From Distribution to Development: GCL's Vision for Creating Global Asian IPs
GCL, a prominent digital entertainment company in Asia, has been making strides in the industry by publishing titles such as Black Myth Wukong, Stalker 2, and Atomic Heart. The company's chief marketing officer, Keith Liu, shares insights into GCL's evolution from a distributor and publisher to a developer, highlighting the nuances of the Southeast Asian markets. With a strong network of connections and skillsets, GCL has been able to successfully navigate the complex landscape of Asia, providing a localized approach to Western publishers looking to expand into the region. The company's publishing branch, 4Divinity, has co-published several AAA titles, including Stalker 2 and JDM: Japanese Drift Master, and has plans to release Mandragora in Asia next year. GCL's goal is to create impactful and significant games that showcase Asian culture, inspired by the success of Black Myth: Wukong. The company aims to strike a balance between creating good content and managing costs, understanding that the market is constantly evolving and that gamers are always looking for fresh experiences. In terms of the Southeast Asian market, Liu notes that retail remains a significant part of the gaming landscape, with physical sales still dominating the console market due to the lack of digital storefronts in some countries. However, digital sales are growing, particularly for PC and mobile games, and consumers are looking for discounted prices for older titles. The company's plans to go public on Nasdaq will enable it to secure funding for game development, allowing GCL to create its own IPs and become a major player in the global gaming industry.