Showing posts with label Korea. Show all posts
Showing posts with label Korea. Show all posts

September 06, 2020

국내 게임사 투자현황과 글로벌 성공 사례_by박형택_2020 팍스넷뉴스 게임 포럼_2020.08.25

 

국내 게임사 투자현황과 글로벌 성공 사례
by박형택
2020 팍스넷뉴스 게임 포럼


2020.08.25 국내 게임 현황에 대한 포럼 발표 영상을 업로드합니다.

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] China's double standard

泥中蟠龍's Game愛歌  [A love song for games of the dragon waiting for an opportunity]


泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]


China's double standard



October. 11. 2018.


There is a Korean slang "naero nahmbool". The abbreviation, that seems like an idiom, literally means that “my affair is a romance, but other people's romances are all loved affairs." It is often used to satirize someone who is inconsistent or distorts the same situation to his/her advantage.


 The 2018 BRICS summit was held in South Africa this July. BRICS is the acronym coined for an association of five countries: Brazil, Russia, India, China, and South Africa. They are major emerging national economies with a large territory, big population, and rich resources. Xi Jinping, General Secretary of the Communist Party of China, strongly criticized the U.S. in his keynote speech. Xi argued, "While unilateralism and protectionism are increasing over the world, we should be against economic hegemony and power politics." The paramount leader recently repeated his assertion that blaming American unilateralism and monetary hegemony, China—as a key country, builder, and contributor in the current international system—would firmly support multilateralism and liberalize trade and investment. I don't want to stand up for either of both in the China–United States trade war. However, his argument is a typical "naero nahmbool".


 China is the best-known example of pursuing of protectionism. The country has used various ways of non-tariff barriers based on its huge domestic market. Today I'd like to talk about unfair trade practices in the content industry among many other industrial sectors. Tencent, the top Chinese multinational conglomerate, has rapidly grown by publishing imported games in the Chinese on-line gaming market where foreign game companies have been prohibited to directly access it. If Korean game developers could publish their games themselves in China, the world's largest video game company wouldn't have existed. Many internet businesses, that are so profitable by running the mobile games market, also wouldn't have survived if Google would have entered the Chinese market with its Google Play store. South Korean stars have been banned appearing in Chinese TV shows since Hallyu falls victim to Korea-China diplomatic row. A K-drama made by a local drama production company that I invested in is into its second year without passing broadcasting regulations although a Chinese state-owned company laid out the money in and a Chinese actor starred in. Online video-sharing platforms patterned after YouTube is making a big gain because it is blocked in mainland China. The Chinese government has helped the growth of its businesses—Baidu, Alibaba, Weibo, and WeChat, etc.—to build their castle while their competitors—Facebook, Twitter, Amazon, and KakaoTalk, etc.—all have been banned in China. Now Korean games are even excluded from selling by Chinese publishers in China proper. Besides, many Korean companies, that signed a contract with Chinese businesses, suffered from economic difficulties or ended up declaring bankruptcy after receiving notice of the cancellation of the contract or rejection of deliberation. It's not making news anymore.


 We should be against the economic hegemony and power politics of China as long as it pursues its protectionism and unilateralism. China is not a responsible country despite its economic power and doesn't play a vital role in the current international system. China's claim about the US hegemony is far from a romance. It is only a play-the-victim love affair.

 


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

   (http://www.khgames.co.kr)


   Translation by Kim Ki-hui

이중반룡의 게임애가 泥中蟠龍’s Game愛歌 검이불루 화이불치의 매력

이중반룡의 게임애가  泥中蟠龍’s Game愛歌


이중반룡의 게임애가

泥中蟠龍’s Game愛歌

검이불루 화이불치의 매력


2020.07.30

 필자는 검이불루 화이불치(儉而不陋 華而不侈)라는 글을 좋아한다. 글자 그대로 옮기면 “검소하지만 누추하지 않고, 화려하지만 사치스럽지 않다.”라는 의미이다. 삼국사기 백제본기에 나오는 말로 저자 김부식이 백제 온조왕 15년에 새로 지은 궁궐의 건축미를 평한 글이다. 이 글은 ‘나의 문화유산답사기’의 저자인 유흥준 전 문화재청장이 본인의 책과 방송을 통해 계승 발전시켜야 하는 한국적인 미(美)로서 소개하여 대중에게 더 많이 알려졌다.


 필자가 개인적으로 이 글을 좋아하는 이유는 이 글이 주는 안정감에 있다. 검이불루는 정돈됨을 보여주고, 화이불치는 세련됨을 보여준다. 적절함을 지키고, 양쪽을 충족시키는 것은 언제나 어렵지만, 항상 꿈꾸는 이상향이다. 정돈된 환경 속에서 세련된 삶을 사는 것은 많은 사람들이 꿈꾸는 이상적인 모습이다.


 그러나 현실에서 검이불루 화이불치를 구현하기는 어렵다. 검소해 보이려 하면 누추해 보이고, 화려해 보이고자 하면 사치스럽게 보인다. 누추해 보이지 않으려 하면 검소해 보이지 않고, 사치스럽게 보이지 않으려 하면, 촌스럽게 보이기 쉽다. 


 이러한 모습은 우리가 게임을 개발하는 과정에서 흔하게 겪게 되는 모습이기도 하다. 쉬우면서도 깊이가 있고, 화려하지만 개발비가 과하지 않은 게임을 개발하는 것은 한국의 미를 지키는 것만큼이나 어려운 일이다. 개발하는 과정에서 대표 혹은 프로듀서(PD) 혹은 감독(Director)은 긍정적이지만 부정적인 상황에 대비하고, 카리스마 넘치지만 권위적이지 않고, 자율적이지만 잘 관리하는 리더의 모습을 꿈꾼다.


