When looking at translating a game, you need to look at the cost of the translation related to the potential return on investment for adding an additional language.
You also need to take into account the general purchasing habits of consumers in different countries that might predominantly speak a certain language. But, don’t assume someone wants to conduct transactions in French just because they reside in France for example. There is diversity in your target markets and loading up on languages can be very valuable in growing revenues.
Most people are more comfortable buying games, or purchasing In-App Purchases if their primary language is supported. Having conducted a transaction in French on Steam recently, I could get through it, and make the purchase because the flow was the same as when I purchased in English before, but there were more opportunities to abandon the purchase because it took longer to comprehend the steps.
So I pulled the Steam Hardware survey info and Added a column for what percentage of the Steam player audience you get by adding each new language up to the 12th most popular language.
Here’s a talk from last November from Tom Giardino from Valve during Steam Dev Days. It’s an excellent 101 primer on the platform and something I recommend independent developers watch as they start considering self-publishing and what is involved:
I get asked a lot about what the best format is for a company presentation in the games industry. So, after doing a few hundred of these over the past few years, I’ve pulled together a template that gives studios a recommended outline and order for this.
As part of this, there’s also a template for pitching a game. If you just need a company deck (not for investors – you need financials), just leave off the game pitch section.
I gave this talk at OrlandoIx 2015 as the game industry keynote. I’ve done a lot of game marketing over the years and it has changed a lot. This is a great starting point for anyone looking to get their game out in the market, including some tools and lists that I start with when launching a game.
Here’s a presentation I gave at Colombia 3.0 as the game industry keynote. It has something for everyone if you’re in the business of games. There’s a lot of common sense stuff in here, but ultimately a lot of people don’t have this knowledge.