游戏本地化

Search documents
从《丝之歌》说起:为什么游戏本地化总会“翻车”?
3 6 Ke· 2025-10-09 14:11
9月4日发售以来,围绕《空洞骑士:丝之歌》(下文简称《丝之歌》)的争议话题就没有停止过。在此之前,可能没人想到,发售初期国区玩家遭遇的最 大挫折是本地化问题。在任何关于游戏设计的反馈发酵之前,译者选择的不符合世界观的"古风小生"式对话、诘倨聱牙且不乏过度演绎的用语,一度在一 两天内将简中区好评拉低到了53%。 随着开发团队Team Cherry表示会尽快优化中译,以及各种民间精校版本的出炉,玩家得以用各种方式绕过自己不喜欢的翻译。但仍然有一些问题悬而未 决,让玩家百思不得其解。比如,其中一位译者之前参与的工作就已经被玩家批评过,为什么此人还能接到如此受人瞩目的项目?本地化过程中,Team Cherry是否完全没有和译者方沟通,或者进行质量控制?以及,外国独立团队找到靠谱的中文本地化到底难不难? 为此,触乐找到几位本地化相关的从业者,向他们咨询了这些问题。他们当中有主要以个人名义和小团队合作的译者,也有开设本地化公司、和大项目合 作的从业者。从他们各自的视角,能拼凑出目前国内本地化行业的大概样貌。 已经有热心玩家组团推出了汉化补丁 固定伙伴与散兵游勇 "感觉外国游戏公司找本地化团队,有点像几家大的各自迅速找到了 ...
今年Steam好评率最高的模拟经营游戏,是开书店
Hu Xiu· 2025-09-08 00:29
Core Insights - The article discusses the success of the indie game "Little Bookstore," which has achieved significant popularity despite the declining global book industry, providing a unique experience for book lovers [3][10]. - The game has a high approval rating of 96% and has sold over 300,000 copies, indicating strong market reception [6][10]. - Localization challenges have arisen, particularly in the Chinese version, where translation errors and cultural mismatches have affected player experience [16][22][33]. Group 1: Game Overview - "Little Bookstore" allows players to run a second-hand bookstore in a small town, engaging in activities like stocking books, recommending titles, and participating in seasonal events [4][10]. - The game features real published books, enhancing the immersive experience for players who are passionate about reading [8][9]. - The gameplay is designed to be low-pressure, making it difficult for players to fail, which contributes to its appeal [4][6]. Group 2: Market Performance - The game achieved approximately 200,000 sales in its first week, a notable figure for an indie game focused on reading [10]. - It has garnered nearly 2,500 reviews on Steam, maintaining a high approval rate of 96% [10]. - The game received the "Best Impact Game" award at the Cologne Game Show, further solidifying its positive reception [10]. Group 3: Localization Issues - The Chinese localization of "Little Bookstore" has faced criticism due to translation errors, including awkward phrases and mismatched book recommendations [16][22][27]. - Players have reported that the game includes books that are not well-known or relevant to Chinese readers, leading to a disconnect in the gaming experience [25][36]. - The localization process has been complicated by cultural differences, making it challenging to find suitable local titles that align with the game's themes [57][78]. Group 4: Cultural Context - The game draws inspiration from real-life locations, such as a mobile bookstore in New Zealand and the town of Hay-on-Wye in Wales, known for its second-hand bookstores [68][71]. - The narrative and design of the game reflect a utopian vision of community and harmony, contrasting with real-world conflicts [71][73]. - The cultural context of the game highlights the challenges of adapting content for different linguistic and cultural audiences, particularly in addressing themes like gender diversity [57][78].
记者手记丨在科隆国际游戏展看中国游戏走向世界
Xin Hua She· 2025-08-24 05:51
Core Insights - The 2025 Cologne International Game Show showcased a significant increase in the presence and influence of Chinese gaming companies, reflecting their growing confidence in entering the European market [1][2][4] Group 1: Chinese Game Presence - The number of Chinese exhibitors at the Cologne Game Show reached a record high of 50, with over 10 new companies participating [4] - Chinese game developers are increasingly focusing on original content, enhancing their international competitiveness in visual style, narrative logic, and gameplay mechanics [4] - The game "Black Myth: Wukong" by Game Science was highlighted, with its sequel "Black Myth: Zhong Kui" being a major attraction at the event [2][3] Group 2: Market Impact - Germany, as Europe's largest gaming market, has approximately 37.5 million gamers, with mobile and console platforms being the most popular [5] - Four Chinese-developed games are projected to enter the top ten mobile download rankings in Germany in 2024 [5] Group 3: Sino-European Cooperation - Chinese gaming companies are increasingly localizing their content and operations to better connect with European players, as seen with miHoYo's "Genshin Impact" [6] - Collaborations between Chinese and European game studios are on the rise, with Tencent showcasing multiple new titles developed in partnership with international IPs and studios [7] - The focus on high-quality localization and community building is seen as essential for success in the competitive European market [6][7]
《流放之路:降临》国服即将开启,腾讯游戏代理的又一爆款?
