Where do you even minimally pull statements like this from when reading my comments? Where have I said the PS2 is not profitable from a hardware perspective? To borrow your own nomenclature, stop looking at it in such a "primitive way." The viability of hardware is measured over its lifespan, not by its first year. The PS2 has pulled a profit and remains profitable in spite of price reductions and is overall very worthwhile. But what else explains explains the Game segment's loss in '01 and climb in '02 but notable production costs? Do you think the PSOne was being sold at a loss instead? The software?If there's no profit in selling hardware, how can they get back those capital investment?
Don't you forget one big thing? Every year, SCE fabs build new lines in their fabs to proceed to the next stages in process shrink, which are big capital investments and R&D at the same time. It'd be immense enough for that year, considering how many PS2 they produce in a year.cthellis42 said:Capital Investment (in the physical production structure) typically represents 1-2x that of R&D in specific segment analysis, which again is not immense. (For those who are interested, all Advertising seems to stick close-to or just-under R&D costs across all of Sony, but I can't easily determent segment breakdown.)
Read what Kutaragi said again and keep in mind he is explaining the figures the financial reports represent, which means what is attributed to them for that year.
Even Nintendo would say big "no" to your assumption for their consoles prior to GCQroach said:Console hardware is typically sold at a lost for the first few years. Anyone that thinks otherwise, hasn't been paying attention to this market for very long.
As of May 24, Sony Computer Entertainment had sold 2 million Playstation 2 systems in Japan, and the supply remains behind the demand here. Sony will begin overseas marketing on Oct. 26 in the United States, and shortly thereafter in Europe. The company plans to boost monthly production to 1.3 million units this autumn.
Currently, Sony Kokubu is producing the Graphics Synthesizer in a 0.25-micron process at its semiconductor fab in Kagoshima. Oita TS Semiconductor, a joint venture with Toshiba Corp., is fabricating the Emotion Engine, also at 0.25-micron line widths. By summer both devices will be moved to a 0.18-micron process.
Sony has already spent some $1.2 billion to bring up those production lines, and is making a second investment to enable the transition to a 0.18-micron process at three facilities.
About $215 million will go toward expanding the capacity of Fab 1 by 20 percent, to 12,000 eight-inch wafers per month. Roughly $630 million will go into building Fab 2 in Nagasaki, with a monthly capacity of 6,000 eight-inch wafers using an 0.18-micron process.
The remaining $322 million will be used at Oita. That should secure an additional monthly capacity of 5,000 eight-inch wafers. The Oita addition and Fab 2 are both expected to be in operation next April.
Sony plans to establish a total capacity of 18,000 eight-inch wafers per month for the Graphics Synthesizer and 15,000 for the Emotion Engine by June 2001.
The additional investments are "quite a strategic decision for Sony Group," said Kutaragi.
Even Nintendo would say big "no" to your assumption for their consoles prior to GC
Qroach said:Even Nintendo would say big "no" to your assumption for their consoles prior to GC
Sorry, but you're wrong. How long have you been following this market btw, because I don't think you have a good idea what the margins on consoles have been since the NES era. Like I said, consoles are typically sold at a loss, in favor of the money made back on software. THis includes nintendo with teh nes, snes, and n64.
Can you give me what competitors Nintendo had when they released NES/Famicom?
What pressure made Nintendo to sell Famicom at a loss?
Competition. what else? It was too expensive for the mass market. The margins for stores selling these units were basically non exsistent (in some cases the margin was so small using a credit card could make a store lose money). Nintendo beat out sega in north america, but they didn't in europe.
Could they assume they'd be able to offset loss in hardware by selling enough software when they released their first console?
Of course they could assume that. The business model hasn't changed.
That doesn't have anything to do with this conversation. They were also making atari, colleco, and intellivision games. so what?They made Game Watch before Famicom, BTW.
Qroach said:Can you give me what competitors Nintendo had when they released NES/Famicom?
Sega, Atari, NEC.
What pressure made Nintendo to sell Famicom at a loss?
Competition. what else? It was too expensive for the mass market. The margins for stores selling these units were basically non exsistent (in some cases the margin was so small using a credit card could make a store lose money). Nintendo beat out sega in north america, but they didn't in europe.