 그러나 이런 모습이 이상적이라고 표현되는 것은 사실상 구현하기 어렵기 때문이다. 누구나 할 수 있는 것을 우리는 이상적이라고 표현하지 않는다. 그러나 많은 경우 리더들은 좋은 리더 콤플렉스 혹은 착한 사람 콤플렉스를 가지고 이상적인 모습을 구현하고자 많은 문제를 자신이 처리하고자 한다. 리더도 사람인 이상 그 모든 것을 감수하고 있으면 너무 많은 스트레스를 받게 된다. 그래서 보통 어느 한쪽 편을 들다가 다른 쪽에서 나쁜 사람이 되거나, 본인이 먼저 지쳐서 일정에 차질을 만드는 경우가 많다. 리더는 구성원의 체력과 정신에 앞서 본인의 체력과 정신도 관리해야 한다. 그러니 좋은 리더가 되려면 체력과 정신력도 관리해야 한다. 이상적인 리더의 모습은 이렇게 더욱 어려워진다.


 슈퍼우먼 신드롬(superwoman syndrome)이란 말을 들어봤을 것이다. 직장 생활과 육아를 병행하는 워킹맘이 양쪽도 잘하기 위하여 무리하면서 겪는 다양한 부작용을 의미하는 말이다. 슈퍼우먼 신드롬, 착한 사람 콤플렉스 모두 잘하고자 하는 과도한 욕심의 산물이다. 모두 만족시키려 하면 누구도 만족시킬 수 없다. 힘들 때는 솔직한 것이 더 좋은 결과를 만들 수도 있다. 최근 혼자서 모든 것을 해결하려고 전전긍긍하는 몇몇 대표님들을 보면서 한 생각을 써 본 글이다. 백제 궁궐도 혼자서 만든 것은 아닐 것이다. 



※ 이중반룡의 게임애가(泥中蟠龍의 Game愛歌)는 본인이 현재 <경향 게임스>에 2013년 9월부터 연재하고 있는 칼럼의 초고를 남기기 위하여 올리는 것입니다.


泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] True journalist or presstitute

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]

泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]


True journalist or presstitute



September. 27. 2018.


The price rises quickly but declines slowly, which seems to apply to various goods in the market. Companies, that increase the price of products they sell as soon as possible under the justifications, on the other hand, make all kinds of excuses for keeping the price high as long as possible. This is common in the market economy and I understand the businesses' position although I don't think it's right and just.


 The media is bitterly criticizing the government's economic policies. I've seen a lot of critical articles where the South Korean government is going against the flow, citing U.S. big businesses that perform well and even have trouble recruiting workers. Ironically, only a few years ago, they praised mythic "trickle-down effect" and insisted that the government must support large enterprises. There was no outcome over the past decade and no one apologized for what they wrote about.


 I read a ridiculous article where there is no way to protect management control and preserve corporate governance if the voting rights of conglomerate chairmen will be limited. The right given to corporate leaders doesn't need to be defended. There is no reason to help them exercise their vote. Native advertising—articles paid for and/or written by a brand that lives on a publisher’s site—that advocates chairmen's rights even mentioning the introduction of tenure voting—which gives the long-term shareholder additional voting right and dividend—makes me annoying because it gives readers significant confusion as to what constitutes an article and what makes up an ad. A South Korean media outlet published a net neutrality-related article where the right to telecommunications operator's property—telecommunications equipment—should be protected, on the other hand, ironically, argued that shareholder's voting rights should be limited in another article. It would be more like adperson, rather than a journalist.


 It's been a little over a year since the new government was inaugurated. As I mentioned earlier, a government policy against corporate's interests is slowly reflected. Companies especially increase their efforts to delay adopting the new one against the policymaker's decision when it comes to the policy that incurs an immediate loss. A fast-acting drug is like narcotics. It works fast but has big side effects. The press urged regulation of video games considering a disease in the same category as drug addiction and now asks the government for the drug-like immediate impact of its policies, which is a comedy. Numerous game developers have been growing under various regulations over the years. The press never supported the gaming industry when it went through a difficult time, however, now is siding with their advertisers against government regulations and policies.


 The impact of a new policy is not instant. It especially takes longer to infringe on the privileges of minority vested interest. I'd like to give some presstitutes advice to stop running native ads neglecting the fundamental duty to report new impartially before mentioning Koreans' short-tempered nature. A reporter, who runs an article-like ad, is no longer a true journalist. Video games and drugs shouldn't be treated equally and piece-of-garbage articles should be regulated. I support the government to apply medicine that improves its constitution while it would take a long time. Plus, I wish the game industry promotion policy could be together.

 


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

   (http://www.khgames.co.kr)


   Translation by Kim Ki-hui

August 10, 2020

이중반룡의 게임, 콘텐츠 그리고 경제 泥中蟠龍’s Game, the Contents and the Economy 주식 투자와 벤처 투자

이중반룡의 게임, 콘텐츠 그리고 경제 泥中蟠龍’s Game, the Contents and the Economy


이중반룡의 게임, 콘텐츠 그리고 경제

泥中蟠龍’s Game, the Contents and the Economy

주식 투자와 벤처 투자


2020.08.06


 최근 주식 투자에 관심이 높아지고 있다. 주식 투자 자체가 과열이냐 아니냐에 대해서는 사람마다 이견이 있을 수 있으나, 건전한 경제 흐름을 위해서 사람들이 주식에 관심을 가지는 것은 좋은 현상이라고 생각한다.


 경제의 흐름과 경기를 이해하는 데 가장 중요한 데이터는 시장의 유동성과 경제의 건전성이다. 특히 주식 투자로 범위를 좁혀서 본다면 통화 정책과 재정 정책으로 표현되는 재화 공급에 대한 정책과 개별 기업이 가지고 있는 재무 건전성과 수익성 등이 투자를 결정하는데 중요한 지표가 된다.


 그러나 하이 리스크, 하이 리턴(High-Risk, High-Return)으로 표현되는 대표적인 고위험 고수익 투자 분야인 벤처 투자 분야에서는 상장 기업 대상 투자의 상식과는 다른 조금 다른 상식이 통용된다. 일단 비상장 기업인 많은 벤처 기업의 기업가치는 상장 기업의 50% 혹은 10% 혹은 그 이하이다. 시장의 재화 공급 정책에 영향보다는 산업 육성 정책이나 지원 정책의 영향을 더 많이 받고, 재무 건전성과 현재의 수익성은 기대하기 어려운 기업이 대부분이다. (물론 기술 특례 상장, 테슬라 요건 상장, 성장성 특례 상장 등 적자 상태에서 상장하는 기업도 있으나, 특례 상장이라는 명칭 자체가 일반적이지 않다는 의미이니 논외로 하겠다.)


 이런 벤처 기업을 투자할 때 검토하는 부분은 크게 성장성과 안정성이다.


 성장성은 해당 기업의 성장 가능성에 대한 부분이다. 성장하고 있는 시장 혹은 일정 규모를 가지고 있는 시장에 도전하는 기업인지를 판단한다. 그리고 해당 기업이 현재는 규모가 작으나 성장 속도가 빠른 기업인지, 혹은 성장 속도가 빠를 것이 예상되는 기업인지를 판단한다. 그 외 시장 경쟁 상황, 마케팅 계획 혹은 비즈니스 모델이 적절하게 설계된 것인지도 평가한다. 전체 시장 규모가 작고, 크게 성장 가능성이 낮은 시장에 도전하는 기업이라면 그 기업의 투자 매력은 떨어진다. 예를 들어 대한민국 모든 국민에게 팔 수 있는 제품이지만, 1인당 1년에 1개 이상 필요가 없고, 1개당 천원인 제품을 생산하는 기업이라고 가정하면, 시장 점유율 100%를 달성해도 연간 매출 500억 이상이 불가능한 회사이다. 이런 회사는 매력이 없다. 그러나 현재는 2~3년에 1개를 사용하지만, 내년에는 1년에 1개를 사용할 것이 예상되고, 5년 안에 1개월에 1개를 사용할 것이 예상되며, 경쟁 제품이 거의 없고, 해외 진출도 가능하다고 한다면 평가는 달라진다. 물론 이런 제품이 있다고 가정한 경우이다.


 그다음 안정성 부분이다. 단어 자체는 고위험이라는 의미와 맞지 않을 수 있지만, 여기서 말하는 안정성은 재무적 안정성이 아니라 구성원에 대한 안정성이다. 대표이사를 중심으로 한 구성원이 추진하는 사업에 대한 이해도가 높고, 계획한 사업을 잘 실현할 수 있는지를 판단하는 것이다. 그리고 주요 임직원이 위기 대처 능력은 있는지, 도덕성에 문제는 없는지를 평가한다. 많은 좋은 벤처 기업의 사업 아이템이 주요 임직원의 구체화 능력 혹은 사업화 능력이 부족해서 시장에서 사장된다. 그리고 주요 임직원의 도덕성 문제로 좋은 기업이 망가지는 경우는 벤처 산업에서는 흔한 경우이다. 어떤 기업에서 투자를 받자마자 주요 임원의 연봉을 대폭 인상하고, 대표이사의 차량부터 바꿨다는 이야기는 자주 듣는 이야기이지만, 들을 때마다 씁쓸한 이야기이다.


 이 내용을 콘텐츠 산업으로 가져오면 약간의 차이가 있다. 콘텐츠 산업에서 성장성은 프로젝트가 가지는 기술적 매력도이다. 게임, 영화, 애니메이션, 드라마 등 대부분의 콘텐츠 시장은 시장 규모가 검증되어 있다. 따라서 콘텐츠 자체가 가지는 매력이 시장을 얼마나 확보할 수 있는지가 중요한 평가 기준이 된다. 그리고 안정성 부분은 구체화 능력보다는 실행 능력이 중요 평가 기준이 된다. 많은 프로젝트가 완성되지 못하고 세상에 나오지 못한 채 시장에서 사라진다. 일단 시장에 나오면 일정 수준의 매출을 기대해 볼 수 있고, 성과가 기대에 못 미치더라도 매력적인 부분이 있다면, 리메이크되거나, 매니아층을 형성하거나 의외의 부분에서 실적이 나오는 것 등을 기대해 볼 수 있다. 그러나 시장에 나오지 못하면 지금까지 만든 것은 투자자 관점에선 쓰레기와 같다. 제조업처럼 중간 생산물의 활용도를 찾을 방법도 없고, 생산설비나 공장처럼 자산 가치를 평가받을 수도 없다. 물론 도덕성 문제가 중요하다는 점은 똑같이 적용된다.


 필자가 어쩌면 당연한 이야기를 중언부언하는 이유는 많은 벤처 기업 특히 콘텐츠 기업들이 이 당연한 이야기를 정리해서 이야기하지 못하는 경우가 많기 때문이다. 혹은 중요한 평가 요소를 간과하기 때문이다. 시장에 어필할 수 있는 매력을 이야기하는 것이 아니라 산업의 필요성과 당위성을 강조하거나, 실행 능력이 검증되지 않은 조직 혹은 과거 이력에 문제가 있는 인력의 문제점을 쉽게 해결할 수 있는 것처럼 덮으려고 한다. 산업의 필요성과 콘텐츠의 매력은 별개의 문제이다. 그리고 실행 능력이 검증되지 않았거나 과거 이력이 의심되는 구성원은 투자를 주저하게 한다.


