Ghostlight is a specialist publisher operating out of the UK, bringing Japanese games into PAL markets.
Operating since 2004, it has been responsible for European and Australian players gaining access to a range of the Shin Megami Tensei titles, as well as the rather excellent Agarest games.
Ghostlight Senior Producer, Alasdair Evans, took the time out to chat with us at length about the challenges and opportunities facing a niche publisher in the modern market. It's a fascinating read; especially where Evans explains the process for localisation and why it takes so long for Europeans and Australians to get some games when they've been available in the US or Japan for so long.
That we need to wait so long for the games is a common complaint that gamers out this way have, but hopefully after reading this it becomes clear that the localisation business isn't as straightforward as many people think.
Evans also talks to us about broadening Ghostlight's product portfolio with PC game releases and how a physical product publisher will continue to remain healthy as the industry transitions to digital download consumption models.
Digitally Downloaded (DD): How is 2013 shaping up for Ghostlight?
Alasdair Evans (AE): We’re really excited about 2013. Not only will we be releasing our first two 3DS games in Devil Survivor: Overclocked and Crash City Mayhem, but we’ve also got another title from the acclaimed Shin Megami Tensei range, Devil Survivor 2, coming to the DS. And those are just the games we’ve announced... One of the most exciting things that will be happening this year is that we will be releasing our first PC JRPG. We’ve already signed one console game to have ported to PC and if this is a success then it could open up the potential to bring over games which in the past didn’t seem viable.
We’re also looking into a few other games, but I’m afraid we can’t say too much about them just yet.
DD: What do you see as the dominant trends affecting companies that specialise in localisation and publication of Japanese games in Europe moving forwards, and what opportunities do you see in those challenges?
AE: In the past year we’ve seen digital distribution become increasingly important across the gaming world and not just in niche sectors, such as Japanese gaming. Nowadays you’ll often see big budget games released for download on the same day that they are available in store. This is something that is being pushed even more on newer handhelds such as the Vita. Nintendo too seem to be pushing digital distribution with its latest consoles to an extent that you didn’t see on the Wii and DS. There are several advantages to digital publishing games, but one of the most obvious effects is that it is far easier to release games worldwide. While this does open up another option for American or Japanese companies that would like to publish their games over here in Europe, we’re confident that our knowledge of the European market still gives us an advantage here. And, of course, the global nature of the Internet also applies to services such as Steam. That means that our first PC game will be released in territories that Ghostlight has never reached before.
Of course it’s not just format that’s evolving. The consoles that people play games on are changing as well. In the west, the successes that companies such as Carpe Fulgur have enjoyed on Steam have opened a lot of people’s eyes to the popularity of Japanese gaming on PC. 2012 saw several other companies releasing JRPGs on PC in the West too. So far these titles have mostly had PC versions released in Japan, but there are a lot of games that never got a PC release there that could be popular with PC gamers in other territories.
Over in Japan the handheld consoles are still incredibly popular and the success of the 3DS in particular means that they will continue to be important in the JRPG market, despite the release of the Wii U and the rumours of other console releases.
DD: European and Australian gamers are often frustrated by the time it takes to publish games in these markets - in some cases it can be a year after the game was released in the US. Could you outline the process for publishing a Japanese game in PAL territories, and explain for us the delay?
AE: It’s frustrating for gamers, but there will always be delays like this unless the original developer/ publisher has planned from the outset to localise and release their title in Europe, US and Japan simultaneously. For us, the first stage of publishing a Japanese title in the PAL region is deciding which games you are interested in. While that may seem a little obvious, it’s important to mention as this decision opens up several potential causes for delays. After that, we need to contact whoever holds the rights and arrange for a version of the game to be sent to us for evaluation. Depending on whether the game has been licensed for North America or not, the version we receive may be in either Japanese or English. After the team here has looked at the game, a report is prepared and assuming we still feel the game meets our requirements and that there will be a market for it, we contact the licence holder and try to negotiate a deal with them.
If and when a deal is reached, we will then start the localisation process. Even if a game has already been translated into English, changes will still need to be made to the game as the technical requirements differ from region to region. This means that a brand new product has to be created, the complexities and inherent issues of which can easily be underestimated. Creating any new product throws up the risk of generating new bugs through the sometimes necessary implementation of new libraries and so forth and that in itself can open up a whole world of hurt in terms of development time, bug testing and fixing and master submissions. Not to mention that throughout this process we will also be working on the manual and localisations, box art and any other printed materials such as the Collector’s Edition content.
Finally, once the game has been passed by the console manufacturer, it needs to be marketed and sold in to stores via distributors and retail chains. The market is very tough for boxed product at the moment so this can sometimes be a lengthy process. Once orders are placed from distributors, the product is put into manufacture alongside any collector’s components and a release date is set.
Of course this whole process opens up many stages at which a game could be delayed.
Sometimes we source and evaluate games that have previously been overlooked for various reasons, so to the end user it can seem like months or years before a localised version reaches our shores. For example the success of a sequel to an established series can sometimes indicate interest in earlier games in that series that may have been passed up previously.
Once we find a title that we want to bring to Europe, there’s usually a lengthy negotiation process covering all aspects of the title, i.e. fees, rights issues over art and music, copyrights over the source code and use of middleware etc. All these issues need to be resolved before signing a game, so complex legal aspects of any agreement can take time before we can actually get things moving.
Alongside all that, circumstances sometimes change and a game that may not have been possible to licence before may become available at a lower cost, making it possible to reach an agreement when it was not before.
Once a title is signed, the localisation and testing process takes a lot of time and effort to get right. Japanese-to-English translations of large story-based JRPGs can take months just to get a first draft (we’re usually talking about hundreds of pages of text here) and every new test build of a game has to be tested as if it were the first. That means hundreds of hours of testing.
Even if the game has already been translated, it will still have to undergo changes to the code. As I mentioned earlier, the technical requirements in each region differ and there is also the possibility that additional bugs will be spotted which will need to be fixed.
This usually means having the Japanese dev/publisher make the changes, which can also introduce delays as the particular team who worked on a title may not be immediately available. Unsurprisingly, dev teams never sit idly waiting for localisation work from us, naturally they need to work on new products, so we usually have to find a balance that enables multiple projects to run in parallel. This can mean that we may have to wait to start a project and fit in around developer’s tight schedules. Downtime can invariably occur here.
Aside from all of this there are also lots of smaller issues that can add up to big delays. For example, before licensing a title, we will evaluate it, which often requires waiting for a playable work-in-progress build or even a finished version, which can take weeks to months. On more marginal titles we may even wait to see how well a title sells in Japan or the US before setting out to acquire it for Europe.
Lastly, we have to factor in the console submission and approvals process of the game, as well as the printed materials. It’s sometimes even tougher for us if we decide to create one of our typically fantastic Collectors’ Editions! As you can imagine, each special item has to be designed and approved by the licensor or rights holder. On top of all that, there are applications for age ratings, manufacturing and shipping and it sometimes only takes one minor problem in any one aspect of development or production to delay the whole process by weeks or even months.
DD: There's been an explosion in gaming platforms announced for this year - with last year's Wii U and Vita to be joined by a Steam "console," the Ouya, and the expected announcement of new Sony and Microsoft hardware. How does an outfit like Ghostlight determine which platforms to look for games to publish to?
AE: Having so many different platforms to choose from makes this an exciting time and there are several things we look at. We tend to be platform agnostic here at Ghostlight and we actively look for games on a wide variety of platforms. Of course there are several factors which make it more likely that we’ll release games on a specific platform, with the most important of course being which games are available to us. Some platforms have a much larger library of Japanese games available and as such, all things being equal we are more likely to pick up a game for those platforms.
Other than that we look at the size of the user base in Europe and - more importantly - what sort of gamers are most likely to own a specific console. For example, while many publishers were moving away from the PSP in the West due to perceived low games sales, for a niche publisher such as ourselves the relatively large proportion of JRPG fans owning the platform allowed us to enjoy several successful releases on PSP in the last couple of years.
DD: There are so many great Japanese games that are never localised. How do you determine which games will resonate in western markets?
