Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [13]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Irrational Games
Systems Designer
 
CCP - North America
Lead Character Artist
 
CCP - North America
Sr VFX Artist
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
 
Age of Games releases the
fourth episode of the...
 
Gaming comes to London
Fashion Week
 
Gala Networks Europe
augura un buon San
Valentino
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  In-Depth: Inside G*, Korea's Biggest Game Show
by Brandon Sheffield [PC, Console/PC]
4 comments
Share on Twitter
Share on Facebook RSS
 
 
November 14, 2008
 
In-Depth: Inside G*, Korea's Biggest Game Show

[Government-funded gaming expo Gstar -- South Korea's equivalent of E3 -- opened yesterday, and Gamasutra's Brandon Sheffield was in Seoul to see NCSoft, Nexon and Microsoft with high-profile booths, improved attendance compared to the previous year's show -- but lingering doubts from developers about its usefulness.]

Gstar, South Korea’s equivalent of E3, opened yesterday in Seoul, and presented what most agreed was a slightly better show than last year, but still oddly positioned in this online-dominated market.

Gstar is a curious event. It’s open to the public, and is consumer-facing on the surface. As one expects from an event of this nature, a number of the major game developers and publishers set up large booths with loud music in the Kintex exhibition hall. But realistically, the consumers are not who this event is tailored toward.

The game market in South Korea is almost exclusively online, with MMOs and microtransaction-based gameplay the most pervasive forms of interactive digital entertainment. That being the case, why hold a giant event, an hour and a half outside of Seoul, to demonstrate games that anyone can play in open beta from their home computer?

The answer is that Gstar is funded and promoted by the South Korean government. It’s not like in China, where game companies are incentivized to exhibit by various voluntary or less voluntary means. But the aim of the companies here does seem much more like an appeal to the government rather than consumers.



Last year, a number of developers told me they felt that the event was going downhill, getting smaller and smaller over the years. From that perspective, this year was actually a slight improvement. The show floor was visibly a bit more crowded, and NCSoft's just-launched Aion was on prominent display.

More importantly, Nexon announced five new games which were previously unknown, during the show, which actually validates the stated intent of the event. And this makes sense indeed, considering that there are Nexon executives on the Gstar board of directors.

But realistically, Gstar’s main objective seems to be showing the power of Korean games to the world. Quite simply, “we are here, we are great.”

Feeling Gstar

Those I spoke to about the event, press and publishers alike, felt that this year was indeed an improvement over the last, but that Gstar still didn’t have an immediate relevance to the current shape of the game industry.



From the developer’s perspective, I spoke with several in-the-trenches types prior to the show, all of whom flatly stated that Gstar is “for government and executives.”

Developers have little desire to go, though a manager at Neowiz mentioned that his team members would occasionally make the trip simply to see the booth babes -- which have this year been cut from the show (though everyone agrees this was for the better).

Perhaps the most useful element of Gstar is the associated Korean Game Conference, or KGC, which is akin in spirit to the Game Developers Conference. KGC is held concurrently with Gstar, is quite well attended, and rather extensive in its scope.

Developers I spoke with said essentially that the conference is far from perfect, but it’s much better than nothing.

This is the kind of event that could not occur in Japan, for example, where sharing of technology, design, or knowledge of the product is often still forbidden even for two teams within one company.

As incestuous as the game industry is worldwide, it’s even more amplified in the Seoul area, where most Korean game development takes place.



One need only go out drinking with one group of developers to see who knows whom... and the quick answer is everyone knows everyone, if you’re someone in the first place.

KGC supports and is supported by this rather open group of developers, and is a hallmark of the different nature of this industry when compared to other development hubs in Asia.

Walkabout

The Gstar show floor itself is home to booths from the likes of NCSoft, Nexon, NHN, CJ Internet, Neowiz, and most of the major online players, with looping video trailers and PC kiosks for trying new products.

Microsoft made a return appearance, showing off localized versions of Gears of War 2 and Fallout 3 – a potential draw for the small number of consumers that actually play console games.



Unfortunately, the major, though absolutely unstated reason I perceive for Gstar’s existence, that is to say to promote the Korean industry to the world, is also the place that the show continues to need improvement.

The event does little to engage the foreign audience in a meaningful way, and because of the same problem of being able to play an open beta from anywhere in the world, there is little reason for foreign press to attend.

Gstar will never be a blockbuster event the likes of a 2006-era E3, but at least this year there was an effort on the part of the exhibiting publishers to make it somewhat worthwhile.

If the organizers can continue to wrangle a few game launches, or perhaps attract the likes of a Nintendo or even some foreign exhibitors, Gstar’s fire will continue to burn. However, perhaps its flickering flame does not quite match the blaze of improvement that the Korean game industry itself has undergone in the last five years.
 
   
 
Comments

jordi rovira
profile image
I can't disagree on that this show cannot compare to the other bigger shows, because it is the only one i have attended to. I have to agree though, in that it is "very local".

However, calling this article "In-depth" is a little bit too much, when (if i am not wrong) it has been written after the first day or day and half of expo, when the strongest days on ammount of visitors are obviously the weekend.

Rafael Vazquez
profile image
I can relate with this. This event seems quite similar to the mexican EGS, with the big difference that the EGS is apperantly tailored for consumers only, with the big booths and the hot girls and other media promoting themselves. Thou its not a bad thing per se, it is disappointing that they don't give more support to local developers and publishers (confining them to the edges of the floor). If these local markets want to become worldwide they have to make the show for everybody, consumers, designers AND the foreign audience. Here's hoping both the EGS and G* manage to do this eventually.

Roberto Dillon
profile image
The articles states that most of the games shown at G* are available for open beta testing and thus question the validity of the show from a consumer perspective.

This isn't correct according to my personal experience over there: most games previewed (inlcuding those by Nexon) are not even available for closed beta yet and were shown there for the first time!
Besides, there were booth babes (and honestly, they looked stunning! :-P )

It was a great show and the KGC was a very high quality conference too.

brandon sheffield
profile image
really, most? that was not the impression I got, though I did mention nexon. There were about five booth babes - they were quite scarce! And purposefully so.

and just to say, while this was written the first day of the event, all the information I got from developers regarding the show came from the three days of meetings before.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.