 벤처 기업 투자가 하이 리스크이기는 하지만, 피할 수 있는 위험을 감수하는 투자는 아니다. 저렇게 따져서 평가하고 판단해서 투자를 진행해도 절반 이상은 손실이 나는 것이 벤처 투자이다. 그러니 벤처 기업 임직원분들은 벤처 투자를 하는 담당자에게 깐깐하고, 사업 아이템을 이해하지 못한다고 너무 욕하지 말기 바란다. 저렇게 투자를 해도 투자 손실로 밤잠 설치는 투자 심사역이 너무나 많다. 아마 필자도 욕먹어서 오래 산다면 100세 장수는 따 놓은 당상일 것이다.

August 01, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Video game and the separation of banking and commerce

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]



泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

Video game and the separation of banking and commerce


September. 12. 2018.

Recently, I read an article on the subject of ease regulations on the separation of banking and commerce and video game by Kim Sang-Hyun, an executive editor in our paper. In the article, he was full of hope for positive effects: game developers such as Netmarble and Nexon run an online bank—internet-only bank, which can boost the local gaming industry thanks to ample capital and financing. I also completely agree with him about the aggressive investment in domestic games. But I do oppose to ease banking-commerce separation per se so that I'd like to deal with it this week's column.

 What does the term mean? It means that industrial capital should be separated from banking capital; banks are not allowed to affiliate with other businesses. Separation of industrial and financial capital is analogous to the principle. It means that industrial capital should be separated from financial capital; businesses are restricted from owning not a bank alone, but an insurance company or securities, etc. The word "regulation" generally implies quite a negative connotation such as "control" or "oppression". And most regulations are accompanied by criticism and opposition due to their ineffectiveness and inconveniences. It is hard to deny regulations are ineffective and inconvenient. So, why are the regulations made?

 Regulations are commonly used as a way to diminish the risk. The key lies in how to maintain their low-risk efficiency. If we can go across the road wherever we want, it would be very convenient and efficient. But jaywalking is regulated by law. Because it's too dangerous.

 While industry fields related to FinTech are globally in the limelight in recent years, we have often heard that restrictions on the separation of banking and commerce retards the development of financial technology-connected sectors only in South Korea. I partly admit it. However, I don't think that the growth of fintech-linked industries is positively necessary as much as we take risks to ease regulations on the separation of banking and commerce. I'd rather say that we need the separation of industrial and financial capital. About a 0.01 percent chance of accidents can be 100 percent if I, unfortunately, have an accident. There was a smaller savings bank-related financial crime in 2011. The amount of damage by the authorities was estimated at almost 7 trillion won. We hardly imagine how much damage a large bank will get by a financial irregularity. It's easy to lift restrictions but reregulation is harder than creating new regulations.

 Many CEOs of smaller video game companies say that it's difficult to let their employees follow workplace rules. They add that there are lots of backlash against new administrative rules. And the workers get used to the rules and the controversy is abated somewhat over time. However, chief executives would be the face of stronger resistance by the staff when they try to bring an abolished policy back. This seems to be the case for the separation of banking and commerce. It wouldn't be easier to strengthen the regulation again once the government moved toward deregulation for one reason or another. We deposit money with a bank because we believe that it is safe. Someone, who prefer the high-risk high return, may choose to invest in stocks, futures, or option, etc. Another would go to casinos for higher risks higher returns. A representative, who completely ruined a game project where many people got involved in due to a small number of troubled employees, would heartily agree with what I say. Screw up and one's way home is long and dark.
 

※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

July 26, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Thirteen-year-old Infinite Challenge

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]




泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

Thirteen-year-old Infinite Challenge



May. 31. 2018.

Infinite Challenge—MBC's reality TV show—, which had gained popularity for the last thirteen years, recently went off the air. It is probably the longest entertainment program in South Korea. The show had included my 30s since it was started when I was twenty-nine years old. It is very difficult to steadily create content for long periods. It could be a really hard challenge for Muhan Dojeon which didn't follow any specific format. Most real-variety shows have an overall concept, for instance, cast members take various trips throughout South Korea during 1 night 2 days performing missions at a certain mealtime or live in a little rural or finishing village creating three meals a day and calm themselves. With a definite format, it's relatively easier to generate content. Of course, during the airing of the episodes, the non-dram program made lots of controversial issues. It was criticized for problematic content and a few cast members left the program due to unfavorable incidents. A barely-chosen new member had to unexpectedly join the military. Also, it found itself caught in a plagiarism scandal. Nevertheless, it's still quite something to keep airing the show for thirteen years.

 I've written this column for five years. Sometimes I racked my brain trying to find a new story or new subject and raced against the clock to make the deadline during a busy day. But I cannot but highly praise myself on my five-year constant work. There were many issues back then in the beginning period when I started to write; releasing a game on KakaoGames was a hot topic and a journalist wrote an article about a splendid-graphics game based on Unreal Engine. During this period, I switched my job, got a promotion, got married, and started to give a lecture on game design. Five years is not short.

 There are many newly-released games in the domestic market of late. Some of them are homegrown video games and the others are imported ones. Looking at top game charts, I can find a considerable number of long-time-loved games more than I thought. League of Legends, MapleStory, Sudden Attack, World of Warcraft (WoW), Everybody's Marble, Clash of Clans, and Sumonnor's war: Sky Arena, etc. have been stayed on top charts for a long time. Some of them are older than Infinite Challenge and most of them are as old as my column at least.

 Old-time-favorite content means that it has improved quality and has offered a variety of interesting attractions since the launch. Most game developers, that try to put perfection in the content toward the goal of launching, often poorly prepared to keep maintaining game quality after its release. I expect many Muhan Dojeon-like long-lasting games that are well prepared to be loved by gamers will be released.
 