Cai Jing Wang· 2025-08-23 11:46
Core Viewpoint - The release of "Path of Exile: Ascendancy" (POE2) marks a significant milestone for the game, which has achieved phenomenal success in global markets and is set to officially launch in China after a successful international debut in 2024 [1] Group 1: Game Performance and Reception - The international version of "Path of Exile: Ascendancy" reached a peak concurrent player count of 578,000 and topped global sales charts for eight consecutive weeks [1] - The game received multiple accolades in the Steam 2024 awards, including "Platinum Level New Game of the Year" and "Most Popular Game" [1] - On Twitch, the game achieved a peak viewership of 1.23 million, surpassing the previous record of 940,000 for similar products [1] Group 2: Game Features and Local Adaptation - The game offers high freedom in gameplay, allowing players to customize their builds and engage in interactive boss battles, along with a fully free trading system [4] - The Chinese version will launch with version 0.3.0, featuring extensive skill reworks and balance adjustments based on player feedback [2][3] - The pricing for the Chinese version starts at 98 yuan for the "Founder’s Pack," which includes in-game currency and access to the closed beta [2] Group 3: Security and Anti-Cheat Measures - Tencent and GGG have implemented a dual security system to prevent cheating, utilizing advanced technologies such as credit interception and script recognition [5] - The game will feature a comprehensive account behavior analysis system to identify suspicious accounts [5] Group 4: Community Engagement and Support - Tencent has launched initiatives like the "Pioneer Plan" and "Evergreen Plan" to encourage content creators and provide them with incentives and support [7] - The game will feature a centralized strategy guide platform called "Path of Exile Compendium" to assist players at all levels [7] Group 5: Long-term Vision and Commitment - Tencent emphasizes the long-term development of the "Path of Exile" IP, focusing on player feedback and reputation rather than short-term sales [8] - The company is committed to providing substantial support for both "Path of Exile" and "Path of Exile: Ascendancy," ensuring a collaborative development environment with GGG [8]
日本市场游戏出海指南:七成用户偏爱单独游戏乐趣
3 6 Ke· 2025-08-07 08:28
Core Insights - The report titled "China Game Going Abroad Guide - France Edition" was jointly compiled by Gamma Data (CNG) and the China Audio-Video and Digital Publishing Association Game Committee, focusing on the Japanese gaming market and its latest data [1] - The report aims to provide insights from an industry perspective to help Chinese gaming companies successfully enter the Japanese market [1] Market Overview - The Japanese gaming market is expected to reach 2.1583 trillion JPY (approximately 101.9 billion RMB) in 2024, making it the third-largest gaming market globally [2][4] - In 2023, the Japanese gaming user base was approximately 55.53 million, reflecting a growth of 2.8% from the previous year [2][7] - The content market size (excluding hardware) in Japan was 1.858 trillion JPY in 2023, marking a 2% increase from 2022 [2] User Preferences - 70% of users prefer to play games individually, showing a low preference for team-based content [21] - Over 40% of users have played a single game for more than three years, indicating a high proportion of long-term users [27] - More than 60% of users favor Japanese anime styles, while realistic, cartoon, and pixel styles also have a certain audience [35] Platform Distribution - Online gaming platforms dominate the market, accounting for 1.4715 trillion JPY in 2023, while the home console market reached 654 billion JPY [5] - Mobile game users make up the largest segment at 43.55 million, followed by home console users at 29.71 million and PC game users at 14.45 million [9] Game Genre Trends - Role-playing games (RPGs) lead the mobile game market with a revenue share of 31.02%, followed by card games at 13.91%, although both genres are experiencing a decline in revenue share [19] - Users are increasingly interested in diverse gameplay, moving away from traditional genres [19] Localization and Marketing Strategies - Japanese users have high localization expectations, emphasizing the importance of adapting game mechanics, language, and cultural elements [59][40] - Long video platforms are the primary source for discovering new games, with social recommendations also playing a significant role [43] - Marketing strategies that incorporate humor and cuteness are preferred, with collaborations with popular KOLs being effective [49][51] Distribution and Collaboration - The report suggests a multi-platform launch strategy to cater to the diverse user base across different gaming platforms [55] - Different distribution models, such as agency publishing and joint operations, are recommended based on the scale of the outbound company [65][68] Long-term Operations - The trend of long-term game operation is significant, with 28 top games operating for over ten years in 2024, indicating sustained user engagement and willingness to pay [69][73]
