December 03, 2015

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

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Vitamin and painkiller
 
As I mentioned several times before, I am a venture capitalist who specializes in investment in the content industry. In the area of investment, as much as anywhere else, there are lots of proverbs or sayings. One of the most well-known maxims is probably "Don't put all your eggs in one basket". This is a piece of advice which means that an investor should not concentrate all resources in one area, no matter how attractive it is, as one could lose everythingin other words it means that the investor should reduce risk factors, which may be left out on review, through diversified investment. It also means that a low loss rate is more important than a high rate of return in the long term and focusing on a specific area is little short of gambling. For example, if you invest 100 won in a company A and take 150 won making 50% profit, however, if you lose 50% from B which you invested 150 won, the total amount of money is 75 won. On the other hand, if you invest 50 won in A and B each and make 50% earnings and loss 50% respectively, the total amount of money is 100 won. It seems like it might be simple, however, it's not easy to keep the principle. Another saying is "An investment is a marriage which involves divorce". It means that investor and investee work together after investment to achieve better results, however, they have to go separate ways once the investor retrieves its investment for realization of revenue.
 
I'd like to talk about a saying "It's better to invest in a company building a painkiller, not vitamin" among many other ones. Not everybody takes vitamins every day although they know that vitamins are good for their health. Most of them think that it doesn't matter even if they don't take them regularly. However, people cannot help taking a painkiller when they have severe pain. It would be better, as it were, to invest in living necessaries. The reason why I mention some investment sayings is to think whether the game content is a vitamin or painkiller. The game content, in an intuitive manner, is seen more like vitamins. People who are not good at video games don't put their life on hold or feel their lives are being threatened. They may not need games a lot fewer than vitamins. It seems that whole contents including video games, in the grand scheme of things, look like vitamins.
 
I have a different opinion on that. We have more leisure time as civilization progresses and our lives are getting easier. Most people today live and work in the close confines in the cities of artificial environments, while we have much free time. Now content is essential to modern people as entertainment to spend their spare time due to constraints of space. Video game, in common with much other content such as literature, film, music, is a simple entertainment for people in the society with a highly developed civilization. Competition between painkillers intense, so we have to focus on making games on a selective basis.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui
 

November 18, 2015

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] After attending G-Star 2015

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
After attending G-Star 2015
 
I go to Busan two times every autumn to attend to Busan International Film Festival (BIFF) and G-Star which are annually held in October and November, respectively. Both are the most significant content-related festival in South Korea. In the two events, similarly, there is the announcement of all important affairs of the year in the industry, sales of already-unveiled contents, release of new contents to the public, funding for currently-developing contents, etc.
 
All that aside, there are big differences between the two. BIFF receives numerous media attention during the period before and after the event and not only celebrities but also many people from across the nation go to the metropolitan city to take part in the festival. During the international festival, taxi drivers show visitors into related sites throughout the city and the participants are well supported by hundreds of volunteers. But, on the contrary, G-Star, an over ten-year-old international game show, lacks popularity in Korea. During the show, only areas near Haeundae and Bexco are packed with visitors. G-Star cannot be compared with BIFF in terms of the number of participants -- except game industry experts -- and articles. I'm very uncomfortable because even some people who think of film-festival visitors as those enjoying their hobbies look at game-show participants very pathetic.
 
People in the gaming industry have tried to make good games and create profit. Of course, video game developers are commercial companies which seek profit. I don't mean to cast any aspersion on people making money through the games. Only fifty years ago, the movies also were blamed for spoiling children while considering restrictions on films not to keep the youth from concentrating on. It took dozens of years off a lot of people to improve the image of the films.
 
When I was in elementary school about thirty years before, -- it was called "Kookmin-hakgyo" in the '80s before it changed to "Chodeung-hakgyo" -- most parents unnecessarily showed an attitude of hatred toward children who go to an amusement arcade. I used to go to the video arcade without my teachers' knowledge. But thirty years later, video games are still treated as "harmful to youths". One of the taxi drivers in Busan told me that he cannot understand why people go to the game show. For the last few decades, video games haven't gone much further from the beginning.
 
However, we need to actively face the difficult situation not suffering from much frustration. It's not too late. Video-game industry hasn't have a history as long as the film industry. It still has many chances to be changed. But the perception of the game would not be altered unless workers in the industry don't constantly keep at it. Now, it's time for us to change positively in the perception of video game like the movie industry.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui
 
 
 

October 15, 2015

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Records of the Three Kingdoms, Journey to the West, and Ninja

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Records of the Three Kingdoms, Journey to the West, and Ninja
 
Autumn has come with a cool breeze in the morning and at night. In my experience, soon it will be winter when I feel the cool air. However, looking at short-sleeved shirts still hanging in the closet, I'd like to say that summer has just passed. A lot of things happened in the content industry last summer. Assassination (directed by Choi Dong-hoon) and Veteran (directed by Ryoo Seung-wan) recorded over 10 million viewers respectively. Also Friends Pop created a great sensation amongst mobile game users. And I heard the news about the production of the feature-length version of The Flying Superboard, a TV animation series.
 
The most memorable thing for me was Monkey King: Hero Is Back, a Chinese computer-animated film, which drew 20 million viewers in China. It broke all kinds of records showing the huge potential of the Chinese animated-film industry to product animation movies only for the domestic market. Monkey King: Hero Is Back, took in 700 million Chinese yuan (about 1300 billion South Korean won) gaining extreme popularity across China. Let me give you examples for better understanding. Until now, only The Admiral: Roaring Currents and Avatar attracted over 17 million and 13 million viewers nationwide respectively: The Admiral had a big lead over the Hollywood blockbuster in terms of the total number of viewers, however, both had similar box-office profits because of significantly high percentage of 3D-movie audiences for the James Cameron's film.
To be frank with you, I envy China and Japan who own top-class global characters. Both have rich cultural contents which have lots of fans all over the world. Records of the Three Kingdoms and Journey to the West, among countless Chinese contents, are the most recognized traditional ones which are equal to the attractions from The Walt Disney Company. Japan created a world-famous character from an ordinary covert agent in feudal Japan and has consistently made diverse attempts to develop variations.
 
Considering the domestic situation, I'm so disappointed. Sadly, there is no national content or character especially popular in the world. Of course, it doesn't come overnight. The success is only possible based on thorough historical research and various reinterpretation of the content. Many Korean people are not generous to reinterpretation in multiple ways different from the fact. Someone who transforms history into a story to make better content is easily criticized for distorting history.
 
All that aside, The undeniable fact is that South Korea is one of the content powerhouses in the world. Domestic film's market share is higher than most nations and Korea is a big part of the global video-game market. But I'm not sure that I can say proudly to our next generation about the status of Korea in the world content market in a couple of decades. Seeing Monkey King: Hero Is Back, I just think that we should try to make a competitive-advantage character from now on for our children.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui