company data, Bloomberg Compared to the Korean universe and regional tech sector Premium justified vs. Korean market NCSoft currently trades at premiums (based on both PE and P/B) to DB’s Korean and regional tech sector valuations. In our view, this is justified by the counter’s stronger growth potential, high returns and margins and lower cyclicality. Figure 25: Valuation of DB’s Korean and regional tech universe DB Korean universe 2004 2005 PE(x) 8 8 PB(x) 1.2 1.1 ROE% 17 15 Sales gth% 18 4 EPS gth% 69 1 Div yield % 2.3 2.9 NP mgn % 11 10 Net D/E % 25 17 Tech sector universe 2004 2005 10 12 2.2 1.9 24 17 28 13 79 -16 1.3 1.7 14 10 -14 -16 Source: Deutsche Bank AG estimates, Company data, Bloomberg Hit or miss? Best case: W180,000 Worst case: W90,000 As it is impossible to determine whether NCSoft’s future game line-up will be a success, we have also performed a scenario analysis. In the best-case scenario, we value NCSoft at W180,000 and in the worst case at W90,000. We applied 2005F valuation measures of PER of 20x and PEG of 0.5 to both cases – same as our base case. To simplify the analysis, we chose three of NCSoft’s largest games as variables (NCSoft would have commercialised at least six games in eight countries or regions by 2005 and using all of these variables for analyses would be difficult). Deutsche Bank AG Page 23 26 November 2004 Technology/Software NCSoft The following were our assumptions for the best and worst-case scenarios. Best case: 1) Lineage 1 & 2 revenues grow at a 2% Cagr for 2004-06F in Korea vs. base-case assumption of almost no growth. 2) Lineage I & 2 revenues grow 40% in the overseas market vs. base-case assumption of 30%. 3) Applied 30% of Lineage 1’s peak revenues to Guild Wars for the Korean market (for 2005). For our base case, we applied 15% of Lineage 1’s peak revenues to derive a sales figure for 2005. 4) In the US, we estimated 300,000 box sales p.a. for 2005-06 for Guild Wars vs. 150,000 in 2005 and 140,000 in 2006 for our base case. As NC Interactive has sold 250,000 boxes on its CoH over a 6-month period, and, as the company expects at least 2 update releases p.a., we believe 300,000 boxes is a reasonable figure. Worst case: 1) Assume Lineage 1 & 2 revenues decline 2% p.a. during 2004-05 in Korea and grow 25% in the overseas market. 2) Applied half of our base-case assumption for revenues on Guild Wars for the Korean market. 3) In the US, we estimated 100,000 box sales p.a. for 2005-06, lower than box sales achieved by CoH during the initial six months of launch. Share price performance Should continue to outperform NCSoft has continued to outperform the KOSPI by delivering growth rates that are higher than the market’s. YTD, the stock has outperformed the KOSPI by 54%, reflecting the initial success of Lineage 2 and CoH. With the release of 4-5 new games titles over the next 12-18 months, we believe there will be abundance of catalysts to drive the stock up. Stock overhang is a technical problem Stock overhang could create short-term pressure on the share price One risk is the stock overhang related to the employee stock options. NCSoft currently has about 1.7m stock options outstanding that are exercisable as of March 2004 to January 2005. Conversion prices range from W23,700 to W57,960, compared to the current share price of W94,900. This is equivalent to about 9% of total outstanding shares. Moreover, the company has EBs outstanding, which can be converted to 202,899 shares at an exercise price of W39,265 (see details in Figure 26). According to management, the company has no plans to buy back shares to offset the stock-overhang concern. Page 24 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Figure 26: Stock options and EB Date of issue Mar-01 May-01 Sep-01 Jan-02 Mar-02 Mar-02 Total Exchangeable Bonds Date of issue Dec-02 # of options issued 208,121 2,121,476 105,204 3,927 149,833 1378 2,589,939 # options exercised Remaining options Exercise price Exercisable period 113,011 643,472 27,895 0 65,968 0 850,346 95,110 1,478,004 77,309 3,927 83,865 1,378 1,739,593 23,700 32,130 24,440 38,500 57,960 56,460 Mar-04-Mar 17 May-04-May-11 Sep-04-Sep-11 Jan-05-Jan-12 Mar-04-Mar-12 Mar-04-Mar-12 # of Ebs # EBs exercised 202,899 Remaining Ebs 202,899 Exercise price 39,265 Exercisable period Dec-03-Dec-05 Source: NCSoft Deutsche