韩国:用户30天内“首购率”达47%,为中国游戏出海第三大市场
3 6 Ke· 2025-08-05 02:53
Core Insights - The report titled "China Game Going Abroad Guide - Korea Edition" was jointly published by Gamma Data and the China Audio-Video and Digital Publishing Association Game Working Committee, focusing on the Korean gaming market and mobile gaming trends [1][2] Group 1: Korean Gaming Market Overview - Korea ranks as the fourth largest gaming market globally and is the third largest market for Chinese game developers [3][6] - The Korean gaming market is projected to reach 25.19 trillion KRW in 2024, reflecting a year-on-year growth of 9.7% [5][6] - Mobile games dominate the market with a 59% share, followed by PC games at 26% [8][6] Group 2: Consumer Behavior and Market Dynamics - RPG games account for 52% of the mobile gaming revenue, with strategy games experiencing significant growth [10][6] - 47% of mobile game users complete their first in-game purchase within 30 days of logging in, indicating strong consumer engagement [12][6] - The high frequency of credit card usage in Korea (137.5 times per person in 2022) facilitates digital payments for in-game purchases [12][6] Group 3: Market Entry Challenges - Entering the Korean gaming market presents high barriers, including language, culture, localization, and legal regulations [6][13] - The Korean government enforces strict regulations on game content, including age ratings and the disclosure of in-game item probabilities [14][6] Group 4: Strategies for Success - Chinese developers are advised to focus on mainstream genres like RPG and strategy, exploring unmet needs and niche markets [16][6] - Localization and quality assurance (QA) are critical for successful game launches, as Korean users have high expectations for game quality and cultural relevance [17][6] - Effective marketing strategies should leverage both international and local distribution platforms, with a focus on brand and word-of-mouth promotion [18][20]
伽马数据:2024年韩国游戏市场规模预计为25.19兆韩元 同比增长9.7%
智通财经网· 2025-08-04 08:55
Core Insights - The report highlights that South Korea is the fourth largest gaming market globally and the third largest market for Chinese game developers expanding overseas [1][3][23] - The South Korean gaming market is projected to reach 25.19 trillion KRW in 2024, reflecting a year-on-year growth of 9.7% [5][23] - Mobile games dominate the market with a 59% share, followed by PC games at 26% [7][23] Market Overview - South Korea holds a 7.8% share of the global gaming market, supported by high internet and mobile device penetration [3] - The gaming environment in South Korea is robust, with significant audiences for game streaming, social gaming, and cloud gaming [3] Market Segmentation - RPG games account for 52% of the mobile gaming revenue, while strategy games are experiencing rapid growth [9] - The mobile gaming sector is a key focus for Chinese developers due to its substantial market size [7] Consumer Behavior - 47% of mobile game users complete their first in-game purchase within 30 days of logging in, with 12% making a purchase on the first day [11] - South Korean consumers exhibit a high frequency of credit card usage, averaging 137.5 times per year, facilitating digital payments for in-game purchases [11] Market Entry Barriers - Entering the South Korean gaming market involves high barriers related to language, culture, localization, and legal regulations [12] - Cultural sensitivity is crucial, particularly regarding historical events and local customs, which must be carefully navigated in game content [13] Regulatory Environment - The South Korean government enforces strict regulations on game content, including age ratings and the disclosure of in-game item probabilities [14] - The revised Game Industry Promotion Act mandates real-name age verification for games rated for ages 19 and above [14] Localization and Quality Assurance - Effective localization and quality assurance (QA) are essential for successful game launches and ongoing operations in South Korea [18] - The GRAC (Game Rating and Administration Committee) requires direct rating for adult products, while non-adult products can use international age rating systems [18] Distribution Channels - The main distribution channels in South Korea include international platforms like Google Play and Apple App Store, as well as the local One Store [19] - Google Play holds over half of the market share, while One Store attracts developers with lower revenue-sharing rates [19] Marketing Strategies - Brand and reputation marketing are critical for the success of new games, with users often relying on recommendations from friends or gaming influencers [21] - A diverse media strategy is essential for reaching the target audience effectively [21] Strategic Importance - South Korea serves as a crucial market for Chinese game developers due to its cultural similarities and strong gaming infrastructure [23] - The country has a history of influential gaming IPs that have shaped the gaming landscape in Asia and beyond [23]
中国手游出海“生意经”:百亿爆款是如何炼成的?