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

July 19, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] April 2018 inter-Korean summit and mother's apology

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]




泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

April 2018 inter-Korean summit and mother's apology


May. 17. 2018.

There was a historical inter-Korean summit in April this year. The summit meeting certainly has various meanings for both within and without the country, however, I'd like to talk about Kim Jong-un, supreme leader of North Korea, who is receiving positive reviews from the general public. Negative public perception of Kim had been high in the past until the summit talks. But the talk led the public to shift to more positive perceptions. You can easily find a sense of numbers in many related articles.

 Not long ago, I went back to elementary school days while talking to my mother. One of the many topics mentioned was why she forced me to stop playing games. I told her that I could have been more successful unless she forbade me to the arcade because I am the person in the gaming world at present. I expected her to answer that she regarded video games as a stumbling-block to scholastic achievement. Contrary to my expectation, she said " I'm sorry." Summing up, she explained that the young mother, who knew little about the game due to lack of experience, just relied on a parent's notice with negative opinions about the game. And she humbly apologized for her mistake reflecting on what she hadn't a good grasp of for wise advice for the child.

 Most people, who are involving in the development of a video game, are indulgent to their children playing games. Because they are well up in the games. On the other hand, a few set their face against the idea for the same reason. Both of them properly account for what the game is anyway. In any relationship including the parent-child relationship, it's really important to know much about a subject. Persuasion without setting clear criteria is fruitless because the other party notices it. Parents whose word is smooth-tongued but untrustworthy don't have authority over their boys and girls. Many fathers and mothers around me aren't knowledgeable about the video game. One of the most frequently asked questions from them is how to reduce the time of playing a game. I usually ask back why youngsters should spend less time enjoying gaming except that it takes time from their studies. And I add if they ever tried playing games. I advise parents to state their opinion on playing games when they are ready to support their argument with logical explanations. If a reckless father or mother just asks me the fastest way to stop a teenager from keep enjoying a video game, I answer that the video game addict—if the child is diagnosed with game addiction—can be treated at a gaming rehab center. And I respond to the angry mom or dad that I have no choice but to give an irresponsible answer for the very irresponsible parent.

There are many people with a negative perception of gaming. But, I think, most parents don't want to learn about it. Which is a tragedy because I am a video-game lover working in an industry associated with the video game. I expect people to have positive recognition of gaming content as if they have changed their perceptions of the North Korean leader.


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

July 12, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] The fourth industrial revolution and the gaming industry (Part2)

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]


泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

The fourth industrial revolution and the gaming industry (Part2)


May. 03. 2018.

In part2, I'd like to take a look at Artificial intelligence (AI), big data technology, and blockchain.

  First of all, speaking of machine intelligence, an AI game character in online gaming was taken a helper to make up the numbers for team play, and users used to make fun of the player who does badly compare to an AI character who is not good at playing the game. But new machine learning-based AI characters will differ from existing ones. By comparison with artificial stupidity, the advanced ones will show delicate movements like a human being according to the given situation. Taking advantage of intelligence demonstrated by machines, game developers can offer whole new experiences for users, drive new revenue streams and business models, or pioneer a new genre of game as well. Developers would let AI devise new strategies in a strategic game and online gaming fans can enjoy e-sport matches between AI players, or gamers may not visit user communities anymore for team play because of a brand-new AI-character business model. And, in the not-too-distant future, a fresh game in which a player needs to rapidly bring up an AI character to reach a particular goal may launch.

  Secondly, one of the most important thing of big-data analysis is that it is based on not causality but a correlation among large data sets. Data analysis was used to identify the causes to produce useful results—improvement of problem or performance—in an old marketing strategy. However, an unexpected result that has nothing to do with a cause may be presented by analyzing big data. For instance, anyone can predict that the umbrella sells well if it rains. But it's not easy to prove causation; "Why are click-through rates and downloads of banner ads on automobile communities increased after its rains the day before?" or "Why are retention rates of NRU (New Registered User) decreased with a notice for an event coming next month?"—these data patterns only demonstrate the correlation between two random variables. Businesses will able to serve clients better through differentiated marketing strategies and customer service by apprehending not only the exact casual relationship but also interrelation.

  Finally, there are lots of possibilities for blockchain. To summarize the video game-related part, it promotes the value of intellectual property rights. Due to the nature of digital content, there is no difference between the original and a replica. However, cryptography-linked technology can allow us to distinguish the original from replicas. It means that the rightful owners will be protected in different ways from unauthorized use without permission. An increasing number of intellectual property rights have been created and promoted in the gaming industry. Blockchain technology will enhance the value of not only the IPR of digital content but a video game.

 As mentioned earlier, the gaming industry is the front-runner in the digital content market. And 4IR-based advanced technologies are changing digital businesses. I expect that the domestic gaming industry will be advanced with the times.


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

July 05, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] The fourth industrial revolution and the gaming industry (Part1)

The fourth industrial revolution and the gaming industry



泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

The fourth industrial revolution and the gaming industry (Part1)


April. 12. 2018.

 The inaugural Gyeonggi Global Game Forum, which was supervised by Gyeonggi Content Agency, was held recently under the theme "Past, Present, and future of South Korea's Gaming Industry". I delivered a keynote address in the forum. Thanks to this column series that I have written for about five years, I assume that I played an important role as the opening keynote speaker. Taking this opportunity, I'd like to convey my sincere appreciation to The Kyunghyang Games.

 In my introductory statement, I needed to elaborate on past and current situations of the gaming sector and prospects for the industry in the era of the fourth industrial revolution. I kept talking about the past and present of the gaming industry through previous columns and I dealt with the future of the sector couple of times. On the other hand, I've never focused on a specific topic of the relation between the fourth industrial revolution and the gaming industry.

