Archive for September, 2011

Newly Founded Studio Invited US$2.2M Investment

September 15th, 2011

A newly founded online game developer L-Time Games recently invited US$2.2M of capital from Knet Investment Partners and IMM Investment.

L-Time Games, founded in June 2009, consists of 10-year-experienced veterans who have worked for Nexon, NCsoft, and so on and is currently making a 3D action MORPG titled <Wind Runner>.

The investment is its second one after the US$0.6M investment funded last year. “Getting funded from partners with experience and insight on ventures is very pleased for us. We will do our best to introduce a friendly but brand new online game as soon as possible,” said SungHyun Baek the CEO of L-Time Games.

Share on Tumblr

ICON 2011 Take Place in Busan

September 15th, 2011

ICON 2011(International Content Creator’s Conference 2011) is going to take place at Bexco, Busan on November 8.

ICON 2011 is a networking place to share the latest content and technology trend in IT, game, video, etc. with a theme ’Open Knowledge Share Information’.

There will be about 40 speeches about game, next-generation, 3D video, and academy by experts in each industry.

For game session, the best session reviews from Nexon Developers Conference 2011 and experiential examples and know-how of design, programing, art, and business will be introduced.

Any one interested in ICON 2011, visit www.iconbusan.or.kr for more information.

Share on Tumblr

TERA Is Already AAA Game in Europe

September 14th, 2011

“Making <TERA> AAA game in Europe is our goal,” said Christian Szymanski the director of marketing of Frogster.

We interviewed him over <TERA> in Europe. It is summarized from the full story at here.

How is <TERA> going in Europe?

Very positive. People heard about that we are publishing it to Europe keep asking us when its official launch is. It is almost proud to be its local publisher in Europe.

What features of <TERA> do you promote for marketing?


Briefly 4 features. First of all is obviously battle. Its non targetting battle system is an unique characteristic of <TERA>.

Second is stunning graphics powered by Unreal engine 3. From a broad plain to a boiling volcanic region, there are so many fields and dungeons with great musics and elements to Western gamers’ taste.

Third is politics system. The opportunity to become a lord of a region is a very attractive motivation, and this will be eventually connected with PvP.

Lastly, as it is a MMORPG, beating down giant monsters.

Which of them do you think will be the most popular in Europe?


I guess the first one, action. European gamers like console games. <TERA>’s awesome action will attract console gamers to MMORPG.

Is there any difference between Korean version and European version?


No much since we are very satisfied with the current version. Maybe we can modify or add some quests.

How are MMORPGs doing in Europe?

It is a hard question since Europe market consists of multiple markets. For Germany, PC games and RPGs are leading the market but console games are leading English market. So far, marketing MMORPG in Europe is not so easy.

However the MMORPG market is gradually growing. More gamers subscribe the monthly accounts. There are also some gamers moving over to PC games and online games since no new console platforms are introduced yet. I believe it is a good time for <TERA>.

What is your rival games?

<Guild Wars 2> and <Star Wars Online> will likely be out at the similar time. But we have faith in <TERA>. As <TERA> features many unique systems, we will focus on them.

Share on Tumblr

[Interview] 6th Class of B&S Is Summoner

September 9th, 2011

Bae(left) and Hwang(right)

TIG interviewed JaeHyun Bae the PD of <Blade & Soul> and SungJin Hwang the director of system design yesterday.

The following interview is summarized from the full story at Thisisgame.com.

TIG > Many think there would be total 8 classes since 8 sages exists as NPCs. So what’s next?


In the beginning of the develpment, there used to be 6~10 concept nominees which are current NPCs’ classes. For now, 5 classes for players are fixed and 6th class is the summoner who has shown up in an earlier trailer. We are considering totally brand new classes we haven’t seen from any games so far.

TIG > What’s <B&S>’s end-content?

It would be the battle. We are aiming such contents that encompass PvP, PvE, solo play, end party play evenly.

TIG > When the guild system be updated?


The guild system will probably be updated at OBT or commercial service. In addition, we are working on personal connection system which is one of SNS features. We might even connect with external SNS like Facebook or Twitter.

