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After a rough year, GREE still goes big at Tokyo Game Show

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Back in 2011 the Tokyo Game Show was GREE’s coming out party, with the company planting a very big footprint in the gaming world – quite literally too, occupying about 10% of the entire floorspace. That exhibition was interpreted by some to be more political than practical, a show of power from a company poised to take over the world via smartphones. Skip to 2013 and we find that GREE, while still a mobile powerhouse, has had to scale things back. GREE’s offices in China and the UK have been shut down, and in the US and Canada the platform division has been shrunk, with staff being integrated back to Japan. Sony and Microsoft are the biggest exhibitors this year, spotlighting new consoles, and for mobile, the new kid on the block is GungHo Online Entertainment, showcasing Puzzle & Dragons in a coming out party reminiscent of GREE two years back. Tokyo Game Show is a very important opportunity for us to interact with our players. Nevertheless, GREE was still out in full force at the Tokyo Game Show this year, with the same humongous booth that they’ve had for the past three years. I wondered, after what was a…

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Back in 2011 the Tokyo Game Show was GREE’s coming out party, with the company planting a very big footprint in the gaming world – quite literally too, occupying about 10% of the entire floorspace. That exhibition was interpreted by some to be more political than practical, a show of power from a company poised to take over the world via smartphones.

Skip to 2013 and we find that GREE, while still a mobile powerhouse, has had to scale things back. GREE’s offices in China and the UK have been shut down, and in the US and Canada the platform division has been shrunk, with staff being integrated back to Japan. Sony and Microsoft are the biggest exhibitors this year, spotlighting new consoles, and for mobile, the new kid on the block is GungHo Online Entertainment, showcasing Puzzle & Dragons in a coming out party reminiscent of GREE two years back.

Tokyo Game Show is a very important opportunity for us to interact with our players.

Nevertheless, GREE was still out in full force at the Tokyo Game Show this year, with the same humongous booth that they’ve had for the past three years. I wondered, after what was a rough year for GREE, why it was necessary for GREE to have such a huge display. I suppose once you make a booth of that magnitude, you may as well keep using it. It’s hardly something you can sell on eBay or Craigslist, is it? But I spoke to GREE senior vice president of social gaming, Eiji Araki, about this, asking why the company still comes to TGS in full force:

The Tokyo Game Show is a very important opportunity for us to interact with our players. In the mobile internet industry it is very difficult to interact with real players to see how they play our games, to see how they are enjoying the games. There are lots of staff here, game producers standing besides the titles they created.

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GREE’s Eiji Araki

This last point took me by surprise, as I had thought that perhaps the staff at the booth were just temporary part-timers. Like most companies at TGS, GREE had its share of models manning their floor space, but it’s encouraging to see that their game producers are on site to speak and interact with consumers.

Araki points out that the focus of their booth is primarily on existing titles rather than new ones. But one fresh change for the GREE booth this year was a dedicated section for Pokelabo, the Japan-based studio which GREE acquired back in October of 2012 for 13.8 billion yen.

Almost a year after that acquisition, Araki tells me that the Pokelabo studio still operates separately for the most part, but that there is a mixed team where Pokelabo and GREE work on collaborative titles. But letting Pokelabo do what they do best is somewhat indicative of GREE’s new focus going forward, distilling their business to do what they collectively do best. Araki explains:

That’s why we downsized some studios, and these studios are still doing really well, focusing on what they are good at. So we are creating lots of new games in US studio for US market, and in the Japan studio for Japan market. At this moment, we are not creating games from Japan for abroad, or from US to Japan, It would be better for our studios to focus on what they are good at, focus on the markets they know.

This applies to San Francisco-based Funzio as well, the other big GREE purchase in 2012, as Araki notes that their US studio is not only stable but actually growing. The Funzio-developed title Knights & Dragons has been doing pretty well of late in the US market, which has been ranking well on the iOS top grossing charts in the US thanks to continued in-game events. Crime City is another Funzio title that has fared well in many markets.

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However, Araki admits that they will stop cut back on developing card battle games for the US market however, as that genre is “not huge,” and already pretty saturated. Of course, the card battle genre is still a massive market in Japan, and GREE will continue to develop such titles at home [1].

GREE’s refocus in the coming year will be largely about increasing their hit-ratio, says Araki in true gamer lingo. The company has yet to produce the big runaway hit recently that we might have expected from them.

And now, with more competition at home and abroad, GREE still has a significant challenge ahead if it wants to win the attention of the world’s mobile gamers.


