With Hollywood operating a fully-functioning, movie-making machine
throughout the two World Wars, it wasn’t until Asian cinema
blasted onto movie screens in the 1950s that we saw really poignant
non-English cinema. Akira Kurosawa was perhaps the most influential of
these Asian film makers, and his films
Seven Samurai and
The Hidden Fortress
went on to influence a large number of film makers. However, Asian
cinema still hasn’t caught up to Hollywood in terms of
overall, international popularity, and may never surpass the Los
Angeles juggernaut.
However, the scenario is different when it comes to video games.
Nintendo and Sony – and Sega for many years – have
held a tight-fisted grip on the video game world… but not so
with MMOs. Remarkably, MMO design and development has remained a very
segregated sphere with very little crossover success occurring. Still,
the MMO industry is beginning to feel the influence of our Asian allies
quite significantly, and the buzz around this fall’s upcoming
release of Aion only proves this point.
The question still remains: Will Asian MMOs ever succeed where their
film brethren have failed? I went to our experts to find out. Again,
the answers were mixed and divisive along several lines of thought.
Rather than preface their thoughts in any way, I’ll just give
you the ideas of the men, straight from their mouths.
Rich Waters:
There’s lots
of innovation in Asia, with hundreds of smaller games trying all sorts
of wacky ideas. Western and Asian players are not tied to the
same type of gaming, features, or even cultural stories much of the
time, so taking the same game to both markets can be tricky.
We localized EverQuest to Asia, for instance, and found that a lot of
things we took for granted weren’t valued by the Asian player
– extensive character customization, for instance, just
wasn’t a priority for them. There were enough
differences between Asian and Western games that we ended up opening a
local office in Taiwan, so we could rely on local talent to help us
make games that have a higher appeal in Asia.
Hermann Peterscheck:
Who knows? I mean on
both sides of the pacific you have these giant entities that are
desperate to find success in the opposite market. The giant Chinese and
Korean publishers are just as excited to capture the US and European
market as the US publishers are to capture Asia. With very few
exceptions, they have been unable to do that and there are millions of
dollars and thousands of man hours dedicated to figuring out why that
might be which goes to show you how hard it is to know why.
I think people really
get hung up on things like billing models and cultural specifics. The
one major Asian/US/European success - World of Warcraft - I don't find
particularly culturally sensitive, nor did they massage their billing
model; so it's hard to see those two things. One thing I will say about
WoW is that it is conspicuously culturally neutral. For example, if you
look at their herbalism tree, they made up all new herbs. Herbs are one
area where West and East have very particular expectations and if you
have things like Garlic and Mandrake you could, perhaps, alienate your
Asian audience, whereas no one knows what Peacebloom is. That's all
just guesswork though. The truth is no one knows why WoW was so
successful in all kinds of markets and anyone who does know should just
go ahead and duplicate that success.
Craig Alexander:
First of all, Turbine is
paying a lot of attention to what’s going on in Asia,
especially in terms of business models. The free-to-play model was
pioneered to great success in the Asian marketplace, and some of that
was simply because of necessity over there. For a variety of reasons, retail gaming for the PC never took off, and so necessity turned into a business model implementation that worked.
We’re trying
to match that success over here, and we believe that consumer behavior
is generally the same across the world. I think we’ll be
successful with it.
As far as content goes,
you’re correct. The Asian films have had a limited amount of
success in North America, and the challenge of bringing Asian content
to North America has been difficult. There are very few examples of
Chinese and Korean games coming successfully to the United States, but
there have been a few. Most of the success in video games obviously has
come from Japan.
I’m not
convinced it won’t happen, but it just hasn’t
happened in a big way yet. There are definitely big segments of the
population that are huge anime fans and that sort of thing.
It’s just when those games go up against entertainment that
is a little more familiar, they tend to choose that over the
international content.
The same problem
definitely occurs in the reverse, and it’s getting tougher
and tougher to get Western content into the Asian markets. The
companies in that area of the world are just getting better and better
at developing the content in their home countries.
Steve Preeg:
That’s a tough
question. I think it’s a little bit easier to transcend that
boundary in games because film has so much more real world culture
behind it. The game is more about the experience of the play versus
cultural information that’s being shown in a movie.
At the same time, a lot
of the foreign games that I have played are just really odd. The Asian
culture is definitely there in some games, and I’m not sure
if the American culture slips into it quite as much. That said, if they
made something and it was marketed well, I certainly think it can
succeed. I mean, I don’t doubt their design or creativity.
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