To clarify my earlier remarks, I did some digging because I knew there were complaints about Binary Domain at launch, but apparently they primarily revolved around unoptimized keyboard controls as a shooter, which definitely impacted its reception at launch. I don't believe it was otherwise badly optimized, as that's also where I happened to play that game myself eventually. Still, it was a rocky enough launch and Yakuza being that team's baby in general that I think they'd still rather do the work themselves, if circumstances permit.
Also, Yakuza primarily existing on Sony platforms up until now ultimately has little bearing on the equation one way or the other. Sony ultimately has no ownership stake in it, so Sega can do with it what it likes and, as with the Wii U port, has been known to occasionally to go against that grain for its own business interests. The director of the series I believe has gone on record saying that it's primarily on Sony platforms because Sony was the most supportive of it conceptually at its outset and has continued to maintain that support. I otherwise highly doubt that there are any formal exclusivity contracts; these sorts of semi-informal reciprocal relationships are a cornerstone of Japanese business dynamics. Yakuza was one of Sega's first real breakout hits after leaving the console business behind and has probably stuck mainly with Sony platforms because of that legacy; Sony understood the property and was there for it at the right time. But now that Sega is in an overall better place than then, I doubt it'd seriously ruffle any feathers if they did decide to put in the time and money for PC ports. Sony as a company has displayed an overall neutral attitude towards it as a platform and clearly doesn't particularly view it as a threat to its own business in games.
PSO2 is more of an issue of resources needed versus perceived potential return on investment, especially if they were to hypothetically commit to maintaining platform parity with Japan (PC, Vita, and PS4). The text localization costs alone even before doing any editing, let alone voice acting, would likely be significant at this point after multiple expansions. Even if Sega was feeling like spending some money, which it can be for the right games, getting up to speed with where the Japanese version is at would be basically nothing short of a death march for any localization team now since they missed their point to stay in-sync at launch; either you're hiring a small army of translators to quickly produce a rough draft of probably several million words' worth of text at this point or you're only hiring a few translators, but they're basically working at a breakneck pace anyway that only begins to stabilize after they've gone through and translated every previous patch's new content, of which there's a lot. These are all assuming working conditions for such a project would be optimal in terms of resources given to such a team and their ability to have access to the developers for any problems that arise, things that you can't always guarantee. I know the English fan patch is a thing that already exists, but the logistics behind a project like that are dissimilar enough from how a localization at that scale is done that you can't really compare the two.
Then you get the costs of marketing and maintaining the game. Both are extremely important and costly because of its nature as a F2P game (ie: revenue predictions become more complicated to make when you can't make the same guarantee everyone has already bought into the game at $X with a retail package as was the case with the original game) and I think this is ultimately where the equation has fallen short, as Jeff has discussed previously on the Bombast. Phantasy Star Online certainly has its foreigns fans, but I don't know if it's big enough at this point to both ensure a healthy launch after already committing to the significant expenditures mentioned above and then also help continually drive new players to join the game and buy into its F2P systems to help pay for the maintenance and customer service staff that come with running an online game 24/7. Their best shot at making that work would've been within the launch window of the original PC version when all of that initial groundwork would've been somewhat smaller, but nowadays, the case is really tough to make and I say that as someone who really, really loves PSO2.
PSO2 was clearly a case of them counting their chickens before they hatched. If they hadn't announced the localization and shown off their work in progress version when they did and waited until they had more solid data, it wouldn't be nearly the sort of specter it is over the English fanbase that it is today. People would probably be in the dark about Sega's logic for not bringing it over in English outside of SE Asia, but at least their expectations would've been kept more in check, especially in the wake of the restructuring (read: staff culling) that happened at their American (and I believe European) offices within roughly that same time period, which is what probably ultimately sealed that localization's fate.
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