What the west can
share with Asia?
There are certain areas of expertise that western content
can still offer Asia if it is delivered in the right
method.
-
Market
segmentation. In Korea
and China the
online markets are growing and they will start to mature and segment. As the
developers in Asia still tend to repeat styles they find
it increasingly difficult to stand out. The gamers, within time, will seek
other styles and the operators need to provide that. This provides content
opportunities for western IP owners.
-
Top
quality. Western game design and technology development is still leading
the world. The creative approach to game design and the disciplines of
timelines, management of developers are still in advance of Asian standards.
-
Setting
and delivering achievable milestones. We have seen many Asian games not
reach the required outcome as features are cut due to unrealistic planning.
-
International
business requirements. These are wide, but very important in setting
standards in support for local partners.
-
Tapping
markets. Casual game design versus hard core positioning.
-
New
creative IP. Within the game Granado
Espada (USA
name Sword of the New World) published by Hanbitsoft Korea,
the multi character control (MCC) was
presented as a new gaming feature. From a western perspective RPGs have used
this for many years. Classic games like Baldurs
Gate used party control as a critical part of play.
-
Cinematic
skill. Theatrical elements like music, camera angles and lighting are
better implemented by western developers at present.
Why Consoles Won't Be Successful
in Asia
As consoles dominate the west, and consoles are moving
online, it is important to address issues also facing the console market in Asia.
Why PC dominates in Asia, and not console, is also a learning
process in understanding success factors for Asia.
Importantly, markets like China
and Korea have governmental
controls on the distribution of certain electronics, specifically consoles.
Like PC, it is not only a question of great games and IP,
but one of how it is delivered. If we use Japan
as a possibility for the rest of Asia in the future,
then it is quite conceivable the console market could succeed elsewhere. But
today, the simple demographic profile prevents wide success outside Japan.
Many other factors come into the success equation - but let us consider this in
a generic example.
In the simplest of concepts consider two significant
demographic features:
- The markets of greater China,
South East Asia and India.
People generally live in smaller homes (compared against the west) and, in the
major cities, within small apartments. Disposable incomes are typically low;
most households would see a television as a luxury. Physical space is limited.
Not many households would allow
their one TV (if they had one) to be dominated by a console, let alone allow
their children to spend their household money the console hardware and games.
- Socially, look at the wide spread use of internet
cafes. These are places where young friends can socialize within a different
environment to home. They can enjoy gaming entertainment within a group
environment. They can spend money on games without directly being seen by other
household members. They can play fantasy games with their friends to provide
some escapism.
In this context it is not the content as the major issue,
but the delivery for each market and currently console hardware is limited in
many ways. Perhaps the Nintendo DS is more a step towards a suitable direction;
however it now needs to also develop for a large mobile social network
interaction and communication. And then free play and item transactions.
Entering The Asian Market
Brands and development reputation will play a key part in
opening the doors in Asia. The western MMO developer
needs to remember they are seeking to compete with local experts. As a visitor
to their market you need to be respectful of the local products and online
innovations.
What are the key
success factors?
-
IP, part
one. Major licenses may be easier but be aware of the localization and culturalization
challenges. Major brands do carry significant weight in Asia,
but not all western brands will succeed there.
-
IP, part
two. Original IP needs great design and technology. Using proven engines
and middleware would be an option worth considering.
-
Experienced
development teams. If you're not from Asia, then
allow Asian companies and players to be involved in early testing. Listen and
understand their comments.
-
Funding.
You must allow enough money for changes to the game later on. Incorporating
Asian MMO traits will make the game ultimately better for the western markets
too.
-
Great
Asian contacts. Look for contacts across multiple markets. There are different elements and
requirements to be learned from each major market.
-
Partnering
in Asia. Find companies you can have shared
goals with and trust. The ongoing support of the market partner for beta
testing, updates and specific changes is absolutely critical. Support and
listen to them.
-
Openness
and local help. The ability to communicate across different languages and
cultures is critical. Unlike single player games, you do not walk away from
them after launch. The development and support needs to be market focused and ongoing.
-
Time.
Unfortunately funding can direct launch timing. As with most games there is no
second chance.
In Review
There are great opportunities in Asia
for 2008 and onwards, for those who are willing to accept Asia
in terms of its own unique requirements. If you do that, a lot of hard work and
great partners will be a strong step in the right direction.
Even though the divide between Asia
and the west is wide, there are ways to combine the best elements of both
together. There is no substitute for experience, meaning employ and partner
with people who have experience.
Going through that hard work and actually having successful
content in Asia will not only be one of the most rewarding experiences but also
a learning process that will lead to more global design strength for future online
titles.
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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.