Thanks for the insightful video! I'm a native Finnish speaker and feel very comfortable in three additional languages (German, English and Spanish). That is to say, while I play most games in Spanish (given that most of the time there's no Finnish localisation), in most cases I'm pretty much guaranteed a localisation I feel comfortable with. Even still I hugely appreciate any game that chooses to include a Finnish localisation and have even bought some games 90% because of the mere fact I wanted to say thanks to the devs for not ignoring Finnish. Games also get a ton of extra points from me if they are localised to many languages, even if not all of them are relevant for me personally. This is especially true with games that have something to do with real world cultures: if I'm playing as a German nation or character, I find it much more immersive to set the game language to German than to play it in any other language.
Interesting point of view! Also always happy to hear that the Finnish translation is appreciated since that's the one I did myself (on top of the original English) :)
You mentioned pricing your game differently for the Chinese market- was that a requirement from them, or a choice you made? I'm wondering how to localize prices.
Very interesting, I really like your videos. Did you have to change the game in any way to be able to sell it in china? I know you're smaller dev so they prob don't care that much, but I've heard some gdc talks about blood, bones etc. not being allowed in china.
Thanks! That's nice to hear :) I didn't do any changes to the game before adding the Chinese localization. I figured my game isn't big enough or graphic enough to warrant any changes.
I would say the biggest reason was that I wasn't expecting to sell that many copies of my game so I thought it might not be worth it. Turns out it was worth it :)
Good question! I recently did a few videos on marketing and what kind of marketing I did for Mortal Glory. This video should answer your question: ua-cam.com/video/fvsI4BHSTHw/v-deo.html
@@CristianoRonaldooo-7-e4y I don't really have experience on paid ads. I think they can work, but creating good paid ads is a profession of it's own so if you don't have experience with them, it might not provide a good return for your investment.
Does my purchase of the game from a different store than my country store negatively affect the sales of the game in my country? I mean, I live in the Middle East. and i have Saudi account in the PlayStation, but I buy my games from the American store. Does this mean that the developer of the game knows that I live in the Middle East and bought the game from the American store? I'm so sorry for my bad English, I don't speak English well and I use Google Translate, thanks Bro i hope to answer me
At least on Steam the developer can see which countries the sales are coming from but they can't see what languages you are using or how you are using the store.
and another question bro about steam and whislists ,me i have many steams accounts if i use them to whislist my game but don't buy it .will this make my game go popular after few months? (but of coursr inshalah there is buyer) and i'am working in ue4 emgine to make gta game clone amd price 5$ will be good or not for it? 2-did whislist numbers in the steam game make it famous??
Your wishlists will need to convert into sales. Otherwise I don't think they will help with the popularity. It's hard to comment on the price of your game - I think it depends a lot on the details and the presentation.
I made a video few months ago about the revenue and copies sold: ua-cam.com/video/th51QyN3avE/v-deo.html. Currently it's a couple k higher. I can make an update video on that at some point. Console ports can take a lot of time so I haven't made a move on that side. At least not yet.
Super interesting video! I can definitely see how targeting the right language can help expand the game.
Found your channel thanks to ask game dev video ! I think you are inspiration for every developers that could know your story
Thanks! That is a very nice thing to say :)
Thanks for doing videos like these, definitely make that video what you mention in the video ;)
That's going to be the next one! :)
Thanks for the insightful video! I'm a native Finnish speaker and feel very comfortable in three additional languages (German, English and Spanish). That is to say, while I play most games in Spanish (given that most of the time there's no Finnish localisation), in most cases I'm pretty much guaranteed a localisation I feel comfortable with. Even still I hugely appreciate any game that chooses to include a Finnish localisation and have even bought some games 90% because of the mere fact I wanted to say thanks to the devs for not ignoring Finnish. Games also get a ton of extra points from me if they are localised to many languages, even if not all of them are relevant for me personally. This is especially true with games that have something to do with real world cultures: if I'm playing as a German nation or character, I find it much more immersive to set the game language to German than to play it in any other language.
