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Postmortem: Gamevil's Nom 2
 
 
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Features
  Postmortem: Gamevil's Nom 2
by Bong Koo Shin
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September 8, 2006 Article Start Previous Page 4 of 4
 

Conclusion

I matured while I was producing Nom 2. You could easily think Nom 2 as Nom 1, and Nom 1 as Nom 0 . If Nom 1 was started from a simple concept, Nom 2 supplemented some features that lacked from Nom 1, and also reflected the theme of “space and aliens.”

I learned a lot throughout this process. Nom 2 may be a simple mobile game, but it was the game that reached outer space. Furthermore, it had sent over 160,000 messages in a relatively short period of time, showing the popularity of the game in my native South Korea.

Advertisement

Most of teenagers have cellular phones these days throughout the world, and it seems as though mobile games are one of the most relevant gaming platforms to teenagers. I have implemented my philosophy in Nom so that teenagers can learn something from the game. The Nom series emphasizes the importance of love. After playing Nom 2, one user wrote that he had learned how important he was to himself. I hope their dreams will spread throughout the galaxy.

I hope Nom 2 will be remembered as an important event in history by communicating peoples’ hopes and dreams, as the world’s first game to send messages to outer space…

Game Data

Release Date : 2005. May (Republic of Korea)

Publisher : GAMEVIL Inc.

Developer : GAMEVIL Inc.

Platforms : GVM, GNEX, BREW, MIDP, WIPI

Number Of Developers : Producer 1, Programmer 2, Graphic Designer 1

Development Time : 8 months

 
Article Start Previous Page 4 of 4
 
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