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关于韩国G-Star 2013大会的5个重要见闻

发布时间:2013-12-02 11:37:10 Tags:,,,

作者:Matthew Diener

韩国釜山的G-Star大会已经拉下帷幕,相信各地云集至此的开发者、发行商和行业元老也都有所斩获。pocketgamer也不例外,以下就是我们从中总结的一些重要见闻。

1.韩国用户的口味正在发生变化

我们从大小开发者口中所听到的一件事就是,韩国手机游戏玩家的口味正在发生变化。

那些“打发时间的简单游戏”已经不再像过去那样吸引韩国用户,他们的兴趣正转向类似《Puzzle & Dragons》、《Clash of Clans》的硬核(中核)游戏,以及含有简单RPG元素的游戏。

这并不是说简单的点触游戏或物理益智游戏会一路走向低迷,但有许多人认为韩国手游行业的重要平台KakaoTalk将出现更多内容丰富的游戏。

这对西方开发者来说,难道不是个难得的机遇吗?

G_Star_Line(from pocketgamer)

G_Star_Line(from pocketgamer)

2.了解你的用户

集换式卡牌游戏,社交RPG,以及社交网络游戏(SNG)在过去几年的韩国用户中一直很有市场,但他们在西方多数时候都一直难以站稳脚跟。

如果你想在韩国或者其他海外市场获得成功,那就要先进行一番市场调查,看看当地玩家最喜欢哪种类型的游戏。

F2P领域中的玩家可以选择的游戏太多了,如果开发者不能量体裁衣,因地制宜地制作好游戏,那就很难保证留存率了。

3.电子游戏vs法律干预

在5月份时,某韩国政客曾集结其他14名代表,推出一项让政府审查含有酒精、毒品和赌博等元素的网络游戏的法规。

他所提议的法规目前仍未完全立足,但是韩国文化旅游部最近表示不会撤回这一提案。

但从G-Star的情况来看,由于赞助商们的抵制,这一法案并没有产生太大的影响。

目前来看,韩国手机游戏玩家仍然可以自在地体验网络游戏。

4.高质量的本土化服务很重要

这一点是老生常谈了,但在G-Star的各个展厅穿梭时,却总能看到一些用蹩脚英文翻译的游戏材料。

高质量与劣质的本土化服务之间的区别很明显,至少你可以从它们的门店中看出谁在翻译这一环节上花了更多钱。

无论是哪个市场,多数消费者都能够识别出这一点,所以一定要确保你有靠谱的翻译和本土化用服务。

5.关注海外市场

没有多少开发者和发行商会满足于一直在旧市场原地踏步。

西方工作室希望进军东方世界,反之亦然——许多东方工作室也正在想方设法打入西方市场。

这也意味着本土化和翻译公司在未来数年的业务可能会更加繁忙。

如果你计划将游戏移植到西方市场,那现在就要开始做市场调查,并找到当地合作伙伴,让他们以更有效的方式帮助你的游戏融入市场。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Five things we learned from G-Star 2013

by Matthew Diener

As the dust and swag bags settle in the aftermath of G-Star, developers, publishers, and industry veterans from across the globe are now heading home with a greater appreciation of the show and the Korean market.

PocketGamer.biz is no different. We learned quite a bit during our time in Busan.

For starters, like how it’s impossible to hail a cab anywhere within three blocks of the BEXCO exhibition center.

However, for our more considered takeaways, we’ve compiled a list of the five most important lessons that were top of mind at G-Star 2013 – a handy guide for those who were unable to make the trip across to Korea.

And it’s right here:

Korean tastes are changing

One thing we heard from developers large and small was that the tastes of mobile gamers in Korea are changing.

Games that act as ‘simple timewasters’ are no longer drawing players in the numbers they once did, and there’s a noticeable move to hardcore (midcore) games like Puzzle & Dragons, Clash of Clans, and games with similar RPG elements.

This doesn’t mean that simple one-touch games or physics puzzlers are going to fall by the wayside, but many expect that the next big thing in Korea – and by that, of course, we mean on KakaoTalk – will have a bit more substance behind it.

An opportunity for western developers to make their mark, then? We’d say so.

Know your audience

Trading card games, social RPGs, and social network games (SNGs) have all performed well in Korea over the past few years, but for the most part they’ve struggled to gain a foothold in the west.

If you’re looking to launch big in Korea – or any foreign market, for that matter – do your research and see what types of games appeal to local players.

One size rarely fits all, and nowhere is this more apparent than in the world of free-to-play games, where players are literally spoiled for choice.

With no barrier to entry, these players won’t hold back from showing you exactly what games they do and don’t like, so don’t try to force a fit on a local demographic.

Video games are addicting

Back in May, a Korean politician Shin Eui-jin drummed up support from 14 other representatives to introduce a legislation that would allow the government to regulate online games in the same way that it keeps alcohol, narcotics, and gambling in check.

Shin’s proposed law is currently floundering, however, as the Ministry of Culture and Tourism recently said it wouldn’t back the bill and few expect it to pass into law.

Still, its effects were felt at G-Star, which was – by most counts – much smaller than its normal size due to boycotts from nervous sponsors.

Suffice it to say, Korean mobile gamers enjoy their time with online games.

Quality localisations are important

This is a truism that most should already be aware of, but wandering through the halls of G-Star it wasn’t all uncommon to see a game’s pitch translated into English to lure foreign press over.

The divide between quality translations and choppy ones was never more apparent, however, and it was easy to tell the difference between shops which spent money on their translations and ones that didn’t.

Most consumers will be able to spot the difference between the two as well regardless of the market, so be absolutely sure that your translation and localisation holds up.

Luckily, we’re here to help with all that.

East looks west, west looks east

Few developers and publishers are content with the market they have.

As studios in the west look at how best to break into eastern markets, and equal – or perhaps greater – number of studios in the east are trying to find purchase in the west.

While this might sound like a plug for PG Connects, it also means that localisation and translation companies will be doing banner business in the years ahead.

If you’re planning to port your game to eastern markets, start doing your research now and try to find a local partner in the region who can help bring your game to market in the most efficient way possible.(source:pocketgamer


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