Rival
to Pokémon Keeps Market Hot
By KEN BELSON New York Times October 6, 2002
TOKYO - JAPAN'S economy may be in the dumps, but one industry here has
taken the world by storm: trading-card games.
Three years after
Nintendo's Pokémon washed over American living rooms, children
and their harried parents are now immersed in Yu-Gi-Oh. Its maker, Konami,
has taken a page from Nintendo and turned its franchise into a multimedia
blitz, creating the Yu-Gi-Oh card game, software, cartoons and toys.
With a more elaborate
story line than Pokémon and plentiful characters, Yu-Gi-Oh has
surpassed Pokémon in popularity in the United States, according
to Comics and Games Retailer, a trade magazine that polls retailers monthly
about cards that are in greatest demand.
Yu-Gi-Oh, which translates
as "Game King," is based on a comic book series that first ran
in 1996 in Weekly Boys Jump, a Japanese youth magazine. The story revolves
around a shy boy named Yu-Gi who fights virtual monsters that have powers
gained from an ancient "millennium puzzle" that his grandfather
helps him solve.
The success of Yu-Gi-Oh
shows that animated characters and game software remain among Japan's
hottest exports. Fans overseas like Japanese animation not only because
of its shoot-'em-up action heroes but also because of its multilayered
tales and elaborate plots.
As always, timing
is important, and Konami's has been good. With sales of Pokémon
on the wane in the past few years, children were looking for something
new. Yu-Gi-Oh cards, which show monsters and the exotic weapons used to
battle them, were released this spring in the United States and have far
outpaced analysts' expectations, a good sign going into the Christmas
season. Their American popularity has also given Konami a boost just as
sales in Japan, where the cards were introduced in 1999, have slowed..
"Everything is
clicking for Konami," said Zachary Liggett, an analyst for WestLB
Panmure Securities in Tokyo. "Retailers in the U.S. are really pumped
on Japanese content, and Konami's road has largely been paved by Pokémon."
Because of Yu-Gi-Oh's
strong American showing, analysts have raised their overall projections
for Konami. News that American sales of Yu-Gi-Oh cards hit 2 billion yen,
or $17 million, from April through June has helped lift Konami's shares
35 percent in last two months. (Konami's American shares, which were listed
last Monday on the New York Stock Exchange, closed Friday at $23.90, off
7.5 percent for the week.)
Mr. Liggett now expects
Konami to earn 8.3 billion yen, or $69 million, in the year ending in
March 2003, 18 percent above his earlier estimates, on revenue of about
237 billion yen. The earnings figure, he concedes, is conservative and
may rise as Konami's American distributor, Upper Deck, releases more cards.
A key to the longevity
of any game is how often it is expanded. Fortunately for Konami, which
has produced a string of hit computer games like "Metal Gear Solid"
and "Duel Monsters," just one-tenth of the 2,000 Japanese Yu-Gi-Oh
cards have been translated and released in the United States. "That
should keep the game going for a long time," said Joyce Greenholdt,
associate editor of Comics and Games Retailer. "Upper Deck is trying
to release the cards in waves and giving only a few boxes of the cards
to each store at a time."
Prices range from
$4 for a nine-card pack to $15 for a 50-card starter deck. But some stores
charge more because of the cards' popularity.
Keeping the tension
between supply and demand is crucial in the American card market, worth
about $300 million in annual sales. When companies release too many cards,
children are overwhelmed and run out of money before finding them all.
Releasing too few can cause boredom. Worse, shortages can lead to price
gouging, fights at school and headaches for parents.
Unlike Pokémon,
which encouraged fans to collect the entire series, Yu-Gi-Oh is intended
more as a game of strategy — a difference that should temper some of the
frenzy.
In the Yu-Gi-Oh comic
book series, which has sold 25 million copies in Japan so far, Yu-Gi plays
a card game similar to the one released as a separate product in Japan
in 1999. The game was an instant hit and there was even a riot when Konami
ran out of special-edition cards at a promotional event in Tokyo. Konami
also helped develop two television shows based on the comic book and designed
game software for Sony's PlayStation 2 and Nintendo's GameBoy Advance.