The Development
Befor the NES Nintendo had developed playingcard, toy, games and a gamesystem with in-built games, the Color TV Game. And they wanted to break new ground in the video-game business. In the lead of the project stod Nintendo president Hiroshi Yamauchi and ingeneer Masayuki, Yamauchi wanted a machines that was cheeper the the comedetors and he wanted it to have changable gamecartridges. There was already systems with changeable games on the market at the time, the most famous was Ataris VCS(aka Atari 2600) from 1977. But Nintendos gamesystem was to be both better and cheeper then any system on the market, the goal was that it should cost 9 800 yen(about $75) with would be half the cost of any other system.
the first steg to a cheep system was the chooise of CPU(Central Proccessing Unit), Masayuki and his ingeeners choose a 8-bit 6502 CPU with was cheep but not very powerfull, and as a fact is that Masayuki first choose a 16-bit CPU but it was to expensive. 6502 was so weak that it couldn't manage all the grafix itself so Masayuki added a PPU (Picture Processing Unit) to assist it. At first Nintendo couldn't find a developer that wanted deliver chips to the low cost of 2000 yen per chip, that Nintendo wanted to pay per processor. Finally they got Ricoh on the hook, after Nintendo had promised that they would order 3 million chips during a 2 year period. 3 million chips during 2 years was pritty much for a company that had only managed to sell 1 million units of there previeous system, Color TV Game.
There was planns to include a keyboard, a modem and a diskdrive, but Yamauchi thought that the accessories would make the system to expensive. But Yamauchi gave it inputs for modified signals to the CPU, wich made it possible to connect other accessories then the gamepad. The keyboard, modem and diskdrive was later released in Japan as accessories.
1983:: Famicom hits Japan
When the Famicom finally was released it cost 13 000 yen, a bit more then the 9800 yen it was ment cost but still far cheeper then any other system. Famicom quickely gained popularity and sold well in Japan.
Nintendo launched Family Computer (Famicom) in 1983 in Japan. When they released it, NEC didn't have a game console (They had PC).
The exchange rate in 1983 was 1 US dollar = 237 yen.
I asked "why at a loss?". Why couldn't Nintendo produce a console by using cheap parts and by restructuring its business/manufacturing process?
I expected some factual source from you that explains how expensive Nintendo console for the mass market, but you don't have it, do you? And you seem confusing margin for shops with profit in a manufacturer. (Nintendo had been notorious for bullying retailers anyway )
cthellis42 said:I find almost any investment into anything marked "semiconductor" to go through the Electronics segment, not Game.
Game Business
In the Game business, the competitive environment is becoming more difficult due to competitors’ introduction of new hardware and software with various formats that can have increasing appeal to customers, rapid technological progress, a rise in the market penetration ratios of products, and diversification of customers’ preferences. Sony continues to incur significant expenses such as depreciation expenses resulting from a high level of capital expenditures in prior years to increase production of semiconductors for PlayStation 2 hardware, research and development expenses for semiconductors and software, advertising expenses, and personnel expenses. However, Sony may face difficulties in adequately providing for such expenses and capital expenditures due to weak sales caused by such factors as supply shortages of core devices/other parts and inventory shortages of hardware, especially when product demand is the highest, delays in introductions or decreases in the number of software titles that appeal to customers, or decreases in hardware unit sales stemming from a rise in the market penetration ratios of products. Also, delays in cost reductions and reductions in production/inventories, in response to a changeover to new hardware or slow sales, may adversely affect Sony’s consolidated financial results and condition.
...
Principal Capital Investments
In the fiscal years ended March 31, 2000, 2001 and 2002, Sony’s capital expenditures (additions to fixed assets on the balance sheets) were 435.9 billion yen, 465.2 billion yen and 326.7 billion yen respectively. Regarding breakdown of principal capital expenditures and divestitures (including interests in other companies), refer to “Item 5. Operating and Financial Review and Prospects†and “Note 19 of Notes to Consolidated Financial Statements.†Regarding capital expenditures in progress, Sony constructed a semiconductor-related manufacturing facility in Japan, which started operations in October 2001. Cumulative capital expenditures for the facility are expected to be approximately 100 billion yen by the end of the fiscal year ending March 31, 2006, approximately 53 billion yen of which had been invested by the end of the fiscal year ended March 31, 2002. The funding requirements of such various capital expenditures are financed by cash provided by operating and financing activities or cash and cash equivalents.
...
Recent Strategic Developments and Business Alliances
In an environment of rapidly advancing technology, Sony is engaging in alliances with other companies to quickly and efficiently expand its business given limited resources.
In the area of semiconductors and devices, in May 2001, Sony and Toshiba Corporation agreed to develop jointly process and design technologies for 0.1 micron and 0.07 micron next generation system large scale integration (LSI). Joint development, taking place at a Toshiba laboratory, began in May 2001, and is planned to continue through the end of the fiscal year ending March 31, 2004. The research budget is 15.0 billion yen, with each company contributing half. In addition to this agreement, IBM Corporation, Sony Corporation, Sony Computer Entertainment Inc., and Toshiba Corporation announced in April 2002 their agreement to develop jointly next generation and beyond semiconductor process technology over the next several years, using silicon-on-insulator technology and leading-edge materials. In this alliance, several hundred million U.S. dollars will be spent over four years to develop new process technologies with features as small as 0.05 micron on 300 mm wafers.
...
