Key Persons in Expanding IP Value
Since the first title was released in 2005, the
Like a Dragon (originally Ryu ga Gotoku) series
has been adapted into numerous films and
other media. However, the high popularity of the
series in Japan for many years did not really
translate into overseas markets. It was in this
context that the release of Yakuza: Like a
Dragon (Ryu ga Gotoku 7) in 2020 ushered in a
major turning-point for the series.
Ichiban Kasuga is the new protagonist of Yakuza: Like a Dragon. While he is defi-
nitely old school, the lack of gender or age bias in his words and actions resonated with
many users overseas and led to the title becoming a global hit. I don’t think this was a
coincidence by any means, but rather a sign that we as creators have come closer to
meeting international standards.
The Like a Dragon IP is a work that taps into the current state of society. Now that
we have broken out of the vague notion that the game is somehow limited to Japan, we
are taking a big step out into the world. We have plans underway to astonish users
around the world not only with a new release that is just around the corner, but also with
other developments in the works. I believe our stakeholders can expect big things as
the Like a Dragon IP continues to grow through our transmedia strategy.
With a commitment to being both “Unique &
Universal,” Atlus is creating unique game-
playing experiences that touch the soul.
Our mainstay IPs, the Persona and Shin
Megami Tensei series, have found audiences
with users around the world as Japanese
role-playing games that allow players to
experience the feel of Japanese cities and
culture. The Persona series in particular has
become a huge hit, with the bright, pop image of Persona 4 Golden getting even higher
marks from users in Europe and America than in Japan. In addition, the value of our IPs
has grown rapidly in recent years owing to our multiplatform deployment and aggres-
sive strategy of remaking and remastering past titles.
To expand the value of our IPs even further, we will continue to pursue measures to
gain the even stronger loyalty of our fans, including strengthening horizontal promo-
tions of the series and holding events, mainly live music shows, around the world. We
also plan to release a new IP in 2024, called Metaphor: ReFantazio—we took on a bold
challenge with this ambitious new title, capitalizing on Atlus’s strengths as an expert in
role-playing games. I’m confident the new title will delight users.
Like a Dragon IP
Atlus IPs
Masayoshi Yokoyama
Executive Officer
Head of 1st Development Division
Game Content & Service Business HQ
SEGA CORPORATION
Naoto Hiraoka
Senior Managing Director
General Manager of Consumer Software Division
ATLUS CO., LTD.
Like a Dragon: Infinite Wealth
©SEGA
Persona 3 Reload
©ATLUS. ©SEGA. All rights reserved.
Launching revivals from our rich IP library and aiming for success with a “Super Game”
When the Group was working on its hardware business, we
had much more success in overseas markets than in Japan.
As a result, fans’ respect and deep affection for the titles and
brands we sold at the time still run deep, especially overseas.
With its strong brand awareness and numerous IP gems,
SEGA SAMMY is truly like a kind of Treasure Island. I see this
as a huge competitive advantage. We are currently moving
forward with plans to revive a succession of IPs. While
retaining the nostalgic elements so beloved by fans from the
past, we will introduce innovative ideas and technologies that
appeal to the current market, aiming to surpass user
expectations by providing new experiences that merge
nostalgia with a sense of freshness.
We are also making steady headway in development of
the “Super Game” that we are seeking to create in the medium
to long term. As the name implies, a “Super Game” involves the
concept of a game that stands head and shoulders above
normal games. I encourage stakeholders to look forward to
the fruit of our efforts, which include R&D to create a game
that builds a whole worldview involving the entire gaming
ecosystem, including not only players but also streamers who
stream the game and their viewers.
Aiming to be a global leading contents provider
I have no doubt that the video game market has a very bright
future. The penetration rate of smartphones and PCs grows
every year, even in highly populated developing countries with
sizable young populations. Environments continue to emerge
that allow people around the world to easily download and
enjoy games. It is clear that the gaming population in these
regions will naturally continue to increase and that the video
game market will thus continue to grow globally. I also believe
that games are better positioned to benefit from technological
innovation than movies, music, or other media. Looking back,
the introduction of 3D graphics yielded dramatic
improvements in the expressiveness and immersive nature of
games. The development of online technologies also ushered
in greater diversity in the ways people interact with games and
vastly expanded the industry ecosystem. As technology
progresses, it will become possible to provide unprecedented
forms of entertainment and create new business models. With
our sights fixed on this future world, we are actively examining
and rolling out new technologies, including investing in venture
startups that possess unique technologies.
The Group will come together as we continue to move
ahead, aiming to be a global leading contents provider and
creating innovative content that astonishes users around
the world.
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Integrated Report 2023
SEGA SAMMY HOLDINGSEntertainment Contents