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《台北電玩展心得》:日本 lololo (Wabisabi SushiDerby)

由台北市電腦公會主辦的「台北國際電玩展 Taipei Game Show」,自2003年起至今,已成為海內外數十萬玩家每年必到的亞洲遊戲盛會。2024年台北國際電玩展首度於南港展覽館1館使用雙層樓展區盛大舉行,而我們也在展內的獨立遊戲專區內設置了「獨立遊戲開發獎勵計畫」館,展示113年獨立遊戲開發獎勵暨產品化加值計畫的獲獎團隊作品。

在獨立遊戲區內有來自世界各地的獨立遊戲開發者,帶來各具創意的作品,而我們也很好奇開發者們的參展心得,因此寫信詢問並獲得同意分享出來:

 

lololo (日本)

感謝您的聯繫。

我叫Soshi Hanamura,是Wabisabi SushiDerby的創作者。非常感謝您友善的來信,有需要協助的地方我們都很樂意合作。

#1 請問這次為什麼會想要來參加台北電玩展?是第一次參加嗎?這次參加的整體感覺如何,尤其是在獨立遊戲區這一區塊?

我們的遊戲在日本製作,但我們一直專注於海外市場。因此,我們認為首先從地理和文化上與日本接近的臺灣收集反饋意見非常重要,這是我們決定首次參加台北國際電玩展的主要原因。能在獨立遊戲專區展出是一個非常棒的經驗。臺灣的參觀者非常友善,積極試玩我們的遊戲並提供大量反饋。此外,獨立遊戲專區規劃良好,展位之間有足夠的空間,即使在尖峰時段也不會感到過於擁擠,另外像洗手間和餐飲攤位等設施也很容易使用,讓參展商感到舒適。
#2 在攤位上有做那些行銷?覺得效果好嗎?

由於我們當時還沒有 Steam 頁面,我們的主要目標是讓人們試玩我們的遊戲並收集回饋;次要目標是獲得媒體報導和社交媒體曝光。與其他活動相比,我們收到了非常大量的反饋。最初,我們擔心我們的「可愛壽司」主題是否會吸引國際觀眾,但就像在日本一樣,許多參觀者給予了正向的回應。我們還收到了關於用戶界面和遊戲內說明的評論和建議——這些是在日本沒有得到的反饋,使得這次活動非常有價值。此外,我們有機會接受多家媒體的採訪,故活動後仍有關於我們遊戲的文章和影片。我們對成效非常滿意。

Wabisabi SushiDerby 參展2025台北電玩展

#3 未來會想參加其他展覽嗎,不管是國內或國外的?是否想要有與其他國家開發者交流的機會?

展望未來,我們計劃參加更多國內外的活動,包括東京電玩展和科隆遊戲展。雖然推廣我們的遊戲是一個關鍵原因,但我們也旨在開發面向全球玩家的遊戲。參加這些活動有助於我們收集珍貴的市場視角,以達成此目標。

而參與海外活動的另一個優點是能夠與其他開發者聯繫。在這次活動中,我們有機會與鄰近展位的韓國和泰國開發者互動。我們相當重視這些接觸,並希望在未來繼續促進這些關係。

Wabisabi SushiDerby 遊戲畫面

原文:

Thank you for reaching out.
My name is Soshi Hanamura, creator of Wabisabi SushiDerby.
I truly appreciate your kind message.
We would be happy to cooperate if we can be of help. 

 

#1 What motivated Lololo to participate in Taipei Game Show? Was this your first time attending? How was your overall experience, especially in the Indie Game Area?

 

Our game is made in Japan, but we have been focusing on overseas marketing. That’s why we considered it important to first gather feedback from Taiwan, which is geographically and culturally close to Japan. This was the main reason we decided to participate in the Taipei Game Show for the first time. Exhibiting in the Indie Game area turned out to be a fantastic experience.

Taiwanese event attendees were very friendly, actively trying out our game and providing a lot of feedback. Additionally, the Indie Area was well-organized, with ample space for the number of booths, so even during peak hours, it never felt too crowded. Facilities like restrooms and food stands were also easy to access, making the event comfortable for exhibitors.  

 

#2 What marketing strategies did Lololo implement at the booth? How effective were they?

Since we didn’t have a Steam page yet, our primary goal was to let people try our game and collect feedback. Our secondary goal was to gain media coverage and social media exposure. Compared to other events, we received an exceptional amount of feedback. Initially, we were concerned about whether our "cute sushi" theme would appeal to an international audience, but just like in Japan, many attendees responded positively. We also received comments and suggestions regarding UI and in-game explanations—feedback that we hadn’t gotten in Japan. This made the event extremely valuable for us.

Additionally, we had the opportunity to be interviewed by several media outlets, which resulted in articles and videos about our game after the event. We are very satisfied with this outcome.

 

#3 Does Lololo plan to participate in other exhibitions, whether domestic or international? Are you interested in connecting with developers from other countries?

Moving forward, we plan to participate in more domestic and international events, including the Tokyo Game Show and the gamescom. While promoting our game is a key reason, we also aim to develop games with a global audience in mind. Attending these events helps us gather valuable marketing insights to support that goal.

Another great aspect of overseas events is connecting with other developers. During this event, we had the chance to interact with developers from Korea and Thailand who had booths near ours. We value these kinds of connections and hope to continue fostering them in the future.

Please let me know if there’s anything else I can help with.

Thank you.