Maximizing Your Game's Reach - A Quick Primer on Culturalisation
summary
Argues that small, early design tweaks unlock huge new audiences by matching game worlds to local values, laws and distribution realities; recommends doing culturalization at concept time rather than only localization. Cites KitKat: 600 flavors in Japan as proactive success, Fallout 3’s brahmin change and a global recall over an audio file as reactive failures, Age of Empires’ alternate Korea scenario, and the quick fix of using country/region label to avoid flag politics. Suggests targeting India, Southeast Asia, Middle East, Latin America, Eastern Europe depending on game type.
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chapters (13)
- 0:00Start
- 1:27Global Game Industry Revenue 2019
- 4:35Localization makes concepts legible.
- 5:07Culturalization makes concepts relevant. • Regional flavors
- 6:26Culturalisation in the Development Cycle
- 7:30Reactive Culturalization
- 11:03USK Decision on Nazi Symbology
- 11:53History
- 13:30Faith
- 14:24Exclusion vs. Inclusion
- 15:56Geopolitical Issues
- 16:50Domain Tailoring (Google Maps)
- 18:29Freedom of Creativity
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