Bank AG Page 25 26 November 2004 Technology/Software NCSoft Appendix A: Game specifics More than 50% of MMORPG game players in Korea trade in game assets for real cash. Below are the websites that deal in game assets. Figure A1: Domestic and overseas sites where game items are bought and sold Overseas Domestic www.playerauctions.com www.adena4sale.com www.virdaq.com www.swagvault.com www.ezgaming.com www.itemmain.co.kr www.item8949.co.kr www.itemclub.co.kr www.item365.com www.itembank.com Source: Google.com Over 155 listings for Lineage 2’s Adena on Ebay.com. Figure A2: 155 items listed on Ebay for Lineage 2 items Source: Ebay.com More than 3,000 buy and sell listings for Lineage 2’s Adena on Itembay.com. Page 26 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Figure A3: Over 3,000 buy and sell listings for Adena on Itembay.com Source: Deutsche Bank AG estimates, Company data The virtual cash earned at the higher levels can be sold offline for real cash. Virtual currency exchange rates fluctuate (just like real cash) on the supply, demand situation. Figure A4: Virtual currency exchange rates (highs/lows listed on Virdaq.com) Publisher Type Final Fantasy XI Asheron's Call Final Fantasy XI Lineage II Currency Accounts Armour Currency sold (m) high low last average 2,045 3 2 39.3 240/100,000 179.99 79.99 3.3/100,000 8.50/100,000 129.99 69.99 1.56/100,000 11.00/100,000 129.99 69 1.56/100,000 26.34/100,000 163.32 74.5 1.90/100,000 Source: Virdaq.com Below we have compared the scenes in Lineage II to competitors’ games. Deutsche Bank AG Page 27 26 November 2004 Technology/Software NCSoft Figure A5: Lineage 2 combat scene Figure A6: Scene from Lineage 2 Source: gamerankings.com Source: gamerankings.com Figure A7: Scene from Ragnarok Figure A8: Scene from MU Source: gamerankings.com Source: gamerankings.com Page 28 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft CoH ranks among top 10 MMORPG in the US Figure A9: Games rankings (released) Game Title World of Warcraft EverQuest II EVE Online City of Heroes Final Fantasy XI Anarchy Online EverQuest Dark Age Of Camelot Asheron's Call : Dark Majesty Ultima Online PlanetSide Asheron's Call 2 : Fallen Kings Star Wars Galaxies Puzzle Pirates The Saga of Ryzom Vendetta Online Rubies of Eventide Priston Tale Project Entropia BiosFear A Tale in the Desert II ToonTown Online Starport Endless Ages Second Life Ragnarok Online World War II Online Ashen Empires DarkSpace Everquest Online Adventures Jumpgate Neocron 2 Runescape Genre Fantasy Fantasy Sci-Fi Super-Hero Fantasy Sci-Fi Fantasy Fantasy Fantasy Fantasy Sci-Fi Fantasy Sci-Fi Historical Fantasy Sci-Fi Fantasy Fantasy Sci-Fi Fantasy Historical Fantasy Sci-Fi Sci-Fi Real Life Fantasy Historical Fantasy Sci-Fi Fantasy Sci-Fi Sci-Fi Fantasy Developer Rating Blizzard Entertainment 8.7 Sony Online Entertainment 7.6 CCP Games 7.5 Cryptic Studios 7.5 Square Enix 7.4 Funcom 7.4 Sony Online Entertainment 7.4 Mythic Entertainment 7.4 Turbine Entertainment 7.4 Origin 7.4 Sony Online Entertainment 7.4 Turbine Entertainment 7.4 LucasArts / SOE 7.3 Three Rings Design 7.3 Nevrax 7.3 Guild Software 7.3 Mnemosyne LLC 7.3 Priston Inc. 7.3 MindArk 7.2 Tiscali Games 7.2 eGenesis 7.2 VR Studio 7 PlayTechtonics Inc. 7 Avaria 6.8 Linden Research, Inc. 6.8 Gravity Corp. 6.7 Cornered Rat 6.7 TKO Software 6.7 Palestar Inc. 6.6 Sony Online Entertainment 6.6 NetDevil 6.5 Reakktor 6.5 Jagex Ltd 6.5 Game Title The Myth of Soma The 4th Coming Hostile Space Dark Ages Nexus: The Kindoms Of The Winds Lineage 2 Helbreath There Tibia Monster & Me Thesa Online Furcadia Knight Online Underlight Spellcasters Dragon Raja Savage Eden Graal Lineage Fung Wan Online Legend of Mir 2 Astonia III Prince of Qin Online Terra World Kingdom of Drakkar The Realm Online Mimesis El Kardian Meridian 59 : Resurrection Blademistress Factions Clan Lord Odyssey: Parsec Genre Developer Rating Fantasy Game Network 6.4 Fantasy Vircom 6.4 Sci-Fi InterAdventure Inc. 6.3 Fantasy Nexon 6.3 Fantasy Nexon 6.3 Fantasy NCSoft 6.3 Fantasy Siementech 6.2 Real Life Forterra Systems 6.2 Fantasy CipSoft 6.2 Fantasy TQ Digital Studio 6.1 Fantasy Bridge Communicaitons 6.1 Fantasy Dragon's Eye Productions 6.1 Fantasy Wizgate and Noahsystem 6 Fantasy Lyra Studios 6 Fantasy TheLastMage 6 Fantasy Esofnet 6 Fantasy Nako 5.7 Fantasy LINUX Cyberjoueurs 