Publishing in Asian Markets
summary
Chinese approval routes tighten: approval rate shrank sharply and foreign firms must publish via a local partner, with ethics reviews banning Last‑Man‑Standing mechanics and tightening loot‑box rules. A modified non‑lethal shooter reportedly made about $10M in week one after changes; one casual title now earns a couple hundred million annually. Localization often needs 6–12 months of build changes; small hyper‑casual launches use UA tests of a few thousand players to decide scale. Console premium releases show higher ROI than mobile for smaller publishers.
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chapters (22)
- 0:00Welcome
- 1:40China regulations impact
- 4:13Hyper casual games in China
- 5:18Chinese gaming opportunities
- 7:04Asian games to West
- 8:51Western games in Asia
- 11:20Partner selection for China
- 12:46Giant’s Western focus
- 14:53Reasons to expand West
- 15:59Content for Asian markets
- 17:43Japan market customization
- 19:53Strategy game localization
- 21:02China approval changes
- 23:55Censorship and approval rules
- 24:38Mobile to console shift
- 26:49Hyper casual future in Asia
- 28:31Korean RPG trends
- 31:01China market outlook
- 32:04Western mobile opportunities
- 32:54Chinese market evolution
- 34:46Loot box regulations future
- 35:10Closing and Q&A
related talks
37mPublishing in Asian markets – The ‘how to’ discussion
25mHow to engage with Asian mobile publishers (Tencent, Gamevil, Nexon)
25mThe games industry scenario in China – And the value a local publisher can provide
29mIn the Hot Seat: Three ways Western developers are leaving a fortune on the table in China
45mWhat Publishers Want: Key Insights for Service Providers
01h 01mLearning by Landmines: Pitfalls & Strategies for Publishing
39mBeing a truly international player in the games industry
21mSwitching from developer to publisher