Interesting point of view! Also always happy to hear that the Finnish translation is appreciated since that's the one I did myself (on top of the original English) :)
Thanks a lot. A great work. Hope you get more revenue from your next game.
Thanks! That would be a nice surprise :)
You mentioned pricing your game differently for the Chinese market- was that a requirement from them, or a choice you made? I'm wondering how to localize prices.
You can freely set the regional prices, but Steam offers recommendations for them. I go with the recommendations.
But we can't prioritize CJK everytime right?
Localization depends upon our game elements and environment too
Am i correct?
That's correct! It can be situational which languages you want to target. But for the average game I think CJK is good starting place.
Very interesting, I really like your videos. Did you have to change the game in any way to be able to sell it in china? I know you're smaller dev so they prob don't care that much, but I've heard some gdc talks about blood, bones etc. not being allowed in china.
Thanks! That's nice to hear :) I didn't do any changes to the game before adding the Chinese localization. I figured my game isn't big enough or graphic enough to warrant any changes.
Game design question: do you have any tips on how can I mix rts with horror?
Sorry, I don't really have expertise on that. It does sound kind of challenging as horror is emotional and rts is analytical.
Thanks for the video! How come you didn't localize your game from the start? Was there any specific reasons?
I would say the biggest reason was that I wasn't expecting to sell that many copies of my game so I thought it might not be worth it. Turns out it was worth it :)
@@AuroDev happy surprise then 😄
did you do marketing to your game? or you get sales by steam and their boosted network
Good question! I recently did a few videos on marketing and what kind of marketing I did for Mortal Glory. This video should answer your question: ua-cam.com/video/fvsI4BHSTHw/v-deo.html
@@AuroDev ok but i think i will use google ads it's good idea?
@@CristianoRonaldooo-7-e4y I don't really have experience on paid ads. I think they can work, but creating good paid ads is a profession of it's own so if you don't have experience with them, it might not provide a good return for your investment.
Does my purchase of the game from a different store than my country store negatively affect the sales of the game in my country? I mean, I live in the Middle East. and i have Saudi account in the PlayStation, but I buy my games from the American store. Does this mean that the developer of the game knows that I live in the Middle East and bought the game from the American store? I'm so sorry for my bad English, I don't speak English well and I use Google Translate, thanks Bro
i hope to answer me
At least on Steam the developer can see which countries the sales are coming from but they can't see what languages you are using or how you are using the store.
and another question bro about steam and whislists ,me i have many steams accounts if i use them to whislist my game but don't buy it .will this make my game go popular after few months? (but of coursr inshalah there is buyer)
and i'am working in ue4 emgine to make gta game clone amd price 5$ will be good or not for it?
2-did whislist numbers in the steam game make it famous??
Your wishlists will need to convert into sales. Otherwise I don't think they will help with the popularity. It's hard to comment on the price of your game - I think it depends a lot on the details and the presentation.
and i would to ask you of your revenue now and number of copies did you sell in steam ? and why don't you publish in ps4 or nintemdo switch and xbox
I made a video few months ago about the revenue and copies sold: ua-cam.com/video/th51QyN3avE/v-deo.html. Currently it's a couple k higher. I can make an update video on that at some point. Console ports can take a lot of time so I haven't made a move on that side. At least not yet.
@@AuroDev ok thx sir
@@AuroDev make new video about the revenue of the last months , and can i contact you in fb to get more tips for marketing?
bro can i contact you in twitter or in facebook?
Feel free to contact me on Twitter!
Super interesting, I'd expect spain much higher though it's strange, maybe your game didn't appeal to this community as you said
Could be that! My game also isn't super visible so it can also be that some groups of people just aren't aware of the game at all.
@@AuroDev hey thanks for the reply ! How did you manage to get this much american players ? My game only reached my country for the moment :D
@@captainnoyaux No idea really :D I didn't do any region-specific marketing for the game.
@@AuroDev your game resonated with them ! Thanks for your answers