LectureMaster
Gold Member
As per Chinese site Gamersky, the art director revealed in an interview that Black Myth: Wukong has about 30% of the sales from overseas.
The game is reported to have 25 million copies sold, so around 7 million sold outside China, that's a very respectable number.
Xuan: What percentage of Black Myth: Wukong's players are overseas? What do you think of the oriental visual expression in digital scenes?
Yang: The data from earlier times was about 30%, which actually exceeded our expectations and was recognized by many overseas players. In fact, they have no cultural familiarity or intimacy with the game, and even do not understand many of the spaces, shapes, stories, and performance designs. Why can they still feel the core content that the game wants to convey and even give it high praise?
In fact, being too rigid about the cultural context of a product may lead to some design errors. For foreign players, as long as the content presented by the game is logically self-consistent and consistent with common experience, they can fully perceive it. Familiarity and strangeness are a scale, which conforms to the doctrine of the mean. In the digital scenes of standard quality, those oriental feelings that they have never seen or imagined, but have impact, are enough to arouse stronger curiosity.
The game is reported to have 25 million copies sold, so around 7 million sold outside China, that's a very respectable number.