September 06, 2020

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 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