Our company was founded in 2000.
So As you know, Korean market at that time was a very PC based.
We started on PC based game and as you know Korean market is growing and growing in RPG and FPS.
So our company has a very strong technical background and experience about RPG.
By 2012 or 2013, mobile market is getting bigger and bigger. So we make decisions. In the future, mobile gaming
will be getting bigger and bigger. So we change our strategy to more focus about mobile gaming.
So at the beginning, we try to launch puzzle or racing games.
But in Korea mobile market is very quickly, it was RPG games that became popular.
When it comes to our background, we are very strong about PC RPG technology and experience.
So, we think it will be better chance if we leverage our experience to the mobile market,
then we can be an innovator to make a new market. So, we focus on RPG game more and
then we have a lot of achievement from Korea and Asia and Japan.
We believe even the Western market would follow that trend.
Our usual behavior is here in video games is popular but when we see the grossing, top
chart, the RPG genre of games is getting growing and growing as we're observing.
So, we want to be innovator of the market. So, now we focus more about RPG.
And actually that's very true. We've been looking at statistics and mobile games are
starting to overtake consoles. It already has; yes
It is very big now. Yes
As we had mentioned before, most of these mobile games still aren't that complex.
Yes More like just as you play in elevator.
Yes And stuff and you guys are trying to change that actively
Yes
So with Lineage 2 Revolutions you guys introduced not just single player tap and you attack
people but it's a very large-scale game where you work together with other players.
Yes What kind of community are you guys trying
to build around this game? It's not just one that's just casual, you guys are actually
aiming for the competitive market. Yes. So, we think the first core target user
of Lineage II Revolution will be pc MMORPG or RPG users. They already have a lot of experience
about community, clan, gear, or PvP features. So we think those users might be the core
fan of this game. We try to build user community, bring that user community from PC to mobile.
Obviously people cannot play whole day, sometimes moving or be somewhere else. So they cannot
bring their PC right. Yeah
We think the core PC MMORPG or console users, they might have a smartphone and that if they
play our game, they can think that this is another RPG game I can play anywhere, any time.
So we try to make those fans from PC also to the mobile space. There will ever be seen
and also there will be core users. Also, in Asia, we did to make us build up community.
We do some core user meeting, tournaments, something like e-Sports. In Asia we experimented,
it works quite well to build up community base. So we are thinking about similar approach
to the West market so that's one other reason why we attended TwitchCon.
We demonstrated and we want to see what is the US reaction. Western users can accept
these kind of mechanics, the real-time factor. So, we got very positive feedback. So we will
work more on that to build and enhanced community base
And one of your challenges are actually balancing the more casual players who still enjoy it
as an MMORPG Yeah
But they don't want to go competitive versus the players who want to know everything. How
can I get better? What can I do? Yeah
Like how can I be better than anyone else? How are you guys balancing between those two
different ways of looking at the game? That is quite tricky part, right?
Yeah So even Asia and Western users, same MMORPG
features, but the depths of understanding what playtime or play style look quite different.
We will relate quite different because of a behavior like behavior is different
Yeah And also as you mentioned that core gamer
and non-core gamer also very different. So, there was a very challenging part when we
develop these games. So, in the Western market specially, we add a lot of additional content
to overcome that challenge. For example, in MMORPG when you play that, before you got
enough level, there's not that much content you can enjoy because it's growth first;
and then PvP is really end content, right? So Lineage II Revolution was similar at the
beginning but we try to change the game content to add each ten levels; if you reach that
with new content. And even though you are not truly strong enough, you can enjoy three
versus three, five versus five pvp battle, very light, casual PvP battle. And also, if
you see the fortress siege is 30-vs-30 here, right?
Yes That was a sort of endgame content. If you
last strong enough, you cannot win that. But we introduced very freely joining fortresses
for the western audience. So, it's auto balanced; you just to select challenge for you to enter
the game. Then the balance will be the same, so it depends on strategy. You can easily
fight with others and then you can enjoy the content more like not hardcore or fighting
but just casually enjoying PvP or something like that.
This is challenging but we try to meet the core users with the end content, fortress
siege, and castles siege, those contents. And also, at the same time, we try to meet
the difficulty level by introducing new content every ten level, so that they can keep playing
enjoy and also getting some experience to get to that end content.
