Archive for May, 2011

[NDC2011] Games for the New by the Old

May 31st, 2011

DongGun Kim(right picture) the president of Nexon, who developed <Mabinogi> and is in charge of <Mabinogi 2> now, had a speach titled ‘Making A Game for the New by the Old’ at the NDC 2011(Nexon Developers Conference 2011) on May 30.

He addressed a reason to make a game for teens, their charateristics, and a few traps the old developers might fall into.

(This translated article is a shorten version due to a matter of time.)

 

1. A Reason to Make A Game for the Teen

Developers are very good at making a game for themselves because they know themselves and what games they are eager for.

But it is impossible in reality. Although the game for themselves is made, it only targets ‘the old’ because the old made it and is less commercial.

To make a successful game, we need to target the teenage. Some might say “Dude, the average age of gamers is getting higher.”

Yes. It is true but be aware that the online game is not a product with life span of couple of years. It should steadily attract the teenage every year.

Aged gamers are to stop playing games. But what if more younger gamers start to play the game than those who leave the game?

In fact, <Super Mario> is a good example of this. It has been released for a long time and has retained its target age since the very beginning. As a result, today’s both old gamers and young gamers love it and still play it together.

 

2. Admit We Are Old

Most of the developers in today’s industry are a generation who had undergone the transition period of game when grammar about most of the game genres had been defined. Also they had experienced ‘revolution’ of each game.

However, today’s gamers are experiencing fancy games after the definition and the revolution. The old should understand this gap before approach them.

This gap

 

3. Traps for the Old

A. Obsession to create something new – All mechanics of today’s games are made in 80s and 90s. Not many new mechanics are created later. And the mechanics very familiar to the old might be very fresh and revolutionary to the new.

For example, <Angry Birds>’s mechanic is very simple and very old. But we do not say it is not funny or it is outdated. We, frankly, are playing it with fun.

Old to some while new to some

B. Outdated Stereotype – Some laws are embeded in our mind. Such the save point in RPG and HP or aiming in FPS are examples. We should reconsider if they are must-have features in today’s games.

C. Fighting with Gamers – The games in the past are mainly about playing against PC. So games with a hell level are acceptable. Old gamers actually somewhat enjoyed playing and winning the impossible level. Limited choice on game at that time also encouraged them playing it so hard.

But the developers who had played those maniac games are trying to develop an online game with hell level. No. Wrong.

Challenging features had worked for the old but not any more. The new want easy and simple but fun game.

 

4. What Are the New?

A. TV Generation – Young people are familiar to TV instead of text. They are strong with learning multiple and emotional?information in a short time, but are weak to imagine such things, to understand logically, and to express their inner thought.

B. Born gamers - In the past, the game was a culture for small groups but it is now nothing more than one of ordinary entertainment to today’s generation. Therefore spreading the games to friends is pretty easy and quick.

C. Oversupply – So many free and exciting PC, flash, mobile, web, or console games are out there today. So gamers are interested in ‘what is more fun’ than ‘which game to play’.

They do not like sending money for game. Sadly, purchasing game is no longer plausible.

D. Virtual Notion Is OK - The new are pleased with virtual goods as long as they are entertained and beneficial through it. Purchasing virtual goods is no longer extraordinary.

 

5. How to Make A Good Game for the New?

The old need to communicate with the new and study them one by one. Many old developers are likely to be bound to ‘the rules of the game’. But the new are more likely to get excited by experience rather than the rule.

He is not saying the old’s game will never entertain the new. The fact that the basic mechanics developed a decade or even two decades ago still remain today means the root of the game’s excitement is still the same in spite of different generations.

So the old should try to convey the amusement and excitement we had had to the new with fancy technique.

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Wonder Games Publishes ARGO in China

May 30th, 2011

Mgame announced on 30th that Wonder Games will publish its MMORPG <ARGO> in China.

<ARGO> has been exported to most of the major markets including China, SEA, NA, and Europe and the total earnest money so far is US$6.5m which is likely to be more than US$8m including future contracts.

“We are now servicing <ARGO> throughout the world including East Asia, SEA, Europe and Russia where is an emerging markets. The money we already earned by signing is much more than what we put on the development. We believe the expected royalty would help increasing the revenue,” said Kwan YiHyung the CEO of Mgame.

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Nexon Acquired 20% of Eyasoft

May 27th, 2011

Nexon purchased 20% share of Eyasoft?and the publishing right of veiled game titled <Obelisk>, an action RPG.

With this, Nexon can exercise its influence over <Obelisk> and added another title to its future lineup.

The takeover is reportedly made because Eyasoft needed more money for the development for new projects. Eyasoft has struggled with poor revenue generated from the three?self-published games, <Iris> <Legend of Edda> and <Luna Plus>. The three are scheduled to be closed on June 1 in Korea.

Eyasoft is trying to be dedicated to MMORPG development, excluding the publishing business. They have prepared 6~7 projects besides the three already launched. But some of them are likely to be canceled due to limited finance.

It is plausible that Nexon may purchase more share of Eyasoft later as Eyasoft seems in trouble with money.

One industry official said “Eyasoft has planned too many projects over their ability and now is at a financial crisis which drove it to the situation of select & focus. The takeover seems made in order to get invested.”

In-development MMORPG based on Korean ancient history

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SD Gundam Goes to Thailand and Indonesia

May 27th, 2011

Action MORPG <SD Gundam Capsule Fighters Online>’s developer Softmax announced they have concluded contracts with GoldenSoft in Thailand and PT. Megaxus Infotech in Indonesia. The CBT of?<SD Gundam Online> is scheduled in Q2.

“The gameplay and business profitability of <SD Gundam Online> are already recognized by successful launchs and results in East Asia including China, Hong Kong, Macao, and Taiwan. The second round of overseas expansion with Thailand and Indonesia first will be a beachhead for the global market including NA, starting with SEA,” said Softmax.

Softmax is also talking with NA, Europe, and other SEA counturies for further inroads.

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Nexon’s Developers Conference Are Now Open to Industry

May 26th, 2011

Nexon has hosted NDC(Nexon Developers Conference) for the past 5 years. This year, it takes place from May 30 to June 3.

What is NDC? NDC was originally designed for the developers work for Nexon. And it became an industrial conference as Nexon allowed others to participate 80% of the conference. Total 117 sessions will be progressed and only first day will be closed for outsiders.s

NDC 2011 invited DongGun Kim the president of DevCat Studio, Jake Song the CEO of XL Games, Keiji?Inafune the ex-PD of Capcom as well as professors and lawyers interested in the game industry in order to create a place to share broad knowledge each other.

Short interviews are made as follow.

What made NDC an open conference? Every developers and studios want to share their experience of development with systemized environment. So we have started it since last 2006 to meet their desire. But we were not affordable to host such a big conference to the industry since we had never done such conference before. We gradually expanded the size of the conference and finally were able to open the door to the public in this year.

But you could have just kept it inside. Of course. But the fact that we are one of leading online game companies and the oldest made us to change it to an open conference. It sounds little cocky but we believe it is some kind of resposibility. In other words, we thought it would be beneficial to not only us but also the whole industry to grow if we create and encourage a place to share the knowledge about game development voluntarily with the outside.

How would you differenciate it from KGC(Korea Game Conference) or ICON? They are both coomercial while NDC is purely nonprofit. In fact, we are not having any sponsors and generously refuse any proposed sponsorship. Actually the fee for speakers are almost nothing compared to which of other conference.

What hard each session would be? Since they are for the industry people rather than students, I think overal difficulty would be very high.

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