AE: There are lots of factors we have to look at from the platform the game is available on, to the quality of the game itself. Beyond that we have traditionally had to rely on our knowledge of the PAL market and our experience with previous releases. While those things are still important today, the explosion of social media has opened up many new avenues for European gamers to get in touch with us and tell us which games they’d like us to release.
We realise that sometimes the desire for certain games among our community may not be wholly representative of the overall market but our fans have certainly influenced our decisions in the past.
DD: What role do you see localisation specialist publishers having in the future as self-publishing through platforms such as the iOS App Store becomes increasingly common?
AE: I think that localisation specialist publishers will continue to play an important role even with the rise of digital platforms. They bring local knowledge, not just of the local audience and customs, but also through their contacts with regional service providers, online marketplaces and hardware manufacturers.
DD: Fans of Japanese games in the west tend to have a very social community - with cosplay and the like. Is there opportunity there for Ghostlight to directly build a relationship with fans?
AE: Definitely. As I mentioned previously, the rise of social media has allowed us to get much closer to our community and to communicate directly with them. We currently have an active Facebook and Twitter community and we also post a weekly blog in which we update them with the latest news from Ghostlight. Not that it’s all one way traffic! We certainly listen closely to our fan base to see what their concerns and interests are, and to answer any questions they might have, of course.
We try and keep people interested in other ways and last month we started a feature on our blog in which a colleague of ours Tom (who just happens to be speak Japanese), rounds up some of the more interesting happenings on the Japanese gaming scene.
While at the moment we don’t attend many conventions or expos, as a company this is something we have been looking to change and our community manager, Ross, does attend several exhibitions each year and often meets with members of our community at these events.
DD: What are some of the most interesting games you have your eyes on at the moment?
AE: I was expecting that question. All I can say is that we’ve currently got our eyes on quite a few new games, but unfortunately we’re not in a position to name any names. Sorry!
Operating since 2004, it has been responsible for European and Australian players gaining access to a range of the Shin Megami Tensei titles, as well as the rather excellent Agarest games.
Ghostlight Senior Producer, Alasdair Evans, took the time out to chat with us at length about the challenges and opportunities facing a niche publisher in the modern market. It's a fascinating read; especially where Evans explains the process for localisation and why it takes so long for Europeans and Australians to get some games when they've been available in the US or Japan for so long.
That we need to wait so long for the games is a common complaint that gamers out this way have, but hopefully after reading this it becomes clear that the localisation business isn't as straightforward as many people think.
Evans also talks to us about broadening Ghostlight's product portfolio with PC game releases and how a physical product publisher will continue to remain healthy as the industry transitions to digital download consumption models.
Digitally Downloaded (DD): How is 2013 shaping up for Ghostlight?
Alasdair Evans (AE): We’re really excited about 2013. Not only will we be releasing our first two 3DS games in Devil Survivor: Overclocked and Crash City Mayhem, but we’ve also got another title from the acclaimed Shin Megami Tensei range, Devil Survivor 2, coming to the DS. And those are just the games we’ve announced... One of the most exciting things that will be happening this year is that we will be releasing our first PC JRPG. We’ve already signed one console game to have ported to PC and if this is a success then it could open up the potential to bring over games which in the past didn’t seem viable.
We’re also looking into a few other games, but I’m afraid we can’t say too much about them just yet.
DD: What do you see as the dominant trends affecting companies that specialise in localisation and publication of Japanese games in Europe moving forwards, and what opportunities do you see in those challenges?
AE: In the past year we’ve seen digital distribution become increasingly important across the gaming world and not just in niche sectors, such as Japanese gaming. Nowadays you’ll often see big budget games released for download on the same day that they are available in store. This is something that is being pushed even more on newer handhelds such as the Vita. Nintendo too seem to be pushing digital distribution with its latest consoles to an extent that you didn’t see on the Wii and DS. There are several advantages to digital publishing games, but one of the most obvious effects is that it is far easier to release games worldwide. While this does open up another option for American or Japanese companies that would like to publish their games over here in Europe, we’re confident that our knowledge of the European market still gives us an advantage here. And, of course, the global nature of the Internet also applies to services such as Steam. That means that our first PC game will be released in territories that Ghostlight has never reached before.
