In response to our coverage of GREE's talk at this year's Develop conference in Liverpool, we've had further word from David McCarthy of the firm's EMEA developer relations team seeking to clarify the company's policy on localisation.
According to McCarthy, GREE is only too willing to aid studios bringing their titles to the Japanese market through the firm's social platform and help them understand the complexities of the market.
No Manga mantra
"Many developers come to us with games that they think would be perfect for the Japanese market if they just make the art look like Manga, or if they put some samurai or salarymen in," McCarthy said via email.
"But localisation goes well beyond artwork and extends to the very heart of game design. The main point that I was trying to make in my presentation is that GREE provides extensive consultation and planning with all of our partners, wherever they are from, to help them create games that will be successful in the long-term.
"We do that right from the outset of the planning stages until well after the game's release."
Getting a jump on Japan
McCarthy claims the literal translation of text into Japanese is the "least important consideration for developers" making a move on the market.
As such, GREE's standard deal with developers doesn't include translating the game for them, although it will put developers in contact with its localisation partners.
Instead, he argues developers should take a much more holistic approach.
"One of GREE's great strengths, from a developer's perspective is the level of assistance we provide to all developers who want to make a move on the Japanese market - both in terms of consultation and planning, and in terms of our SDK and tools," McCarthy added.
"I think we provide much greater assistance in this respect than our competitors."
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With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.
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