 Video game-related technologies typically include: digital reality—augmented reality (AR), virtual reality (VR), and mixed reality—; artificial intelligence (AI)—intelligence demonstrated by machines—; big data technologies; and blockchain—cryptocurrency is how it became known to the public. They are applied in a variety of content as well as a video game. People can easily experience VR images or videos and access AR characters. And the Internet of Things (IoT) devices connected to the AI can offer various content for users. Also, big data technologies help purchasers to find specific content, which they would like, by analyzing consumer spending patterns, and blockchain is applied to protect the intellectual property rights of diverse content. These technologies are contributed to increasing the value of digital content by and large.

 The game sector is the leader within the digital content industry. Now multiple game developers are made VR games and not a few new generations of games with virtual reality technology are released in the market. VR games give players a truly immersive experience more than any other existing game genre although this technology still leaves much room for improvement. This applied science is in its beginning stages, however, with so many platforms offering virtual reality games, VR amusement parks or VR theme parks have sprung up here and there. Increasingly affordable prices of VR hardware and improved usability also help the related market expand. Only a few years later, we may reminisce of players—who put themselves in a heroic character's shoes—on the computer fighting an evil king off or having a gun battle using a keyboard and a computer mouse in a first-person shooter (FPS). AR games—Pokémon Go is a prime example—bringing digital characters into reality offers a brand-new experience for anyone who plays the game. Many Pokémon Go fans, who took their time to look at their smartphone screens on the roadside at this time last year, made me think of the monsters living together in this world.


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

June 28, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Golden boy and availability bias

Golden boy and availability bias


泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]


Golden boy and availability bias


March. 29. 2018.


As I mentioned many times, I meet various chief executive officers because of my job. Leadership positions must weigh heavily on everybody. A boss of a firm needs to set a direction for the future of the corporation, make decisions, and pay employees' salaries every month. Envying the head's authority, staff members don't consider the leader's authority. Compare to the power which is easily seen, workers cannot feel responsible for something until they experience it. Even if there are no big consequences, I cannot help respecting countless representatives who have run a business for several years. Because I went out of business long ago.


  On the other hand, a great number of leaders tend to make the wrong decision. It's a natural behavior of risk avoidance because they don't want to take upon themselves for anything. The availability bias is a miscalculation that the chief executive officers often make in such a situation. The availability heuristic occurs when evaluating a specific topic or conclusion relying on not inaccurate data but immediate examples that come to a given person's mind. Media outlets seem to reinforce this tendency. The mass media, by the nature of the people they serve, is apt to write an article about something unusual. For instance, a newspaper doesn't print the story of a person who loses millions of won or tens of millions of won on the stock market on contrary to a man who made tens of billions of won. While repeatedly reading biased articles, people are apt to mistake talent for luck thinking that anyone can easily make tens of billions of won if they want to. Numerous mothers are reluctant to speak ill of their sons and daughters although they devote so much time to brag about their children. A legend about a golden boy—it's called "Eom-chin-a (literally mother's friends' son or daughter)" in South Korea—is credited like this.


  Recently, I spoke with the head of video game development. The CEO, a former talented programmer, was very proud of a self-made game that he had developed in person for several years. I thought that the game was technically mature. However, despite the high-quality work, unfortunately, programming perfection doesn't guarantee fun of the game. The company had to terminate its service due to a high-maintenance fee long after its launch. I cannot say for certain, but I believe that there are problems with game design. But the leader put the project failure down to lack of marketing budget for an hour in the meeting.


  Many game developers talk about how much they spent a promotional budget for profit. And they want to suppose that a specific sum of money would ensure some level of expected return. Without leaders' objective perspective on things, the matters would not be solved based on what they want to believe. If mothers don't stop nagging mentioning a golden boy, it would just make their children feel annoyed or less confident. I sincerely expect game developers not to make a wrong decision under the delusion about Eomchina.



※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

   (http://www.khgames.co.kr)


   Translation by Kim Ki-hui

June 21, 2020

이중반룡의 게임애가 泥中蟠龍’s Game愛歌 인크레더블과 안전한 모험

泥中蟠龍, 泥中蟠龍's Game愛歌, 이중반룡, 콘텐츠, 게임, 모바일, 온라인, 벤처, 한국, 박형택, contents, game, mobile, online, Korea, startup, venture


이중반룡의 게임애가

泥中蟠龍’s Game愛歌

인크레더블과 안전한 모험

 

2020.06.11


필자가 좋아하는 애니메이션 제작사 중에 픽사(PIXAR Animation Studios)가 있다. 아마도 픽사의 애니메이션을 한 편도 보지 않은 사람은 드물 것이다. 그 중 국내 관객이 가장 많이 본 작품은 <인사이드 아웃>일 것이다. 500만 명이 관람하여 국내 장편 애니메이션 중 관람객 수로 최상위권에 랭크되어 있다. 그 외에도 픽사의 애니메이션 필모그래피(Filmography)는 무척이나 화려하다. 애니메이션 영화사에 한 획을 그은 <토이스토리> 시리즈가 있고, 몬스터 세상의 이야기를 재미있게 표현한 <몬스터 주식회사>, 귀여운 동물 요리사의 이야기인 <라따뚜이>, 감동적인 로봇의 순애보 사랑이 인상적인 <-E>, 물고기 니모의 모험 <니모를 찾아서> 등 수많은 히트작을 가지고 있다. 이런 픽사의 애니메이션은 대중성이 검증된 이야기를 발상의 전환을 통해 독특하게 재해석하거나, 세상에 대한 풍자를 담은 위트있는 대사를 사용하는 점이 특징이다.

 

수 많은 픽사의 성공작 중 필자가 이번에 이야기하고 싶은 영화는 <인크레더블> 시리즈의 한 대사에 대한 이야기이다. 물론 해당 시리즈에는 많은 명대사가 있으나, 이번에 다루고 싶은 대사는 2편에 등장했던 악당 스크린슬레이버의 대사이다.

