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[How do you take a Western MMO and bring it to the Asian market? Consultant Tim Allison, who works on titles such as Pirates Of The Burning Sea for Asia, looks at some of the positives and pitfalls of making your game work for the East.]
Each market in Asia is different,
with its own unique requirements; however, there are certain traits both in
development and business approaches that can be discussed in generic terms.
Omake Interactive deals across all of Asia, Australia,
and India with
a wide variety of clients and online game-related content.
Great IP and product design can be global, however in Asia,
particularly from an online perspective, the delivery must be localized both
from product design and business structures.
We break the "Asia" approach
into both localization of design, and business structures due to the complexity
of online requirements going far past just having a great game. We also emphasize
the true success in revenue terms for Asia is not from license
fees, but having the title actually perform in-market. This means having both partners
share that common understanding.
It also means what licensee fees you do earn you should
reinvest those back into supporting your Asian partners. Many western
developers would cringe at that thought of spending their license fee, but with
the title performing in-market those license fees will quickly diminish in
total revenue terms.
There are areas where western developers can have great
success in Asia, and this article will touch on that.
That success needs to be on the back of a wider understanding of the Asian
markets and a longer-term approach to company branding. There is no magic
bullet approach, and Asia needs to be treated as its own
unique region.
Part 1: The Key
Online Markets
The 3 major markets are China,
Korea and Japan.
Recently, a Korean major very clearly gave us their spin on who rules the
online space: "The size of Chinese PC online game market is approximately 1.3
billion USD while Japanese PC online game market size is
approximately 1.8 billion USD. The Korean PC online market size is bigger
than these two primary Asian markets, with the size of approximately 6
billion USD."
South Korea is the creator of
the MMO sector. The South Korean government, both through its late 1990s subsidies
for game development and rollout of the broadband network, became the key
driver of this segment. Even in 2008 where overall the Korean MMOG content is
not up to its usual high standard the Korean companies are still setting the
industry terms.
Korean companies are expanding internationally and testing
new consumer monetization models both in games and social networks. We believe Korea
will need to continue being more global to maintain its dominant position
against China.
Like any company expanding internationally, Korean firms are experiencing
cultural challenges with content.
It is understandable that many Asian
companies, in entering the west, make similar content mistakes as the west does
in entering the east. The Korean online market is dynamic and companies are
willing to take risks; they will test any western IP owner trying to gain
success their local market.
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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.