5.6 Fantasy NCSoft 5.6 Fantasy Phoenix Games Studios 5.5 Fantasy Wemade Entertainment Co. 5.5 Fantasy Intent Software 5.4 Historical Object Software 5.4 Fantasy Terra World 5.3 Fantasy Kingdom of Drakkar 5.2 Fantasy Norseman Games 5.1 Sci-Fi Tannhauser Gate 5.1 Fantasy Pacific Internet Ltd. 5.1 Fantasy Near Death Studios 5 Fantasy Blade Mistress Online 4.4 Fantasy Factions 4.3 Fantasy Delta Tao Software 4.3 Fantasy Lic 4.2 Source: Mmorpg.com Deutsche Bank AG Page 29 26 November 2004 Technology/Software NCSoft Appendix 1 Important Disclosures Additional information available upon request Disclosure checklist Company NCSoft Ticker 036570.KS Recent price W95,600 Disclosure 6,13 1. Within the past year, Deutsche Bank and/or its affiliate(s) has managed or co-managed a public offering for this company, for which it received fees. 2. Deutsche Bank and/or its affiliate(s) makes a market in securities issued by this company. 3. Deutsche Bank and/or its affiliate(s) acts as a corporate broker or sponsor to this company. 4. The research analyst(s) or an individual who assisted in the preparation of this report (or a member of his/her household) has a direct ownership position in securities issued by this company or derivatives thereof. 5. The research analyst (or, in the US, a member of his/her household) is an officer, director, or advisory board member of this company. 6. Deutsche Bank and/or its affiliate(s) owns one percent or more of any class of common equity securities of this company. 7. Deutsche Bank and/or its affiliate(s) has received compensation from this company for the provision of investment banking or financial advisory services within the past year. 8. Deutsche Bank and/or its affiliate(s) expects to receive or intends to seek compensation for investment banking services from this company in the next three months. 9. Deutsche Bank and/or its affiliate(s) was a member of a syndicate which has underwritten, within the last five years, the last offering of this company. 10. Deutsche Bank and/or its affiliate(s) holds one percent or more of the share capital of the company whose securities are subject of the research, calculated under computational methods required by German law (data as of the last trading day of the past month). 11. See footnote headed Special Disclosures for any other relevant disclosures. 12. Deutsche Bank and/or its affiliate(s) holds a net short position of 1% or more of the share capital of the company whose securities are subject of the research, calculated by methods required by German law as of the last trading day of the past month. 13. Deutsche Bank and/or its affiliate(s) holds a trading position, as that term is defined by German law, in shares of the company whose securities are subject of the research. 14. Deutsche Bank and/or its affiliates(s) has received non-investment banking related compensation from this company within the past year. 15. This company has been a client of Deutsche Bank Securities Inc. within the past year, during which time it received non-investment banking securities-related services. For disclosures pertaining to recommendations or estimates made on securities other than the primary subject of this research, please see the most recently published company report or visit our global disclosure look-up page on our website at http://equities.research.db.com. Page 30 Deutsche Bank AG 26 November 2004 Technology/Software NCSoft Analyst Certification The views expressed in this report accurately reflect the personal views of the undersigned lead analyst(s) about the subject issuer and the securities of the issuer. In addition, the undersigned lead analyst(s) has not and will not receive any compensation for providing a specific recommendation or view in this report. [Jaemin Lee] Rating Key Buy: Total return expected to appreciate 10% or more over a 12-month period Hold: Total return expected to be between 10% to –10% over a 12-month period Sell: Total return expected to depreciate 10% or more over a 12-month period The target prices of shares mentioned in the accompanying text are based on the assumed investment horizon of 12 months. If company notes are published on these shares in the future, the target prices mentioned in the new notes will have priority. 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