The San Francisco office has been working with third-party developers to try to publish some non-Ubisoft developed titles. How has that been going so far?
YG: It's going very well. They now have good deals with lots of good developers. This year, we'll have a good lineup with third-parties, and will next year as well. There's a good portfolio, and the quality of work we see from third-party developers is really high.
Ubisoft has been doing a lot more localization of titles from Asia than other major Western publishers. Why is that? Is that going well for you?
YG: It's going well for us, and I think many people would do the same, because it was very profitable for us to do that. We will have more guys doing the same by the end of the year.
It's mostly been smaller publishers that make that sort of move. Ubisoft is the only real big third-party publisher that does that.
YG: It happened because the casual business is also growing fast in Japan. They have ten million machines for a population that is very small. It gives us good information on what can be done.
The DS and Wii are really getting huge over there, and I don't know if anything else is going to get that big over there at this point.
YG: It's very impressive. It's doing a lot better than even what was anticipated, so it's a good chance for the industry.
Do you find that you have any kind of advantage in Europe, since you're the biggest European-based third-party?
YG: Yes, I'd say that we know those countries better. An advantage in Europe can turn into a disadvantage in the U.S., though. I would say that because we are there, we have a better understanding of the European market. We are number two in Europe and number five in the U.S., but are growing fast here, so we should better understand the U.S. market soon.
Are you approaching that by building up Canada a lot?
YG: Yes. It's a good way to create products that fit automatically with the U.S. branch.
French accounting doesn't have to be as obvious as American accounting. For instance, you don't have to announce if you've made a profit every quarter and things like that. Is that advantageous to you?
YG: I think it's very important, because we can move products from a semester instead of moving them from a quarter. Because it's not very important what we do at the semester, we can move products all during the year, and it gives us an approach to do better games.
So you can make sure that you have a good thing to announce every time.
YG: That's right.