 

"너희는 대화하는 대신 토크쇼를 본다. 게임을 하는 대신 게임 중계를 본다. 여행, 우정, 모험.... 모든 의미 있는 경험은 상품화되어 매체를 통해 전달된다. 그걸 구경만 하는 동안 너희는 수동적이고 게걸스러운 소비자로 전락한다.(You don't talk, you watch talk shows. You don't play games, you watch game shows. Travel, relationships, risk; every meaningful experience must be packaged and delivered to you to watch at a distance so that you can remain ever-sheltered, ever-passive, ever-ravenous consumers.)“

 

이 대사가 떠오른 이유는 마치 지금의 언택트(Untact) 세상을 예상한 듯 보이는 대사이기 때문이다. 물론 이 대사는 수동적으로 정보를 받아들기만 하고, 주체적 사고를 타인에게 맡겨버리는 현대인에 대한 조롱을 담은 대사이다.

 

그러나 이 대사를 픽사가 기존 이야기에 발상의 전환을 적용했던 것처럼 뒤집어 이해해보면, 이런 모습이 위험을 막아주는 것은 아닐까하는 생각을 하게 된다. 모든 실제적 경험은 위험을 동반한다. 높은 산을 오르는 것은 조난 위험이 있고, 자동차 레이스는 사고의 위험이 있으며, 오지로의 탐험은 알 수 없는 수많은 위험에 노출되어 있다. 특히 요즘처럼 바이러스가 위협하는 환경이 되면, 집 밖에 나가는 것 자체가 모험처럼 될 수도 있다.

 

게임은 이런 모든 종류의 위험을 안전하게 즐길 수 있도록 만들어 준다. 시속 300km로 자동차를 몰아도 사고의 위협을 느낄 필요가 없으며, 마왕과 싸워도 목숨을 걸 필요가 없다. 범죄 현장에 가지 않아도 범죄 사건을 해결할 수 있으며, 우주에 가지 않아도 외계인을 만날 수 있다. 집 밖에 나가는 것이 모험이 될 수 있는 요즘 안전한 집에서 안전한 게임으로 안전한 모험을 하는 것이 새로운 세상의 주체적 행동이 될 수도 있다. 아직 보지 못했던 픽사의 영화도 한편씩 보면서 모험을 즐긴다면 더 능동적 소비자가 될 수도 있다.


※ 이중반룡의 게임애가(泥中蟠龍의 Game愛歌)는 본인이 현재 <경향 게임스>에 2013년 9월부터 연재하고 있는 칼럼의 초고를 남기기 위하여 올리는 것입니다.

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Airbnb and Lezhin Comics

泥中蟠龍, 泥中蟠龍's Game愛歌, 이중반룡, 콘텐츠, 게임, 모바일, 온라인, 한국, 박형택, 김기희, contents, game, mobile, online, Korea, startup, venture, Kim Ki-hui


泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]

 

Airbnb and Lezhin Comics 


March. 15. 2018.


I visit lots of startups because of my line of work. As the name suggests, start-up companies face myriad problems until they reach the goal. The matters may include a corporate member, an investor, a product, or a customer. The success or failure of a small business is heavily dependent on how it deals with the difficulties that all start-ups have without exception.

 

It's an unsavory incident of an on-demand food delivery service company which is now very famous for its platform in South Korea. A restaurant owner blackmailed an app-ordered customer by using the personal data that the user registered. Consumers have no choice but to disclose their contact-details including a telephone number and address to access the service. The fact that they can be intimidated by someone makes app users reluctant to order food on the platform. The company terminated the contract immediately and made an apology to the victim promising to provide the all needed support such as a new cell phone and moving costs, and so on. Coping with this situation wisely can pave the way for start-ups. Airbnb, a global online marketplace company offering arrangements for lodging, also suffered from similar troubles in the very beginning. Media coverage of a guest who messed up a house hurt its credibility. With presenting a plan to pay a maximum of one-million-dollar compensation to potential victims, the company deeply apologized to the host and immediately opened a 24/7 customer center.

 

Lezhin Comics, a South Korean webtoons platform for mature audiences, recently has been at odds with some webcomic artists. The writers argued that people on the blacklist were excluded from various events after they raised questions on the company's policy. I cannot ascertain whether it is true or not, however, the webtoon firm's handling of the issue went against what the other in both cases have done. The corporation announced that it would file a lawsuit against the artists arguing that the blacklist, which was personally made by an employee, has nothing to do with the company. It's a typical case of what Koreans call "Gap-Jil"; an arrogant and bossy attitude or actions of the party who has positions of power over others. In most cases, a subcontractor ends up losing in a legal battle against a contractor. Because the usable amount of capital and power between the two is far from equal. If this pattern persists, there can be little hope for the services provider in seeking the wholesome development of healthy relationships between Lezhin Comics and its artists. Also, more than a few webtoonists and users would leave the platform.

 

It's the same in the gaming industry; lots of people start their businesses and face various obstacles while they are developing a game or offering game services. Without coming up with a fundamental solution, the start-ups would lose their staff and users. I hope to see many game developers will solve complications wisely and be on a roll as good companies.

 

 

This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

(http://www.khgames.co.kr)

 

Translation by Kim Ki-hui

June 14, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Hero Maker and 10,000-Hour Rule

泥中蟠龍, 泥中蟠龍's Game愛歌, 이중반룡, 콘텐츠, 게임, 모바일, 온라인, 한국, 박형택, 김기희, contents, game, mobile, online, Korea, startup, venture, Kim Ki-hui



泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]

 

Hero Maker and 10,000-Hour Rule


March. 01. 2018.