Yu-Gi has also been plastered on T-shirts, shoes, bags and stationery.
In one sign of the
popularity, 30 operators at Konami's customer support center field about
1,000 calls a day from children and parents wanting to know the game's
rules. Konami also sponsors Yu-Gi-Oh tournaments, including one in Tokyo
in August that drew 6,000 children from six Asian countries.
The game's appeal
and Konami's cross-marketing helped turn Yu-Gi-Oh into a half-billion-dollar
business two years ago, when it peaked in Japan with profit margins of
more than 50 percent.
Konami's margins are
only two-thirds as large overseas because of translation and distribution
costs. Though Upper Deck, which is privately held, does not release sales
figures, the company says Yu-Gi-Oh is outselling its traditional No. 1
product, baseball cards. "Most of it has been driven purely by word
of mouth, which speaks to the strength of the game," said Mary Mancera,
a spokeswoman for Upper Deck.
Yu-Gi-Oh, Pokémon
and other Japanese character-driven games have also made trading-card
games far more popular in the United States than they were a few years
ago, Ms. Mancera said. American children, it seems, are intrigued by Japanese
games that involve underdogs who can outwit more powerful foes. "American
kids like strong, fast and big characters," said Satoshi Shimomura,
the executive producer of Yu-Gi-Oh at Konami Computer Entertainment Japan
Inc. "Of course, Japanese like strong, fast and big characters, but
they also like to overcome them by themselves."
Unlike Pokémon,
which is geared toward elementary-school boys and girls, Yu-Gi-Oh is aimed
at boys 8 to 14 who crave more sophisticated competition. The rules are
simple — players start with 8,000 "life points" and attack one
another using the powers on the cards until their points run out. But
the varieties of cards and uses add levels of complexity.
"I beat video
games so easily that they're not really a challenge anymore," said
Elijah Crumpton, 12, of Denver, who spent the $600 he made washing cars
this summer on Yu-Gi-Oh cards. "I like reading about the special
powers, the cool pictures and the cool names."
Although Yu-Gi-Oh's
story and characters are the same in Japan and the United States, the
pictures have been altered to match American sensibilities. Nudity, extreme
violence and religion have been excised from the American versions. For
example, the Japanese card Mizuno Odoriko, or Aqua Dancer, shows a bare-breasted
woman with water flowing from an urn above her. In the American version,
she wears a mermaid outfit. Among others, a card that refers to witch-hunting
was not released in the United States.
That, of course, means
little to boys who enjoy the exclusivity of the game, which is less popular
among girls and often unfathomable to parents. "Most girls are into
Barbie dolls and babies," said Kieshia Lewis, another 12-year-old
boy, who has 200 Yu-Gi-Oh cards. "They need to make cards with Powerpuff
Girls on them so the boys don't want them." (More than 90 percent
of Yu-Gi-Oh's players are boys.)
To fuel the boom, Shueisha Publishing, the original publisher of the Japanese
comic book series that started the Yu-Gi-Oh rage, will introduce an English
version of the comic book in the United States on Nov. 1. Konami plans
to introduce the cards in Britain next month. The company is staggering
the cards' introduction to keep children's interest and to extend the
card's life span. The audience for cards is notoriously fickle, so companies
try to manage their hits judiciously.
In the United States,
Yu-Gi-Oh appears to be causing less school disruptions than Pokémon
cards, which were banned by some schools. Parents and school administrators
may look more favorably upon Yu-Gi-Oh because it relies on intellect;
if nothing else, the card game requires players to speak to one another,
and not to just stare at a video screen.
"Cognitively,
kids will use their left brains to figure out a strategy, more linear
thinking," said Dr. Patricia Eggleston, a child psychologist in Chicago.
"From the right side, they'll pull the social skills and how to interact
with others."
Still, Dr. Eggleston
said the game was ultimately like others: a competition with a goal of
winning. That, however, is not a bad thing, she added. "Part of the
reality of growing up," she said, "is having a kid dupe you
out of a valuable card."
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