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As a data point, the Blizzard sales team’s projections were that we would sell 4,000 copies of StarCraft in a year in South Korea, so there was no reason to in
by netcoyote 2y ago
As a data point, the Blizzard sales team’s projections were that we would sell 4,000 copies of StarCraft in a year in South Korea, so there was no reason to in localize the game.
First year sales were on the order of 100x that amount, quite the surprise for everyone at Blizzard!
- nightowl_games 2y ago"we"? Were you on that team? I'm a long time StarCraft lover, so huge Kudos if so.
- h1x 2y agoFrom the profile info: Patrick Wyatt - game developer and programmer (Warcraft, Starcraft, Diablo, Guild Wars, battle.net) - co-founder of ArenaNet - blogger: www.codeofhonor.com Edit: remove backticks
- agumonkey 2y agooh what a surprise, legend
- Sakos 2y agoDamn. That reminds me, I really wish there were more information about the early days of ArenaNet. I think what they did with servers and networking in GW1 (and eventually GW2) is legendary. They had instancing, no realm sharding, streaming updates, etc. years before anybody else. And GW1's gameplay design in general was so unique.
- deleted 2y ago[deleted]
- justin66 2y ago> First year sales were on the order of 100x that amount To be fair, that kind of proves you did not really need to localize the game.