Contents
Korea Rising: Five Crucial Interviews
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Korea Rising: Five Crucial Interviews
by Brandon Sheffield
0 comments
Share RSS
 
 
January 4, 2008 Article Start Previous Page 9 of 21 Next
 

Do you have any projection for how the console stuff will do in the west, versus your online efforts? Do you anticipate the console stuff will be bigger, or the online stuff will be bigger in the other markets?

SY: I don't really anticipate anything for that. We just follow...

Advertisement

Just waiting to see what happens?

SY: That's it.

One thing I've been wondering about is that still in the west, there's not a great perception of Korean companies yet. There's not a lot of trust in those companies, which I don't think is justified, but it's there. Right now, if Capcom releases a game, people are like, "Oh, Capcom made it, so I'm going to buy it." But that kind of thing doesn't really exist very much yet for Korean companies. Do you think that's going to change when you release stuff like APB and Huxley? Are people going to be like, "Oh, that's a Webzen game?"

SY: I think they will. There will be a positive impact on us. We're not just pushing our games into another market -- we're trying hard to adapt to your style, and combine those things into our styles and make something new. When this becomes successful, there will definitely be a positive effect.

Huxley is developed in Korea, right? But it's for the western market.

SY: Mm-hmm.

Kind of. It looks very much like a western style. I know you don't work on the project, but how was the thinking, in terms of, "Okay, we're going to make this kind of look and aesthetic, and we're going to make it appeal to the western market without actually being from the western market."

SY: I don't think we especially tried to make it feel like western games. The thing is... those styles are good. They both like it. Wherever you go, they like it. We just have a little bit different approach. Both approaches are good. Wherever they go, they like it. Stuff like Final Fantasy everybody likes. Games like World of Warcraft, even though it is a western game, over here it's huge. Both styles are good. All we do is we don't really try to make it look western. We catch a lot of good things, and they like that stuff. They find good stuff from western games or comic books or whatever, and then we add our good stuff into those games. That's the way we approach.

Even for APB, do you do usability and market testing in each region? Do you change based on that stuff for specific markets, or is it more like, "Okay, we need to make the whole game more accessible in this way."

SY: We try to adapt as much as possible to both markets. Realtime has a strong vision and understanding of the western market already, but a game like APB doesn't really exist in the Eastern market. We did some research, and collected some information, and tried to deliver this into a western-style game.

Is Webzen providing more support for the online systems and all the network stuff? I know they struggled with Crackdown, because they hadn't worked on that kind of stuff before. I think they had to get some help from Microsoft and stuff.

SY: Yeah, we do that.

It makes sense, because Korea's obviously incredibly strong in that kind of stuff.

SY: Realtime had some experience too, at this moment.

Yeah, now they do.

SY: Now they have some experienced staff.

I recently learned that one of the reasons that the creative network staff was so strong in Korea, was because the IT industry started booming around the same time that everything was coming up, and Internet was deregulated. It makes a lot of sense, but I didn't put two and two together to realize that's why it got so much bigger at the time. I think that's probably all I need to say, unless there's any other thing you want to say about Webzen right now.

SY: Webzen... 2008 will be a really important year, financially. We announced big projects at the beginning of 2005, including APB and Huxley, and they're all coming out in 2008. That will be a really good year, and an exciting year for us to watch over this and go to other divisions in the U.S. market and other countries and see what users' reactions and all those things.

People will finally take some vacations.

SY: I hope so! (laughs) The bad thing about online games is that there's no vacations. It just never ends.

 
Article Start Previous Page 9 of 21 Next
 
Comments

none
 
Comment:
 


Submit Comment