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Question about games and coding

post #1 of 8
Thread Starter 
lets say a game is made by korean developers.

what takes it so long to make it NA available? is there more to it than just translating ingame text from korean to English?
post #2 of 8
Quote:
Originally Posted by iHaveOCd View Post

... is there more to it than just translating ingame text from korean to English?
LOL... Stop and think about it.

It's called manufacturing and distribution.
When the Korean game developer has the software completed (including translations, which is fast/easy) what's the next step? Burn the optical disks, print a brochure, print the instructions, print the box, assemble all that together and then pack it for shipping. Where's the cheapest place to do that? The Far East (China, Indonesia???). So now he has "product" to ship but he can't ship it everywhere at once because he doesn't have enough "product" to cover the whole world.. So, where is the cheapest place to ship to first? The Far East, because it's close, and shipping the shortest distance means maximum profits. As the "distribution chain" gets filled (closest first) distribution is expanded...until, finally, the game becomes available to you.

It's kind of the same for "on line" distribution which shortens the "distribution chain", but the "manufacturing process" is replaced by setting up the servers, setting up support for the servers, etc., all that still takes some time and he still has to provide physical "product" as some consumers want that.
Edited by billbartuska - 7/8/14 at 5:05am
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post #3 of 8
Thread Starter 
how come that takes over a year/couple years?

for example, Blade and Soul was about 2 yrs ago. (give or take a few months)

and its still not out in NA. and still takes a good year or several months to go to other asia

http://en.wikipedia.org/wiki/Blade_%26_Soul
Released

KR June 30, 2012

CN November 28, 2013

JP May 20, 2014

TW TBA 2014

RU TBA 2014

NA TBA 2014

EU TBA 2014
post #4 of 8
Different publishers in different regions is main beef usually.
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post #5 of 8
Quote:
Originally Posted by iHaveOCd View Post

how come that takes over a year/couple years?
LOL... Stop and think about it.

If you were the Korean game developer, would you contract for manufacturing and world wide distribution for, say, 20 million copies right off the bat?
No, you'd do a "roll out"
You'd do 10-100 thousand copies, and if sales justified it, put some of the profits back into expanding manufacturing and distribution instead of risking all your money on a product that may flop.
Spending "profits" is a lot safer / cheaper than spending your own money or , even worse, borrowed money.

The "big guys", like Microsoft or Sony have deep enough pockets that the failure of a "world wide roll out" won't bankrupt them and if successful, they make a lot of money really fast and can move on to the next big thing right away. If it doesn't work, they would still have enough money to try again with another product, while a smaller company may have to go belly up with a worldwide failure.

This is basic Economics 101. Everybody knows this........
Edited by billbartuska - 7/8/14 at 6:17am
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post #6 of 8
Thread Starter 
Quote:
Originally Posted by billbartuska View Post

LOL... Stop and think about it.

It's called manufacturing and distribution.
When the Korean game developer has the software completed (including translations, which is fast/easy) what's the next step? Burn the optical disks, print a brochure, print the instructions, print the box, assemble all that together and then pack it for shipping. Where's the cheapest place to do that? The Far East (China, Indonesia???). So now he has "product" to ship but he can't ship it everywhere at once because he doesn't have enough "product" to cover the whole world.. So, where is the cheapest place to ship to first? The Far East, because it's close, and shipping the shortest distance means maximum profits. As the "distribution chain" gets filled (closest first) distribution is expanded...until, finally, the game becomes available to you.

It's kind of the same for "on line" distribution which shortens the "distribution chain", but the "manufacturing process" is replaced by setting up the servers, setting up support for the servers, etc., all that still takes some time and he still has to provide physical "product" as some consumers want that.
Quote:
Originally Posted by billbartuska View Post

LOL... Stop and think about it.

If you were the Korean game developer, would you contract for manufacturing and world wide distribution for, say, 20 million copies right off the bat?
No, you'd do a "roll out"

dude whats your problem??.....

Quote:
Originally Posted by billbartuska View Post

LOL... Stop and think about it.

If you were the Korean game developer, would you contract for manufacturing and world wide distribution for, say, 20 million copies right off the bat?
No, you'd do a "roll out"
You'd do 10-100 thousand copies, and if sales justified it, put some of the profits back into expanding manufacturing and distribution instead of risking all your money on a product that may flop.
Spending "profits" is a lot safer / cheaper than spending your own money or , even worse, borrowed money.

The "big guys", like Microsoft or Sony have deep enough pockets that the failure of a "world wide roll out" won't bankrupt them and if successful, they make a lot of money really fast and can move on to the next big thing right away. If it doesn't work, they would still have enough money to try again with another product, while a smaller company may have to go belly up with a worldwide failure.

This is basic Economics 101. Everybody knows this........

also i mean for a free game. not some software, or a game like WoW thats subscription based with having to purchase base game
post #7 of 8
Quote:
Originally Posted by iHaveOCd View Post

also i mean for a free game. not some software, or a game like WoW thats subscription based with having to purchase base game

Not to be disrespectfull, but LOL ...stop and think about it.

What's different about a free game? If the intent is to make a profit there are still distribution costs and a method to make a profit has to be determined and set up.

Sure, if you mean a simple piece of software (program, game, whatever) the developer could just post it on forums and hope.....I've released "shareware" (actually "beer ware", send me enough money for a beer if you like this), because I didn't want to deal with the risks and money involved in copyright, distribution, profit scheme, and support. That's how McAfee got started, but, alas, it didn't work quite that well for me.

But I'm talking about people that are "in the business".
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post #8 of 8
Often there isn't enough demand to make the port worthwhile, especially if it wasn't designed for a NA/Euro market to begin with.

Text can be a pain to deal with, if we're porting a title out to Japan for example you have the extra character sets to load in and a lot of UI elements may need resizing to accommodate the new text. It's not a huge issue, but it needs done. Typically any release (on console at least) will have to go through format QA and that all costs money.

To make things worse, your probably not just going to port to English. In Europe we have lots of languages to target, in the US i assume it's English + Spanish, maybe French if your releasing in Canada too?

It also makes sense to delay if you think you may need to patch. It's easier to port once all this is done.
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