![]() It's got a shift button that you press where it allows you to run. MK: Combat Arms answers a lot of different needs that I've had. HY: We use other games as benchmarks for the standard that we at least want to be at. to go to the market and take away players.ĭo you make your titles people didn't like about the other games? ![]() Maybe in the Korean market, you've got two solid games that are the major games, like Special Force and Sudden Attack, and then we have two IPs, Combat Arms and Counter Strike, that are trying to chisel away at that market. MK: I think it depends on who you're going after. Having two games in the FPS genre… are you competing with yourself? You either have to kill all the zombies or you've got to infect everybody. It's called zombie mode - it's basically like 28 Days Later, so there's a mode where you play either as a zombie or as someone on the strike force.Īnd, if a zombie kills you, then you get infected and you turn into a zombie, and you start chasing other people that are part of the strike force. We're basically making Counter-Strike Online for Valve, and we launched a new mode which is totally making the game kick ass right now. Actually, that's doing really well right now. They probably thought MMORPGs would be the big genre.Īre you still working on the Counter Strike game? MK: First-person shooters are the biggest genre in Korea now, which is really interesting, because when they first started coming out, no one thought that was going to be the case. If you equip a backpack, that gives you another extra slot to carry gear, but it slows you down, so there's always some balance. HY: Even stuff like unlocking more items at ranks … everything that we add is supposed to be balanced, so even a veteran player versus a new player doesn't have some outrageous advantage.įor example, our weapon mods - all our weapons are modifiable - when you attach a silencer, it reduces your damage, but it gives you the benefit of silencing your shots. MK: It goes against most of the other things that we've done with the business model, too, like locking out content for players to give other players an advantage if they pay. If you look at some of our competitors, they've gotten some negative responses from their userbase. MK: The Korean developers are very open minded towards putting in the different things that we want to put in, versus other games where it's built there and we bring it over and put a couple comments in here and there.ĭid you try out the concept of buying weapons? So, we're saying, flat out, that we're not going to sell any weapons at all. The concept of being able to pay for an uber-weapon is repellent to anyone who plays FPS games. Say, after a certain level, you can join clans, stuff like that.Īnd also, probably most importantly, the business model is very different than what Korea would actually do, because FPS games here are skill based. A lot of the weapons balance stuff has changed.Ī lot of progressions in Korea - I think rank is enough incentive for users, whereas we thought that we want people to be able to gain access to more equipment or more functions. HY: The main issue was just figuring out the US FPS expectations of how weapons should handle. How did you have to go about the localization? ![]() I know it's an extremely different focus because they're trying to make a casual title and you're trying to make something a bit more. Was this process at all accelerated by Battlefield Heroes? We have new content that they haven't seen yet, but they have some extra maps and stuff like that. HY: So, we actually have more content, in some respects, than they do. Min Kim: This was different because usually we release something, and then way later we release it to the States, but we identified this right away and we started modifying and localizing it as soon as it came out. Herb Yang: Yeah, I think they launched about three months or so ahead of us. In this interview, Gamasutra talks to Nexon America's Min Kim and Herb Yang about the title, the differences between the markets, and the individual design decisions during the process of development. Now comes the Korea-based development of Combat Arms, the company's first FPS, led by an aim to reach North American consumers as much as Korean, and already reaching 1 million registered Western users, as of late October. The firm also recently created the title Sugar Rush with Vancouver-based Klei Entertainment - recently interviewed for Gamasutra sister site. Nexon has recently been making a major push into the North American market after success with localized titles such as MapleStory, Audition.
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