Of course it’s not just format that’s evolving. The consoles that people play games on are changing as well. In the west, the successes that companies such as Carpe Fulgur have enjoyed on Steam have opened a lot of people’s eyes to the popularity of Japanese gaming on PC. 2012 saw several other companies releasing JRPGs on PC in the West too. So far these titles have mostly had PC versions released in Japan, but there are a lot of games that never got a PC release there that could be popular with PC gamers in other territories.
Over in Japan the handheld consoles are still incredibly popular and the success of the 3DS in particular means that they will continue to be important in the JRPG market, despite the release of the Wii U and the rumours of other console releases.
DD: European and Australian gamers are often frustrated by the time it takes to publish games in these markets - in some cases it can be a year after the game was released in the US. Could you outline the process for publishing a Japanese game in PAL territories, and explain for us the delay?
AE: It’s frustrating for gamers, but there will always be delays like this unless the original developer/ publisher has planned from the outset to localise and release their title in Europe, US and Japan simultaneously. For us, the first stage of publishing a Japanese title in the PAL region is deciding which games you are interested in. While that may seem a little obvious, it’s important to mention as this decision opens up several potential causes for delays. After that, we need to contact whoever holds the rights and arrange for a version of the game to be sent to us for evaluation. Depending on whether the game has been licensed for North America or not, the version we receive may be in either Japanese or English. After the team here has looked at the game, a report is prepared and assuming we still feel the game meets our requirements and that there will be a market for it, we contact the licence holder and try to negotiate a deal with them.
If and when a deal is reached, we will then start the localisation process. Even if a game has already been translated into English, changes will still need to be made to the game as the technical requirements differ from region to region. This means that a brand new product has to be created, the complexities and inherent issues of which can easily be underestimated. Creating any new product throws up the risk of generating new bugs through the sometimes necessary implementation of new libraries and so forth and that in itself can open up a whole world of hurt in terms of development time, bug testing and fixing and master submissions. Not to mention that throughout this process we will also be working on the manual and localisations, box art and any other printed materials such as the Collector’s Edition content.
Finally, once the game has been passed by the console manufacturer, it needs to be marketed and sold in to stores via distributors and retail chains. The market is very tough for boxed product at the moment so this can sometimes be a lengthy process. Once orders are placed from distributors, the product is put into manufacture alongside any collector’s components and a release date is set.
Of course this whole process opens up many stages at which a game could be delayed.
Sometimes we source and evaluate games that have previously been overlooked for various reasons, so to the end user it can seem like months or years before a localised version reaches our shores. For example the success of a sequel to an established series can sometimes indicate interest in earlier games in that series that may have been passed up previously.
Once we find a title that we want to bring to Europe, there’s usually a lengthy negotiation process covering all aspects of the title, i.e. fees, rights issues over art and music, copyrights over the source code and use of middleware etc. All these issues need to be resolved before signing a game, so complex legal aspects of any agreement can take time before we can actually get things moving.
Alongside all that, circumstances sometimes change and a game that may not have been possible to licence before may become available at a lower cost, making it possible to reach an agreement when it was not before.
Once a title is signed, the localisation and testing process takes a lot of time and effort to get right. Japanese-to-English translations of large story-based JRPGs can take months just to get a first draft (we’re usually talking about hundreds of pages of text here) and every new test build of a game has to be tested as if it were the first. That means hundreds of hours of testing.
Even if the game has already been translated, it will still have to undergo changes to the code. As I mentioned earlier, the technical requirements in each region differ and there is also the possibility that additional bugs will be spotted which will need to be fixed.
This usually means having the Japanese dev/publisher make the changes, which can also introduce delays as the particular team who worked on a title may not be immediately available. Unsurprisingly, dev teams never sit idly waiting for localisation work from us, naturally they need to work on new products, so we usually have to find a balance that enables multiple projects to run in parallel. This can mean that we may have to wait to start a project and fit in around developer’s tight schedules. Downtime can invariably occur here.
