Why Regional Game Delays Happen - Explained By A Gamedev in Japan
Deciding to release your game globally while it might seem like a given in this day and age is still a lot more difficult than many people give it credit for. With the ever increasing number of big companies around the world and massive publishers as well, it feels like it has become a lot more common to have the resources to do so.
Within this changing space, why do some companies still choose not to? Is it even a choice that they can make in the first place? Let's talk about that more in today's video as well especially with the release of Uma Musume, the long time FGO took and the very unlikely possibility that Gakumas will ever get an EN release.
Sources:
https://welcon.kocca.kr/en/support/content-news/421
https://www.kocca.kr/knowledge/publication/indu/__icsFiles/afieldfile/2012/10/30/BW3rWbGbtuvJ.pdf
https://web.archive.org/web/20190201083700/http://biz.163.com/06/0315/11/2C8JR5LK00021GLI.html
https://automaton-media.com/en/news/steam-saw-chinese-users-spike-and-exceed-50-of-worldwide-playerbase-in-february-2025/
https://commission.europa.eu/document/download/8af13e88-6540-436c-b137-9853e7fe866a_en?filename=Key principles on in-game virtual currencies.pdf
https://gamesbeat.com/chinese-government-official-urges-countrys-developers-to-expand-worldwide/
Game sales data sourced from multiple sources including
Sensortower
Databrain
Steamdb
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Timestamp
00:00 Intro
04:03 Reason 1: Development Culture Differences
08:36 Reason 2: Licensing Issues
13:41 Reason 3: Lack of Internal Competencies
17:52 Reason 4: Legal Differences Between Countries
20:28 It's not just a Japanese issue when you look at the big picture
23:53 Why some companies are so successful at this
29:56 Wrap-up