  1. A little more on this point. GREE’s NFL Elite card battle game (which I’ve been a big fan of, as I wrote in my review here) is now doing well, now that the 2013 NFL season has kicked off. Since it was rebranded from NFL Shuffle back on September 3rd, the game has been ranked in or near the top ten for the iOS US market. The other sports card battle game, MLB Full Deck, has not been as fortunate, Araki noting that we have “almost stopped” it.  ↩

Reps from GREE, DeNA, and Gumi discuss how to win in global gaming

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This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here. The late afternoon session of the Infinity Ventures Summit featured a panel on mobile gaming, highlighting the efforts of Japanese game companies to win over the global market. Panelists included GREE International’s SVP Eiji Araki, DeNA’s chief platform strategy officer Junichi Akagawa, and Gumi’s president and CEO Hironao Kunimitsu. The discussion was moderated by Taisei Tanaka, the CEO of Geisha Tokyo Entertainment. Araki-san explained that the US and Japan are very different markets, noting that they have had successes and failures in the US. He cited Modern War, Crime City, and Zombie Jombie as a couple of their success stories. He noted that at GREE International (in San Francisco), they work differently than they do in Japan. In the US, they have a very systemized approach across pre-production, production, beta, and general availability phases. And after every stage, there is a check point to reflect on if the game has potential to be a top 5 title. If they aren’t happy with a progress, they may cancel the game mid-way. DeNA’s Akagawa explained that…

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This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here.


The late afternoon session of the Infinity Ventures Summit featured a panel on mobile gaming, highlighting the efforts of Japanese game companies to win over the global market. Panelists included GREE International’s SVP Eiji Araki, DeNA’s chief platform strategy officer Junichi Akagawa, and Gumi’s president and CEO Hironao Kunimitsu. The discussion was moderated by Taisei Tanaka, the CEO of Geisha Tokyo Entertainment.

GREE SVP Eiji Araki
GREE SVP Eiji Araki

Araki-san explained that the US and Japan are very different markets, noting that they have had successes and failures in the US. He cited Modern War, Crime City, and Zombie Jombie as a couple of their success stories. He noted that at GREE International (in San Francisco), they work differently than they do in Japan. In the US, they have a very systemized approach across pre-production, production, beta, and general availability phases. And after every stage, there is a check point to reflect on if the game has potential to be a top 5 title. If they aren’t happy with a progress, they may cancel the game mid-way.

DeNA’s Akagawa explained that the biggest challenges for his company in expanding abroad is ensuring that there is a consistency of management principles as well as a synchronization of corporate philosophies across regions. Building trust and communication across different cultures is difficult, and without trust you can’t really do anything. If a game doesn’t meet it’s goal, does the fault lie with the US or Japan office? This is when good communication comes into play. He notes with a laugh that ‘nom-unication’ (a Japanese portmanteau to describe communication through drinking parties together) is a word they throw around a lot.

Solving the puzzle

In terms of developing a successful game, Akagawa made the comparison to baseball, noting that if you want a hit you need to swing many times. But interestingly, Japan’s most popular mobile game, GungHo’s Puzzle & Dragon’s is somewhat of an exception to this rule.

Gumi CEO Hironao Kunimitsu
Gumi CEO Hironao Kunimitsu

Kunimitsu questioned whether or not the money GungHo is making with P&D can be sustained. Akagawa expressed confidence that it can continue at least for a while longer. But it was also noted that many investors overseas don’t know about GungHo, and once they learn about them, there might be some investment coming – resulting in another boost for the company.

But to continue the baseball analogy, if you are swinging and not hitting, then you need to adjust your swing. Akagawa noted that in each market, a publisher needs to figure out what is most likely to resonate in that particular area:

If you want to develop globally, in order to have a game in the top ranking, you need to localize to make sure your game is accepted. At the same time some games are not accepted by the mass public, but if you have core users you can still succeed.

But of course, then there are games that are popular the world over like Angry Birds. But Araki noted that trying to develop such a wide-appealing game can be a gamble. GREE uses a lot of data trying to figure out what will work. Gumi’s Kunimitsu-san pointed to another problem, saying that “content is a zero sum game” and even if your game is popular, but another is more popular – then you still lose.

DeNA's Junichi Akagawa
DeNA’s Junichi Akagawa

Akagawa closed out the session by saying that DeNA has a now or never approach, and that they have to move fast. This is a sentiment that we heard before among some of the country’s more successful internet companies (most notably, Line).

It will be interesting to see how quick all three of these gaming companies can move in the near future, in their efforts to win over global gamers.