Aside from all of this there are also lots of smaller issues that can add up to big delays. For example, before licensing a title, we will evaluate it, which often requires waiting for a playable work-in-progress build or even a finished version, which can take weeks to months. On more marginal titles we may even wait to see how well a title sells in Japan or the US before setting out to acquire it for Europe.
Lastly, we have to factor in the console submission and approvals process of the game, as well as the printed materials. It’s sometimes even tougher for us if we decide to create one of our typically fantastic Collectors’ Editions! As you can imagine, each special item has to be designed and approved by the licensor or rights holder. On top of all that, there are applications for age ratings, manufacturing and shipping and it sometimes only takes one minor problem in any one aspect of development or production to delay the whole process by weeks or even months.
DD: There's been an explosion in gaming platforms announced for this year - with last year's Wii U and Vita to be joined by a Steam "console," the Ouya, and the expected announcement of new Sony and Microsoft hardware. How does an outfit like Ghostlight determine which platforms to look for games to publish to?
AE: Having so many different platforms to choose from makes this an exciting time and there are several things we look at. We tend to be platform agnostic here at Ghostlight and we actively look for games on a wide variety of platforms. Of course there are several factors which make it more likely that we’ll release games on a specific platform, with the most important of course being which games are available to us. Some platforms have a much larger library of Japanese games available and as such, all things being equal we are more likely to pick up a game for those platforms.
Other than that we look at the size of the user base in Europe and - more importantly - what sort of gamers are most likely to own a specific console. For example, while many publishers were moving away from the PSP in the West due to perceived low games sales, for a niche publisher such as ourselves the relatively large proportion of JRPG fans owning the platform allowed us to enjoy several successful releases on PSP in the last couple of years.
DD: There are so many great Japanese games that are never localised. How do you determine which games will resonate in western markets?
AE: There are lots of factors we have to look at from the platform the game is available on, to the quality of the game itself. Beyond that we have traditionally had to rely on our knowledge of the PAL market and our experience with previous releases. While those things are still important today, the explosion of social media has opened up many new avenues for European gamers to get in touch with us and tell us which games they’d like us to release.
We realise that sometimes the desire for certain games among our community may not be wholly representative of the overall market but our fans have certainly influenced our decisions in the past.
DD: What role do you see localisation specialist publishers having in the future as self-publishing through platforms such as the iOS App Store becomes increasingly common?
AE: I think that localisation specialist publishers will continue to play an important role even with the rise of digital platforms. They bring local knowledge, not just of the local audience and customs, but also through their contacts with regional service providers, online marketplaces and hardware manufacturers.
DD: Fans of Japanese games in the west tend to have a very social community - with cosplay and the like. Is there opportunity there for Ghostlight to directly build a relationship with fans?
AE: Definitely. As I mentioned previously, the rise of social media has allowed us to get much closer to our community and to communicate directly with them. We currently have an active Facebook and Twitter community and we also post a weekly blog in which we update them with the latest news from Ghostlight. Not that it’s all one way traffic! We certainly listen closely to our fan base to see what their concerns and interests are, and to answer any questions they might have, of course.
We try and keep people interested in other ways and last month we started a feature on our blog in which a colleague of ours Tom (who just happens to be speak Japanese), rounds up some of the more interesting happenings on the Japanese gaming scene.
While at the moment we don’t attend many conventions or expos, as a company this is something we have been looking to change and our community manager, Ross, does attend several exhibitions each year and often meets with members of our community at these events.
DD: What are some of the most interesting games you have your eyes on at the moment?
AE: I was expecting that question. All I can say is that we’ve currently got our eyes on quite a few new games, but unfortunately we’re not in a position to name any names. Sorry!


12 comments:
None of that explains why it took fucking one and a half years for Devil Survivor: Overclocked to get from the US to Europe.
Maz. Firstly I have edited your comment slightly as we have a 'no swearing' comments policy.
Secondly it actually does explain why we have to wait a long time for certain games sometimes. It explains it in explicit detail.
Sorry but it doesn't explain why it took 1 year a half. However, it DOES explain 2 things.
