February 10, 2016

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Waiting for rosy future of small and medium-sized game developers

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Waiting for rosy future of small and medium-sized game developers
 
I often look at mobile-game charts because of the nature of the job of an investor specializing in content including video games. Of course, I mostly examine top-grossing games rather than all subcategories. The everyday routine helps me to have strengths to confirm a considerable change in the industry very rapidly. But there is also a big drawback. It is easy to become insensitive the gradual change in trend. You probably don't notice minimal weight changes of a person whom you see every day, however, you can easily perceive the change of someone whom you haven't seen for a long time. Looking back on the previous year, I took a closer look at changes in the game rankings for the year at the end of last year. And I could identify the overall flow of the one-year variations. I'd like to talk about what I felt while looking at the changes in the sales ranking.
 
The salient point is a significant drop of For Kakaogames. In January 2015, For Kakaogames dominated high ranks of various game charts. However, current top-ranked For Kakaogames, even though they are still not a few, have mostly serviced for a long time and the number has drastically decreased. And the majority of the games ranked high on the list now are not For Kakaogames.
 
The next thing is that most upper-ranked games are being serviced by large-sized publishers. At this time last year, there were top-ranked games which were released directly by small and medium-sized developers. However, presently, apart from some foreign-developer-made games, it's hard to find high-ranked games made by domestic game studios. Fortunately for us, a few long-lasting local games remain among the top games.
 
This shows that the market continues to be upgraded based on its user data and massive marketing data. Furthermore, the influence of Kakao game platform has been reduced, which made the small and medium-sized game developers became harder to have good performance in the market with huge advertising costs. Also, the enormous costs are lowering the profitability of big publishers. In most industrial areas, rising distribution expenses including advertising costs tend to trigger large-scale distributors' direct manufacturing. In the gaming industry, like the others, big-sized publishers have a high possibility to change the way they do business, for example, direct development and having its affiliates. Or they can choose an area of concentration focusing on servicing of a few big games. Under these circumstances, smaller businesses would gradually lose their place. And this can also enable a vicious circle of cautious corporate investment and challenging production environment for smaller developers.
 
Like other megabusiness-centered industries in the past, the gaming industry would reduce challenges and streamline bulky organizations, and develop new growth engines investing in potential start-up companies. However, there will be difficult times for small and medium-sized game makers ahead for a while. It's time for them to need tenacity.
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui

January 28, 2016

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

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Celebrating the launch of Entertainment Convergence Forum
 
Recently Korea Mobile Game Association (KMGA)-affiliated Entertainment Convergence Forum has launched. Kim Jung-hwan, a CEO of a crowdfunding site UCANSTART, is in charge of the Forum. And to assist in the task of producing inter-industrial synergy, the forum has set up an advisory group of influential content-related organizations and companies including such as SBS Contents Hub (former SBSi), Licensing Executive Society International (LESI), Korea Contents Business Center (KCBC), a character licensor, a webtoon agency, a venture capital firm specializing in content, etc.
 
We've already lived in a world of convergence. We use various electronic products which are applied technological convergence and existing technologies connect us into something that is much more integrated and unified. A car, which can be considered as the final boss of mechanical engineering in our daily lives, has long been controlled by a computer. Plus, a videotape, an analog magnetic tape used for storing video and sound, is now a thing of the past from Reply TV Series because of old media's digitalizing. Besides, without information and communications technology, we cannot enjoy various video contents at our home, and without wireless data technology, numerous commuters on the subway probably don't know what to do in their spare time. It's not easy for us to see a person reading a comic book as much as a person using a beeper while most people read webtoons on their smartphones.
 
Also, the present government's economic policy, which is called "Creative Economy", is likely to look for an answer by convergence. The government is expanding its investment for the new industrial convergence and creating convergence industrial complexes by regions. Now we should support the development of industrial or technological convergence that could feed the nation in the future.
 
However, the gaming industry has always been the first to the convergence. A video game, which was originally based on combination of image, sound, and programming techniques, are now blending a variety of technologiesinput interface, communications, image processing, game engine, game mechanics, stereophonic sound, AI (artificial intelligence), display, VR (virtual reality), and AR (augmented reality)and various contentstext-based storytelling contents, graphics, musicinto one. It's not easy to imagine the next step of technological convergence in the gaming industry. Just two decades ago, few predicted that tens of thousands of players spend their time online simultaneously playing an MMORPG (massively-multiplayer online role-playing game). Likewise, ten short years before, hardly anyone expected almost everybody on the subway would play games on their smartphones.
 
People whose basic needsshelter, clothing, food and so forthare met naturally find something to entertain themselves. There are many other forms of entertainment available: fishing, music, and film, etc. Among them, a video game is one of the leading content convergence in the entertainment industry. So in that sense, I hope that the Entertainment Convergence Forum will contribute greatly to the development of the gaming 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

January 14, 2016

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Adieu 2015!!! (Part2)

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Adieu 2015!!! (Part2)
 
Let me summarize the 'Part1'. In 2015, numerous highly popular role-playing games have been published and many famous actors who modeled in TV commercials have heightened the status of the video games, however, a small number of RPGs are dominating the domestic market due to excessively high advertising costs. This year, indie games, called clicker games or idle games, have shown better-than-expected performance and Chinese games have advanced in the Korean market in large numbers.
 
Following the issues, Nexon and Webzen, which were both powerful in online game development, have pulled ahead of the other mobile game makers. Nexon didn't show any clear results before 2015. Webzen was also gradually declining with its glory behind and MU The Genesis, the most ambitious mobile game of the developer, made poor performance. However, Nexon came back in 2015 as a new boss of mobile game industry releasing top-ranking games from Dominations to Hit, which brought the company up to No.1 in sales ranking, and Fantasy War Tactics. Webzen emerged as one of the strong in the mobile game market since MU Origin, a mobile version of MU, was released in the local market after its huge success in China.
 
Licensed games have been so popular in 2015. YD Online's God of Highschool and Lunosoft's Disney Catch Catch followed after the success of Netmarble's Marvel: Future Fight in early last year, which became a motivator of the successive release of others. The boom of licensed games has a lot to do with advertising costs. With easy name recognition, it relatively spends less advertising campaign costs than a new, untested IP. It seems that the trend would be continued by 2016 because there are many licensed games which are currently planned and developed.
 
Besides, I'd like to talk about game developers who have left the country abroad. I've already noted this issue in 2014. It started to be evident starting from 2015. Overseas Korean game makers haven't yet had anything to show for, however, they reexported games, which they already released in the overseas market, to Korea. Some of the companies moved to America or Japan, while most of them moved to China. This trend would be accelerated further if the gaming industry is continually snubbed by the Korean government and some of them perform well in the foreign market.
 
Also, there are many depressing stories like shrinking investment for the game market, existing imbalances between released games, and rising production costs, etc. But I want to see the positive side. I examined the past eventful year with the title named 'Adieu 2015!!!'. The new year has come. People in the gaming industry have never given up whenever they faced with periodical adversities. Game developers and their employees may be in difficult situations in 2016, however, I guarantee that they could navigate through the rough waters of the changeable gaming 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