第一财经· 2025-05-15 00:00
Core Viewpoint - The article discusses the success of Chinese mobile games in overseas markets, highlighting the strategies and innovations that led to the emergence of blockbuster games like "Whiteout Survival" and "Puzzles & Survival" [2][3][19]. Group 1: Game Success Stories - "Whiteout Survival," developed by Dd Interactive, has become the top-grossing Chinese mobile game overseas, generating over 16 billion yuan (approximately 2.25 billion USD) in total revenue [5][6]. - "Puzzles & Survival" by 37 Interactive Entertainment has also seen significant success, with total revenue exceeding 10 billion yuan (approximately 1.5 billion USD) over five years [4][5]. - "Mobile Legends: Bang Bang" by Moonton has maintained its position in the top ten for nearly a decade, achieving a cumulative revenue of over 2 billion USD (approximately 145 billion yuan) [6][8]. Group 2: Innovative Game Design - The blending of casual and heavy gameplay has proven effective, as seen in "Puzzles & Survival," which attracted a large user base by lowering the entry barrier for heavy games [4][5]. - "Whiteout Survival" combines strategy and casual elements, appealing to a broader audience, including over 20% female players, which is uncommon in traditional SLG games [5][6]. - The success of these games is attributed to data-driven design, where user preferences and behaviors are analyzed to create engaging gameplay [10][12]. Group 3: Market Strategies - Companies have shifted from a regional focus to a genre-based approach, allowing for deeper specialization in MMORPG, simulation, card games, and SLG [9][18]. - Localizing games goes beyond translation; it involves cultural adaptation to resonate with diverse audiences, particularly in regions with significant cultural differences [14][15]. - Establishing local teams for marketing and community management has been crucial for adapting games to specific markets [14][15]. Group 4: Long-Term Commitment - Success in the overseas gaming market requires a long-term commitment, with companies often needing a decade of experience to navigate challenges and seize opportunities [17][18]. - The gaming industry has become increasingly competitive, with a shift from explosive growth to a focus on sustaining user engagement and delivering high-quality content [19]. - Companies must balance data-driven decisions with creative innovation to meet evolving user demands and maintain relevance in a saturated market [12][19].
Q1营收1.1亿元,武汉团队做了款全球第一的打猎手游
3 6 Ke· 2025-05-12 11:15
Core Insights - The article highlights the success of several low-profile gaming companies in Wuhan, particularly focusing on Wuhan Zhongyu, which has developed the top hunting mobile game "Hunting Sniper" that has seen significant revenue growth and popularity in the global shooting game market [1][6]. Company Overview - Wuhan Zhongyu was established in 2014, with a core team that has been involved in mobile game development for nearly 20 years. The company initially focused on mid to heavy-weight game genres before expanding into lighter categories [3][6]. - "Hunting Sniper" was launched in 2023 and has quickly gained traction, achieving a revenue of $55 million in its first year, marking a 292% year-on-year growth [1][12]. Product Performance - "Hunting Sniper" has become a top contender in the global shooting mobile game market, ranking among the top 10 shooting games worldwide. The game has generated over $55 million in revenue and has been downloaded more than 18 million times [2][12]. - The game is particularly popular in the U.S., with over 60% of its revenue coming from this market. The average player is predominantly male, around 35 years old, including core gamers and outdoor enthusiasts [12][30]. Marketing Strategy - The marketing strategy for "Hunting Sniper" heavily utilizes TikTok, with approximately 36% of its advertising spend allocated to this platform. The game has seen significant engagement, with some promotional videos achieving over 380 million views [14][24]. - The game employs a unique advertising approach that emphasizes immersive gameplay and dramatic scenarios to attract users, enhancing the overall user experience [16][18]. User Engagement and Retention - The game incorporates various retention mechanisms, including league rankings, achievement systems, and seasonal events to maintain player interest and engagement [28][30]. - Recent efforts to improve user acquisition have focused on enhancing user retention due to rising costs associated with acquiring new users in a competitive market [21][22]. Localization Efforts - The company has increasingly prioritized localization, launching versions of the game tailored to different regions and languages, which has contributed to a noticeable increase in downloads from emerging markets [30].