|
Japan, as a mature games market, stands alone within Asia
as a separate discussion. It also can provide us a window to how the other core
Asian markets could develop in time. For example: multiple deliveries of game
systems, great local online development, high international standards, and wide,
varied consumer segments.
Its online segment is growing very quickly, but seems to be
driven by a new breed of internet-focused companies. The developers are
starting to use their experienced international game design talent to produce
what will be both successful and global online content. Japan
may not yet be fully seen as a major online market, but there are many examples
of how it has already had great success in this segment.
In 2005, one of the earlier Japanese online companies Warpgate
converted the Korean Game Knights Online
from subscription to item trading. It was a huge risk for the company, but it
saw a revenue increase of 400% for an aging game.
This was not primarily
increasing users, but simply increasing their individual average spend. Going
back even further, Ultima Online was
very successful in Japan,
making Japan
one of the earliest adopters of online gaming.
Japan
was one of the first Asian markets to license both Lord of the Rings Online and Dungeons
& Dragons Online, so clearly as a mature market, it is more open to
western content.
Within China, three years ago Omake did
most of our dealings with only three online majors. In 2008 the list is closer
to eight majors.
If, two years ago, you asked us about game development in China,
we would have hesitated. Now in 2008, well over 60% of all online content for the
Chinese domestic market is created locally. The country's pool of local talent
is large and growing daily in experience and quality.
Also as the overseas Chinese, VCs, and global companies flow
into the mainland, you can see their positive impact on international business
approaches. Like the Korean companies, the Chinese majors will spread
internationally and they will seek global representation of their content. The
impact of China's
online games today is only a fraction of what it will be in years to come.

Giant Interactive's ZT Online
One of the best examples of the pace of learning in China
is ZT Online, run by Giant
Interactive. This is one of the highest performing games in China
today and has perhaps the best item system in all of Asia.
Gamers can buy and gamble their way to a godlike level 170. It may be free to
play, but every step of the way to 170 will cost you.
Without taking anything away from WoW, The9 in China
made that great game a success through its visionary marketing link with Coca-Cola.
Millions of cans supporting WoW took
it to the mass of the internet community.
The greatest challenge or change to come in the Chinese
domestic market is the segmentation
of the gamer. It is a young gaming market that has enjoyed many similar RPGs,
but the local major operators need now to quickly develop new consumer
segments.
Casual online is a form of segmentation that is expanding rapidly.
Consumer segmentation will provide openings for western content, if it is
localized hand-in-hand with Chinese partners. Trying to throw western content
over the wall simply won't work.
Southeast
Asia, although
important in online gaming, has less of an immediate impact on an approach to Asia
at large. One of the key elements is recognizing the lower machine spec
requirements. The markets of Thailand
and Vietnam
have large and active online gaming communities. Games like Lineage (NCSoft Korea) and MapleStory (Nexon Korea),
as lower spec casual online RPGs, have had tremendous success in across SEA.
|
People in the West do have a little bit more money to spend and so the simple flat fee for everything is nice. Though some who are in a squeeze would be more properly suited to pay for what they can.
I don't mind taking a hit in game sophistication or technology for the sake of broadening the player count in these games. I knew it worked like that in the East and I think that's kind of cool. (That they play games for cheap at the cost of presentation)
By fantasy (sci-fi,futuristic, etc.) though I don't mean orcs, demons, trolls, spaceships, storm troopers, or any of that. I'd like to see a new depiction of fantasy. From what I'm understanding Asians would be more inclined to accept it than the Western people would. Blurring the lines between the two styles could be cool too.