1) Atlus don't give a monkeys about Europe. Never have never will.
2) This long process only applies to small companies like Ghost light and Zen who cannot afford more than 5 staff members. Not their fault but it's a shame.
And finally, I understand this localisation process. I understand how you have to go through several stages however I don't believe that all this "re coding" "rebuilding" and "retesting" is necessary. The games are identical to the US versions. A lot of things irritated me about that Article. IF I read that 10 years ago I would sympathize but not in 2013. I'm sorry. But you should NOT be taking over a year for a game that is already out in other regions. ESPECIALLY games that have no translations. So before peopel call me ignorant Understand what i'm actually saying. I'm not saying the process takes time. I'm saying there is a level of incompetence(not from ghostlight) from the original product developers in a long delay.
This goes back to my first point. Atlus don't give a ***** about Europe. It's not a coincidence this happens mostly with Atlus games. Look at Persona 4 Arena. They region locked the game and now it's never going to come out in Europe.
And going back to Maz's point. This article explains a delay. But not for a whole year. There has to be some level of incompetence(not mentioned in the article) that goes along with it. Atlus developers being lazy is one of them.
Just out of interest, have you worked on a commercial localisation project before? Because that would be important in being able to definitively claim that a year and a half is too long.
I'm it saying you're wrong, just that I have no reason not to believe someone who does this for his career.
Regarding Altus, why should it care about Europe? It doesn't have a European business. I'm sure Atlas doesn't care about lots of countries - like Zimbarbwe and Iraq :-3 I think it's a bit much to start asking companies to 'care' about markets they don't operate in.
Interesting article, but still don't explain the 6 month delay on every Persona title, when every Publisher know, that they will well.
First of all it seems you aren't a gamer whatsoever. Secondly you manage to interview this guy but didn't actually understand what he was trying to say.
Atlus not caring about Europe is why i'm going off on one. Jesus did you even read what I wrote?. They should care abut Europe. THAT's MY ENTIRE POINT. That's why companies like Ghostlight are taking so long, it's down to the developers taking ages releasing their games. The fact that you said "why should atlus care about Europe" is just astounding, you clearly have no idea to make a comment like that.
First of all, they make a lot of great games and have a large following. It may not seem like it because their games take ages to come out here but i know for a fact that most European Atlus fans import their games. Atlus should care about Europe and I and several angry European fans have a right to question them. You seem to miss the point on what i'm trying to make.
And I didn't know Iraq had the 2nd largest market share for games in the world. Seriously dude if you aren't a fan of these games(which you clearly are not) don't bother responding. Also I don't know if some of you guys are living in 2001 but Delays in Europe just don't happen as often anymore. The guy even said an EU version has to be planned from the beginning. If Atlus had an EU branch they would be releasing their games in EU and US around the same time. It's always excuses for these companies. Region locking Persona 4 Arena and then delaying the EU version of P4A was the biggest insult this generation. And I'm not going to stand here like some sheep accepting their pitiful excuses.
The reason Overclocked has taken so long to come out is quite simple and is clearly mentioned in the article. Atlus Japan couldn't be bothered to complete a version quick enough so they kept delaying it and delaying it. That's the real reason. These companies like ghost are professional and won't come out and criticise other people who they share a contract with. And I know this because i know a guy who works for an EU publisher.
Persona 4 only took 3 months. Mostly because they had larger publishers who wouldn't take Bullcrap from Atlus so they got them to release quicker. Square Enix being a good example.
NISA ain't a big publisher.
I also just hit me, that Persona 4: Golden is a bad example, since you just can import it.
Let's take Persona 4: Arena, which is Region Lock on both system and EU have now wait 8 months and still no official release date (Persona 4 Wiki list May 3, 2013) for EU.
This is just a example of why, Region lock is bad for consumers.
Virtue's Last Reward is a example, where delaying the game, may could have been a good idea, seen as:
US version release on October 23, 2013 and had Dual Audio.
EU version release on November 23, 2013 and only had Engish sub.