 

There is a Hero Maker, one of many webtoonsan animated cartoon or series of comic strips published onlineon a South Korean online platform Naver. It has been serialized for 12 years since it began in November 2006. Hero Maker is the longest carrying webtoons on the platform after The Sound of Your Heart, Naver Webtoon's most famous work, which was first uploaded in September the same year. And I've never missed to read it from its first episode. Working on something for a long time is not only very difficult but meaningful.

 

Recently, many top-rated new games are found on the domestic game charts. For example, there is Lineage M: it may not fall into this category, Overhit, Tera M, and AxE: they had just come out, and Black Desert Mobile: it was released this year. The big-budget RPG games, which were released amid high expectations, are all doing great. On the other hand, several long-standing top-ranked games have maintained their position since they were released over 2-3 years ago. For instance, five-year-old Everybody's Marble and four-year-old Seven Knights and Sumonnor's war: Sky Arena still occupy a higher rank. Also, there are FPS Special Soldier, idle RPG Endless Frontier, and old school gaming Crusaders Quest.

 

Providing game content on a continuing revenue model for a long time means a lot in two ways. First, the long-term game services signify that a game development team has the necessary skills to deal with the diverse situation: e.g. updating, patches, recovering a hacked account, and in-game events, etc. Customer churn inevitably occurs when they don't manage crises or unexpected difficulties properly. Problem-solving ability is one of the development team's best assets. Second, users have lots of things-to-do within a game thanks to long-time accumulated content in the game.

 

An early game user has nothing to do anymore after a long time since its launch. A developer needs to update the game for a variety of timely content so that the user keeps playing the game. The periodical update makes the game provide richer content to its existing customers, whereas, it can be a high barrier to attract new users. Therefore, a steady-selling-title game developer tries to come up with a solution thinking about both sides. And users are very excited about its new game which will be expected to show a good outcome.

 

You may hear of the idea of 10,000-Hour Rule. Whatever you do, 10,000-hour efforts lead to big consequences. Supposing that you spend four hours a day except for the weekendtotal 20 hours a week, it takes about 10 years. The rule is still relevant although a recent study found that there are big differences among individuals. The development teams, as mentioned above, have already spent over 10,000-hours with deliberate practice. I pay tribute to the long-established teams and the webtoon artist of Hero Maker. Also, as a columnist, I expect to clock up 10,000 hours in ten years.

 

 

This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

(http://www.khgames.co.kr)

 

Translation by Kim Ki-hui

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Minimum wage & divide and rule

泥中蟠龍, 泥中蟠龍's Game愛歌, 이중반룡, 콘텐츠, 게임, 모바일, 온라인, 한국, 박형택, 김기희, contents, game, mobile, online, Korea, startup, venture, Kim Ki-hui


泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]

 

Minimum wage & divide and rule


February. 12. 2018.


The minimum wage has been in the news a lot since the beginning of the year. Following the news articles, fewer people now have jobs, self-employed persons have suffered a considerable loss, and the foundation of smaller enterprisesthat accounts for over 90% of employment in the marketis giving way due to the minimum wage increases. And they also say that convenience stores will continue to shut down and many people will lose their part-time jobs.

 

Frankly speaking, I just want to throw the mouse on my computer monitor while I'm reading those ridiculous articles which make me blow my top. In the case of South Korea, the average salary of regular workers is based on 22 days a month. Supposing that an employee works 9 hours a day, the numbers add up to 198 hours a month. The worker would receive 1,490,940 won a month based on 7,530 won: the raised minimum wage at the moment. Therefore, we can see that the negative articles say that about 1.5 million won is too high for working people who spend their considerable length of time at work. I believe that convenience stores would be mentioned most when it comes to the minimum wage. If a part-time employee at a 24-hour convenience store works 24/7, the store staff can work a total of 8,760 hours a year. The store worker will additionally receive 9.3 million won a year, reflecting 1,060 wonthe recent increased hourly wage. For example, GS25, the convenience store chain in South Korea, has about 11,000 stores throughout the nation. So the second-most popular convenience store chain has to cover the additional 1 trillion won. The company's headquarters generated sales of 7.4 trillion won posting 270 billion won in net profit in fiscal 2016.

 

I get mad at the media that creates these part-time employees vs. convenience store owners sentiment aggravating their difficulties by harping on the minimum wage. Small and medium-sized businesses and self-employed people account for 90% of all private-sector employment, whereas conglomerates tend to save a few hundred billion won a year with fairly low employment rates. Samsung keeps on rolling getting its supplies from the cheap sources based on low-wage earners with annual sales and operating profits volume exceeding 200 trillion won and 30 trillion won, respectively, although the media criticizes the government's policy day after day saying that smaller enterprises will go bankrupt due to workers who get increased monthly salary from 1.3 million won to 1.5 million won. I've never seen an article that smaller businesses account for 90% of employment when the Press sides with major companies insisting that the government needs to focus on supporting them for job creation.

You may know "divide and conquer". The divide and conquer is gaining and maintaining power by breaking up larger concentrations of power into pieces that individually have less power than the one implementing the strategy. Current social frictions between low-income earners and smaller enterprises are believed a prime example of the divide and conquer. Political wrangling to justify the income disparities between rich and poor or disgraceful attitude to pass the buck to the weak should be avoided.

 

The same is true of the gaming industry. A couple of high-class publishers are dominating the market making trillions of won's worth of sales and hundreds of billion's worth of net profit. Increased big publishers' dominance against small and medium-sized developers for their interests will shake the foundation of the industry in the long run. It's shameful for the strong blame the weak. I expect that not only Korea's economy but also the national gaming industry would grow with a symbiotic relationship between members.

 

 

This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

(http://www.khgames.co.kr)

 

Translation by Kim Ki-hui