So that's really interesting them because it's not like some RPGs where you feel like
everyone's making fun of you because you can't do anything, you have to keep going
Yeah Like this specific thing
Yes So that's actually really cool because for
a mobile game like you said, there's not always a chance to sit down and play a game for hours,
for these PvP modes how long are the different fighting modes for those trying to take?
For example, for team siege fight is no longer than 30 minutes, 15 minutes or something.
so we try to understand the Western game as a behavior. Some core users may play two hours
a day, but usually 30 minutes or one hour will be maximum even for our core user, right?
So we try to meet their life pattern, life cycle. So all PVP must be a very short and
also the growth speed is very faster than Asia, Korea, and Japan because players can
not put enough time compared Asia. Yes
So that part we have adjusted when we launch this game, we will adjust that.
They will be slightly different Yes. But balance is different and growth speed
is different; even the content, we will add more content for the Western gamers, more
for the core users Characters have been changed too
And also visual So it's not just you guys took the Asian Version
and just threw at the Americans. Casual games, like other game companies, maybe
we can try that, but this is RPG. So as you know to balance or you know this is more than
monetization and also visual your even the UI, UX, those things are quite different like
Asia, so if we just using same build to meet up with as the western users and Asian at
the same time, we don't think is fully satisfied for most market. We just take core fun from
here to here just maintain the core fun, but the other part; the UI, audiovisual, or some
PVP mod, or growth speed, daily dungeon, other things, we try to meet up and culturize to
the western market. It sounds like in that case then you guys
are actually going to be actively monitoring how are players enjoying the game, what's
going on? Yes
And you guys are actually going to be equally balancing the different classes and play PVP
and so, right? Yes. If you see the fortress siege, at the
beginning it looks like just fighting but when you watch that there's a strategy going
on; there's a tanker, healer, because of the way to attack is quite different by team and
strategy, right? It's very strategic in fighting battle. So to do that we keep watching the
users behavior and data in the game balance and we keep adjust the game balance. It�s
a quite high operation. So actually look kind of hardest thing to
balance then? Yes it's not easy but the lucky thing is I'm
in charge of Western market, so the game was a launched in Korea and other territories
already. So we have a lot of experience and data already. So, based on this data, we keep
and improving the game balance and things That's good to hear. I think one of the things
that games have been doing recently is constantly patching
Yes It is actually good to see you guys are not
just like looking at feedback every now and then but you guys are actively monitoring
Yes Why is this pattern happening
Yes And whatever it is. What kind of class do
you think the western market have been enjoying playing the most?
Your definition of class means like Like what kind of character?
Our characters? Yeah
We see the user data right, maybe human archers(?)? But in Asia dwarves and elves are very popular, it's quite different
Yeah But we will see it when launches; we will
see it. And I'm sure like from what it's been going
on here people seem to actually enjoying the game a lot. I'm just looking at it and I see
stuff and I'm like I know this means a lot; like there's a lot that's going through a
player who sees the strategy going behind this but it's difficult for me to catch on
to that. So in game, would there be like help for newer players to help to understand the
different strategies and tactics as well? Yeah we try to make game tutorial as easy
as possible but also that is not enough because game has a lot of contents, right? So, we
align some sites online to provide wiki page. So we move more details to the wiki. And also,
at the same time, now we are working on that to make more tips, and how-to-play guide video,
or document like that. As you mentioned that, it's been quite challenging for us. So we
try to provide as many information as possible to new users who never play like these kind
of games to overcome the challenges. I'm pretty sure she's something that's going
to pop up as a result of this community Yeah
There's going to be sites like Reddit or other forums
Yes People start interacting with this game and
Yeah I'm starting to think. I think that's actually
something cool and that mobile games haven't done before. Because when mobile games were
still like Angry Birds, single-player games, they didn't have any communities around
them. Yeah, no community around that, they just
play. What then did you mention earlier? Was is
that Clan system going to be about? Yes
What's that system about? Like can we do with it?
You mean your Clan systems? Oh yeah
Yeah. So, as you know these this came with a clan system, in game community it's there.
And also, we provide our own clan service dedicated to Lineage II Revolution, connected
to the game data. So people can easily track ingame data and easily let players communicate
each other. It makes easier to deeply analyze. They can also use communities like Reddit
and other existing community. We will encourage and make synergy with communities like Cabal(?) and SimCity(?).
And this I should pretty need to say to you because it's not just like you said you're
just playing yourself but there's all these up here playing with.
I guess that's it for the interview. That's all I have for now. Thank you very much for
your time. Thank you for inviting me and have time to
have this exchange.
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