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  Social Network Games in Korea: An Overview
by Simon Lim on 02/28/10 01:10:00 am   Expert Blogs   Featured Blogs
4 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 02/28/10 01:10:00 am
 

In Korea, the social network gaming market is definitely growing fast but not necessarily in the same direction as the North American market. The Korean market is more skewed towards an MMORPG-like online games. This posting will discuss the differences and similarities between two markets, and review major social network games in Korea.

Korea vs. North America

Let's look at the North American social network game from a Korean user's point of view. The most popular games such as Pet Society and Farmville are not stand-alone games. These games are created to be played on major social networking sites like Facebook and MySpace. The game itself is rather casual and simple. No fancy graphics nor complicated gameplay. It's very easy to play and also easy to quit.

 

On the other hand, the Korean social network games come as more MMORPG-like: a heavy client, more complex graphics and a variety of in-game contents. Of course, there are more Facebook-like approaches as well in Korea. Major portals such as Cyworld and Nate offers more casual games that can play with other users.

 

Major Social Network Games in Korea

Nexon Star

Nexon Star is without a doubt one of the most  popular social network games in the first half of 2010. Currently, the game is in open beta. Nexon Star offers not only casual games but also blog service. Like MMORPG, the goal of the game is to create own avatar and grow it by playing mini games or collecting items. However, There is no dungeon-like features in the game.

A player can interact with the community  by showing off your 'star' and visiting others. Cute graphics and non-violent contents make Nexon Star appropriate for everyone.

Coctale Online

Coctale Online is developed by Grid Interactive and currently in open beta in Korea. The game is like MMORPG but demands less attention. It is designed to let a player be able to work on something else while playing mini games.

Milu Online

A 3D game Milu Online focuses on communications among users, even between other language speakers. The Korean-Japanese simultaneous translation engine is embedded in the game.

A user can enjoy a variety of  activities such as fishing and collecting goods in the game. The game launched commercial service.

Catch me if you can

Catch me if you can is developed by a in-house team at AhnLab, a leading anti-virus and anti-spyware software and solutions provider. The game is available on Facebook and Nate (a Korean equivalent of Facebook).

Social Network Game or Casual Game?

Other than the games mentioned above, there are some casual or even MMORPG games claimed to be social network games. For example, Angel Love Online serviced by EYA Soft if a self-claimed social network game for its IM and Room customization features. NHN's Z9 Planet (Korean title: 내맘대로 Z9별) is a rather casual RPG except synchronizing with Naver blog.

Upcoming Social Network Games in Korea

Bono Bono Online

Bono Bono Online is currently developed by Barunson Games based on the popular comic and animation series with the same title. Not much has been revealed about the game but the developer said it would be a social network game that closely follows the original content.

The game is expected to kick off a CBT in the first quarter.

MAF Online

MAF Online operates under one goal: Make a Friend. Waffle Soft revealed a gameplay at GStar 2009 and received a positive feedback from the audience. A pet named Bell will reflect your emotion in the game.

MAF Online is expected to enter a CBT in 2010.

Project AYU

Triple Studio's Project AYU aims to be a social MMOG. A player can level up and network with other players and NPCs. The game is expected to enter a CBT in the first half of 2010 and OBT towards year end. 

 

 
 
Comments

Dave Endresak
profile image
Thanks for the quick summary, Simon.

I think that your summary, especially the accompanying pictures, perfectly illustrates my oft-stated points about East Asian aesthetics that offer sympathic, attractive characters versus the prevalent Western focus on "realistic" and unattractive, unsympathetic characters that often wind up as flatout ugly. Granted, aesthetics are subjective to some extent, but I guess the point I continue to try to make is that at least players should have selection of aesthetic styles so that they can embody a character they actually identify with rather than being forced to use aesthetics that simply do not have an appeal/identity for many players. Of course, the same is true in East Asian markets. They should have the choice of "realistic" if they want, although I think the Western socioeconomic influence is plenty strong enough for them to have such choices compared to most Western markets.

Gaming is global. I wish developers, including artists and designers, would form teams that result in a much more global content than we currently see happening. I still see too much of the old business mindset of, "this market likes this and that market likes that" but gaming doesn't really work that way anymore (nor do other media, in many cases).

Chris Remo
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Dave,

While admittedly I'm not as well-versed in social games as some, I don't think there's much evidence for your claims about character aesthetics in Western social games. Social network games across all countries seem to almost universally center around stylized, unrealistic, happy characters, at least the ones that actually have "characters" depicted on screen.

Dave Fried
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I agree with Chris. In the social games scene, the characters are almost always aesthetically pleasing and non-realistic. Look at Farmville, any of the pet games, and any of the cooking games on facebook. All very easy to look at characters. Though not as stylized as the Korean ones.

What's far more interesting to me is that all the Korean social games are full 3D MMOs... Something that the social games in the States at least have totally ignored (and will continue to do so due to their obsession with only imitating what's successful within their own group). I think one 3D MMO social/casual game will utterly destroy the collective empires of the social games currently in power.

Victor Gont
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@Dave Fried: I think I won't agree on that one. Farmville and most of the social mmo's we have out there now (i would even count Runescape among them) succeeded in attracting such a large audience especially because there is no client download involved and no technical knowledge required to set up the game. Accessibility is the foremost keyword of the western social scene (while the eastern, more 'hardcore' - i hate the word, market is more disposed to try a non-browser game).
I would also note that all the above examples are more gameplay-centered than their western counterparts, who plus on the networking, play with friends/make friends aspect.


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