The Game segment designs, develops and sells PlayStation and PlayStation 2 game consoles and related software mainly in Japan, the United States of America and Europe, manufactures semiconductors used in the game consoles in Japan, and licenses to third party software developers.
Cash Flows
During the fiscal year ended March 31, 2002... Other investing activities during the fiscal year (excluding Financial Services) included approximately 20.0 billion yen that Sony contributed in cash as a portion of its investment in Sony Ericsson Mobile Communications and 14.9 billion yen Sony invested in Square Co., Ltd., a major game software developer.
...
In the Game segment, Sony Computer Entertainment Inc. (“SCEIâ€) acquired all new shares issued by Square Co., Ltd. in October 2001. SCEI invested approximately 14.9 billion yen, acquiring approximately 19 percent of Square’s total shares outstanding. The purpose of the investment was to improve the game software production and development capabilities of Square, a company which owns popular software titles for use on the PlayStation and PlayStation 2 platform.
Qroach said:Nintendo launched Family Computer (Famicom) in 1983 in Japan. When they released it, NEC didn't have a game console (They had PC).
You said Nes/famicom, and now you're trying to only use "only" the famicom in your example.
I asked "why at a loss?". Why couldn't Nintendo produce a console by using cheap parts and by restructuring its business/manufacturing process?
...and I said competition! What other reasons could there have been?
It's common knowledge
Margins for shops is a direct relation to margins for manufacturing.
Infact, all you posted doesn't disprove anything related to the Snes, Virtual boy, N64, or Gamecube. Or that it wasn't common proactice for manufacturers to lose money on hardware. At some point this became the norm.
What's wrong with that? Technically, when they started to sell NES in the U.S. in 1985, they had an abundant stock of Ricoh RP2A03 custom 6502 CPU for Famicom already, so you can't quote it as "hardware at a loss" example as they could procure cheap parts more easily. NES had games bundled on launch, so you may think it as a "loss" if you like. Famicom (and all other consoles in Japan) didn't have bundled games, except for limited releases.
Only when the competition is too harsh they'd sell things at a loss.
Have you seen the list above with those prices and the 9,800 yen goal of Famicom? Famicom had advantage to competition by its superior spec too, so why at a loss? Again, for the NES, it had great software library already at the launch.
Enough of your 'common' knowledge already Could you cite something at least, if not a detailed financial report by an insider?
By 'direct', I don't get what you mean. Is there any regulation by the law?
Who first included NES in the post above? It's you. So I googled around things about it. You want me to do it again for Virtual Boy!?
You know, VB didn't have fuckin competitors at all except for the budget of consumers.Yup and it didn't sell at all. Perhaps it was priced too high? You were the one asking for reasons on why someone would be prompted to sell something below cost. do you see any more reasons now?
Qroach said:A loss is a loss. outside of japan nintendo had to pay for shipping and distribution costs. I'm sure that factored into the price somewhere.
Did you read your article? they didn't achieve the goal of 9800 yen.
Like I said in my first post. If you've been following consoles for a long time, you would have seen this stated before. You're not citing detailed financial reports by insiders with regards to the NES, so why should I?
Manufacturing costs factor into the price at retail and the suggested retail price.
Like I said, I was using the information readily available on Sony's Investor Relations site. They have a number of SEC filings there--which I find to be of greater value for specifics.one said:Wow a massive sec.gov document Nice find indeed.
Really? Anyway, the 'Semiconductors sales' means those toward non-Sony companies, products such as CCD for cameras or audio processing LSI for audio equipments.[/quote]cthellis42 said:I find almost any investment into anything marked "semiconductor" to go through the Electronics segment, not Game.
I noted that. Of course that points to "more expense" in 2002 from such investment than 2001, since I can't find similar comments there. Which again leans more on the PS2's relative cost. Also note the Ericsson investment is not handled by the Game division, while the Square investment is since it belongs there specifically. So too it seems that "semiconductor" investment is handled through Electronics--though it may be that certain "line preparation" costs aimed solely at PS2 production may have been assigned to the Game segment. But plant creation and major refurbishment would seem to fall under Electronics' purvue.BTW...
Cash Flows
During the fiscal year ended March 31, 2002... Other investing activities during the fiscal year (excluding Financial Services) included approximately 20.0 billion yen that Sony contributed in cash as a portion of its investment in Sony Ericsson Mobile Communications and 14.9 billion yen Sony invested in Square Co., Ltd., a major game software developer.
...
In the Game segment, Sony Computer Entertainment Inc. (“SCEI”) acquired all new shares issued by Square Co., Ltd. in October 2001. SCEI invested approximately 14.9 billion yen, acquiring approximately 19 percent of Square’s total shares outstanding. The purpose of the investment was to improve the game software production and development capabilities of Square, a company which owns popular software titles for use on the PlayStation and PlayStation 2 platform.