TIG > A rumor says the commercial service could be delayed. Do you prefer to have another test before launching commercially?

We had a lot of feedback from the first CBT and it seems like it will happen in the 2nd CBT again. Well, actually we can start OBT right after couple of months if we like to do so. It is not so hard since there is not much to do except revising the current issues and expanding the world. But we got to think first if it is fun enough to play for not only gamers but also developers.

As we are going to have tons of feedback from this CBT, we need to work on them. But we also cannot delay until all the issues are done. So, as our CFO said at the earning report, the commercial service would be kicked off in somewhere around this year-end or the beginning of the next year.

TIG > The players complain that the collecting and craft systems are too boring.


For the collecting system, BOTs and workers are going to take over the market for sure as time passes. Indeed there are players who really like to collect in the game but they will be soon disinterested at it as their works are nothing to what the BOTs can do in the same period. At this situation, we cannot set the market price to individuals because that will eventually give much more profit to the BOTs.

So our answer is focused on casual players. We will also work on the feedback by, for example, placing essential ingredients in instant dungeons or to the boss monsters.

TIG > They also said RvR is boring since combo attack doesn’t work well and only single hits are preferable while PvP features breathtaking psychological battle. Any resolution?


There are hidden functions for each skill. Certain skills can block/cancel other certain skills but the players are, for now, at too low level to experience it. Some attack skills can actually be used as supportive skills in RvR.

TIG > How freely can we customize our characters?


Almost unlimited. NPCs in the game are actually made by not modelling but customizing each. I believe <B&S> will provide the most free customizing system ever so far.

TIG > What is <B&S>’s long-term plan?

Making people to play a game for a long time equals giving good experience to them. The point for the players is to meet with good people and good experience in the game.

Of course, the enchant system is a very attractive feature in order for us to hold our customers as long as we can.  I personally like it. But it is overused by both the players and the developers now. And unfortunately that caused the players hate it.

Since bunch of other games have it, we decided not to include it.

We are aiming a game that connects good people and provides fun to play. Inherently interaction between people were the key feature of MMO genre, but it went over to SNS recently. We should reflect this.

TIG > Recently NCsoft is trying to work with mobile platforms. Any plans for <B&S>?

We have so many of them. Since many people are connected via network today, it is natural to follow the trend.

What we have been thinking so far are, for example, text messege, collecting, craft, auction, guild and so on.

Share on Tumblr

Peeking over Rappelz’s Success in Global Market

September 8th, 2011

SeYoung Park the global PM of Gala Lab

Gala Lab’s MMORPG <Rappelz>is quite successfully settled in global markets like MEA, Russia, and Europe.

According to an interview with SeYoung Park PM of Gala Lab, <Rappelz> is being serviced in 13 different langauges in 59 countries including the U.S., France, Germany, Italy, Russia, and MEA. It has 4.8 million total users and 50,000+ new players are registering every month.

Especailly in MEA, it is ranked first place in the most popular game since last 2009. Moreover, it is also one of the most downloaded games in the first half of 2010 in Russia. Its CBT in emerging markets including South America and Indonesia are set in this September.

Park said trust between the developer and the local publisher was the most essential for the success. He exemplified that Gala Lab suggested to change <Rappelz>’s payment policy from subscription to F2P service. F2P in MEA then was unfamiliar to the gamer and even payment systems were not set enough for it. So it was quite risky to deal with. But the local publisher accepted Gala Lab’s offer and built a new payment system in order for their customers to purchase virtual items easily. As a result, <Rappelz> has gotton grown even more than ever.

Rappelz's growth rate in MEA.

About the localization, he said revising backgrounds and outwears was the priority. They minimized nudity of female characters and removed such religous elements as cross.

For Russia, national quests are being developed. He said if this Russian quests work out, then other countries would have their own quests too.

In addition, the weather in Russia was an unexpected variable. Since Russia is a very cold country, people like to play outside on sunny days and it casuses CCU of <Rappelz> plummet by nearly 30%. So Park said he is seriously considering how to take care of the issue.

Share on Tumblr