So the definition of a 'true gamer' is an entitled person that throws a tantrum when they don't get their own way and companies don't bankrupt themselves for this person's benefit? No, I am not a true gamer in that case.
Atlus makes almost no money, officially, from Europe. So yes, it is unreasonable to expect Atlus to spend money on Europe. Should Atlus set up an European branch? Perhaps, but neither you nor I am in the position to judge the financial viability of that.
And I don't want Atlus to bankrupt itself on a venture just so I get to play a game a couple of months earlier.
And for the record, I am a fan if Atlus. I'm also a fan of Tecmo Koei, but I don't throw a tantrum because TK doesn't localise the Romance of the Three Kingdoms games.
it';s financially bad for them? hohaha. oik I apologise for the gamer comment but cmon. Atlus are unambitious. They can easily make more money from Europe, butthey lack the brain or courage to do so.. Persona 3 sold very well here. There IS a market here but they are shooting themselves in the foot because their core fanbase in Europe almost entirely imports games or gets US hardware.
If you're an Atlus fan in Europe, you're better off getting an American 3DS. This is why sony make their consoles region free, because they don't like to this market isolation BS. It creates more problems than not. Also Atlus have never come out and said anything about this. Atlus going bankrupt? The only reason they'll go bankrupt is due to their own stubbornness. How the hell is opening up business in the 2nd largest gaming market going to get you bankrupt
It's about merging and expanding your market. NIS America do the same thing and they benefit from it. even though their games are really niche they can localise games for Europe AND US with the same localisation team and don't have to worry about going through ridiculous processes that companies like Ghost-light go through. When PErsona 5 comes out, if a Large publisher come in they will
So even though i'll apologise for saying you don't care about games but I'll go back to my original point. Atlus do not Care about Europe and that's a fact. And we don't need to care about them. But we still do. Because despite being horrible publishers they still have extremely talented devs and make great games. Also Tecmo KOEI have a European Branch and release their games in Europe in the same time frame as US. So I don't WTH was the point of that.
I guess Nintendo are are fault too for region locking their system. But that's an entirely different point.
Thank you for coming back with the civil response, much appreciated :-)
You are right. NISA has a European business which it runs out of the US. Tecmo Koei has a European division, and yet for some reason Atlus doesn't expand outside of America, preferring to allow the likes of NISA and Ghostlight do the work.
As for the reason, it's impossible for you or I to come to any conclusions. We don't have the internal business data that Atlus would have of its own operations, and these companies set five and ten year goals - we don't know what Atlus wants to achieve.
One thing I can guarantee is that it not 'laziness' or a lack of ambition. Atlus is owned by a publicaly-traded company and so is required to demonstrate a robust and healthily-growing business, or it's liable to get nixed by the shareholders.
What that means is that if Europe really was a sure thing with no risk attached, Atlus would be there in a heartbeat.
Yes it sucks (especially because Nintendo insists on region locking which I agree with you is annoying), but there just isn't the data there that tells me that Atlus is doing anything but what is expected of a responsible business.
Also worth noting, but as a side note - while Europe is the second largest market for games in the world, its multi-lingual nature makes it one of the least profitable. When you need to translate the typical game into 6-7 languages to ensure maximum market visibility, then you will be selling the end game at a far lower margin than the single-language nations of the USA (first largest market) and Japan (third largest). That is why game developers and publishers tend to focus on the US and Japan first, and the riskier and less profitable Europe second.
Just be glad you don't live in Australia. We spend more money per person on games than anyone in the world, but because of our population that translates into around 4% of the market. You would have a stroke if you knew what we missed out on, even though we are an avid gaming nation. ;-)
"Yes it sucks (especially because Nintendo insists on region locking which I agree with you is annoying), but there just isn't the data there that tells me that Atlus is doing anything but what is expected of a responsible business."
I don't quite agree.
One thing they could do that wouldn't cost them much money is to make one stable partnership with ONE PAL publisher and stick with it, instead of taking almost one different per game.
This would (at least after one or two games) shorten the time requirement for some of the tasks described in the article (why not even considering taking on the PAL localisation on the same time as the NA one), and wouldn't cost them much.
Why they don't do this is beyond me.
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