GAME JOBS
Contents
Pursuing A New MMO Style
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Pursuing A New MMO Style
by Christian Nutt [Business/Marketing, Interview, Social/Online]
1 comments Share on Twitter Share on Facebook RSS
 
 
December 20, 2010 Article Start Previous Page 2 of 3 Next
 

It seems you can't really do that on consoles. There's been very few examples. Final Fantasy XIV is not coming to 360 even though Final Fantasy XI did, and it's unclear why. It seems like the consoles are very resistant to moving into this space. Are you actually interested in going there if you could, or is it just something that you see as not even appealing because of the distance between what you want to do and what's possible?

EY: The console idea is definitely a possibility, but we're not close to the idea. We actually have been talking to Microsoft -- not very frequently, once in awhile. But, like Mabinogi, even if the technical issues are something that can be resolved, we have to work up the business model first, so that's the first hurdle in this.



You were talking about how games are becoming more what-you-see-is-what-you-get, and that is more action-based in effect; but specifically the South Korean industry doesn't have a lot of experience developing action games.

I was wondering if you are looking towards any examples from other markets or if you're developing your own style based on your own inspirations.

EY: The action game genre is actually pretty popular in Asia, so there is a market for it already. For example, Dungeon Fighter Online in Korea, they usually have 200,000 concurrent users, and China is 2,000,000 concurrent users. So it is a pretty well established market.

Though that was a 2D game, so it's a little bit different.

EY: Yes, that is true.

So from a development perspective, did you look at any sources, or is this about establishing the style of this game yourself with your team from scratch?

EY: In the Korean market, Dungeon Fighter kind of set a standard for action games, so there were many, many 3D games that were trying to make a 3D version of that successful game. Most all of those games were just an exact copy of DFO in 3D, but Vindictus had differences that were unique and more refreshing. That wasn't just a carbon-copy of a 2D game, so it was really well received in Korea.

Is this game made for a global audience, or is it primarily in any one of the specific markets that your company is active in?

EY: Yes, the game is globally targeted because, in terms of visual style, as you may know, with some Asian games, Western audiences are still "That's not my type." Also, when we take Western games to the Asian market, they are like, "Oh, this is too tough and not very delicate." Asian users don't like it, and we were very well aware that the tastes of these two user bases is very different. We tried very hard and spent a lot of time creating this art style that appeals to both bases and makes it attractive.

So is art style the primary difference, do you think, and not so much gameplay mechanics? Do you think the gameplay mechanics are more universal, and the art style has been more of the place that was a sticking point?

EY: The differences are in the game mechanics, as well. There is a world of difference. For example, the typical American style is very badass; kill them all and shoot them up. It's very gunfight [oriented] and very tough. Whereas Asians like it too -- they like those types, but Asian users prefer melee types and very detailed gameplay, not so tough. Maybe crafting and that kind of stuff. So I think that there is a difference.

Asian users grew up watching Jackie Chan and Bruce Lee on TV, and they are very used to this type of choreographed, almost dance-like fighting style which is sometimes different from Hollywood, which is like bashing in somebody's face. So they have that kind of expectation from their games, too. And they do not shoot guns.

 
Article Start Previous Page 2 of 3 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
Gearbox's Randy Pitchford on games and gun violence
Comments

Ashley Wolf
profile image
Thanks for this article. I beta tested Vindictus and occasionally check back on my account. I originally thought Vindictus was an American adopted version of Magonobi Heroes, but guess I am wrong. While the bright graphics, and cheerful Korean influenced themes are present--this is a still a genuine brutal action game. Almost any object in the environment can be yielded as a weapon, accompanied by gorey and gruesome gameplay. So I am assume this title of the Nexon legacy is not targeted to the younger audience. Potentially, with a lot of updates and geographical expansion, Vindictus could have a world PVE/PVP system and not limit it's capabilities with one central hub town. I believe this would allow Vindictus to prosper by having more of a "PC MMO" feel instead of restricting the game to console like attributes.


none
 
Comment:
 




UBM Tech