News: Teasers from Korean interviews

December 24, 2007, 12:33 PM

by brandon, via various -
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Nexon details MapleStory DS, slightly:
SL: You mean MapleStory DS? It's not an MMORPG kind of game. It's a typical kind of action role-playing game. It will have fairly different gameplay compared to the original version. It will be specifically adapted to the platform itself.

BS: So more local play than networked play?

SL: Right. Single player. We have some features that support multiplayer, but the main feature will focus on single player.

Then about their relationship with Nintendo:
BS: A number of companies have said to me that in Korea, there's still not many developers used to making full, boxed end products. That kind of workflow and making complete products from the very beginning is very difficult. How have you tackled that?

SL: To be honest, we also don't have that much experience with the complete, packaged kind of game. Most of the developers have grown up playing the famous console games and things. The basic idea is that we obviously have learned a lot from the development process, and we still have to learn more. Nintendo has been very helpful in that perspective. We obviously made a lot of mistakes as well, but we are very keen to... MapleStory is one of our representative IP, and if we're launching it, we have to make it successful. We're doing our best to make it a high-quality standalone type of game.

They also give some of the first details about the CounterStrike game they're making with Valve, co-developed in Korea.

Webzen on console development, revealing a PS3 game they canceled:
BS: I'm curious to know your thoughts about PlayStation 3 versus 360, considering the Sony brand has always been much stronger in Asia. Also Sony had an office here for several years, and the 360 only just launched here more recently. But you're focused on the 360. Is that western consideration, or... what is that?

SY: Not really. Honestly, I think the 360 is easier to develop for. The PS3 is a little bit harder. It's not easy to find people who have experience in previous... like PS2 or PS3. It's not easy for us to start to work on the process. Once we had a project for the PS3 called Endless Saga. We had trouble with it, and [it was cancelled].

Microsoft, confirming that Magna Carta 360 is still on track:
BS: So Softmax is discussing things with you, or talking to people in general? Or they keep saying it?

DL: Softmax already did a 360 game, and other than that, there's nothing officially there. The next Magna Carta being made is for the 360. We're still discussing with other companies.

T3, former GP32 developer turned insanely rich company due to the success of their Audition dance MMO, that has 300 million registered users, they say. With the money, they're funding 10 original projects. Here, they talk about PSP numbers, and how they're planning a game for the Wii:
BS: So you've got it in multiple game media right now. Why did you decide to do that?

YK: We wanted to show in the market that we're not only just using the online game section, but also if something is happening in the market, we just want to make a variety of business. So the PSP was kind of challenging. We didn't expect a profit from the title's release -- just 10,000, or something like that. It's not that much. But it was a very good try for us, and once the company made certain general games, people just say, "Oh, how long is this game's lifecycle?" or something. But if the lifecycle is going to be longer and longer, then we need to do something, not only online as it is, but in many different related sectors. That's why we decided to make Audition musical, and Audition arcade machines, and Audition for PSP, and later, we could make Audition for the PlayStation 3 or Xbox or something like that.

BS: In the current timeframe, do you have any interest in making games for the Wii?

YK: The Nintendo Wii? We are very flexible, so unless they suggest too tough of conditions, we'd really love to do it. Some of our titles really fit for the Nintendo Wii. They really fit. Luckily, yesterday, I met a Nintendo guy from here. He was interested in one of our titles, and next year, we're going to have a meeting. Soon, I can show you another Nintendo version! Com2Us speaking about development cost versus recoup levels for mobile games:
BS: In terms of getting back your development cost, and being more profitable on top of that. What does it take for a title to be considered successful? Does it have to be 100,000, or 50,000?

JP: Nowadays, our game development cost is going higher and higher, in fact. Now people will only pick what they want to buy. Over half of people buy games because of other peoples' recommendations, so they are really focused on buying games. We need to do more on the culture side, and giving them new experiences. They make us spend a higher cost to develop. Right now, we put that 300,000 downloads -- that means about $600,000 -- then we put this game as successful in a year. But even after a year, if we see it's a good game, it keeps selling. So in a year, if a game makes over 300,000 downloads, then we think it's successful.

So, read some of it!