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显示标签为“online game”的博文。显示所有博文

3/07/2007

Online Gaming Becoming Part of Life


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Since 1996 when the world’s first graphic massively multiplayer online game _ ``Kingdom of the Winds’’ _ was introduced by Nexon, Korea has played a centric role in the PC-based online game market. Owing to the nationwide distribution of broadband network and the consequent explosion of IT business, Korean developers have been successfully able to run ahead of jumbo-competitors such as EA and Nintendo. Today, Korean game developers have implanted state-of-the-art technologies in making cyber-space more realistic, and as a result, the pool of local gamers has gotten broader and deeper. The hard fact, however, is that it is difficult to forecast the direction the industry is headed in the next ten years due to its short, ten-year history. Moreover, competition is getting more severe, making it extremely difficult for developers to come up with an attractive new title that can grab the attention of the ever-demanding gaming audience. From our experiences over the past decade, here are four ways to make an online game appealing for yet another hundreds of millions of people. Diversification of Genres It was only several years ago when ``online games’’ were being referred to only as online role playing games, or RPGs. However, the market in the last couple of years clearly demonstrates that online gaming is much more than role-playing. Sports games, racing games and first-player-shooters (FPS) have emerged, providing gamers with wider genres to choose from. This big ``online’’ wave now drives people to communicate and further interact with each other. Through games as well as related activities new-generation online gamers form friendships, enjoy chatting and blogging, and even compose their own communities. Now, gaming is not just for fun, but has become another channel of human relationships; in other words, part of our actual lives. Mass Marketing In many countries, online games are not for a limited pool of gamers anymore. Rather, online games are becoming a ``mass market’’ product. Under these circumstances, companies may as well devise and execute appropriate marketing strategies to approach the general public. Of course, the game itself must be as creative and fun as possible to capture traditional gamers. The tremendous word-of-mouth attention garnered by Kart Rider's co-promotion campaign with Coca Cola in Korea is a thought-provoking example. Exploration of International Markets Currently, Korean online games dominate most of the Asian game market, including China and Taiwan, where millions of avid gamers log on to online games on a daily basis. While most gamers in Europe and North America are still absorbed in classical player-versus-computer console games, we predict that these Terra Incognita will be swamped by the irresistible online wave. As our first attempt to explore these markets with a casual 2D MMOG title named ``MapleStory’’ clearly demonstrates, we firmly believe the domain of the online gaming world will continue to grow, provided that innovative titles are developed. Platform Independence and Ubiquity It is obvious that ``online’’ is a big wave for other platforms. Even consoles are introducing online features, let alone PC stand-alone games and mobile games. However, it is not only about ``online.’’ It is now about independence and ubiquity among different platforms. In other words, sooner or later, gamers around the globe will be able to enjoy the same game and thus share the same gaming experience regardless of where they are, what they are playing with, and which time zone they live in. Korea is proud to have created, pioneered and led a new and promising industry in the past decade. Now is the very time we have to think about the road ahead of us. Ten years from now, gaming will surely take up a greater portion of our lives. Both content-wise and technology-wise, our efforts will continue to provide brilliant contents and necessary technology to meet gamers' lofty standards. 10-08-2006 19:31

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Pony, Pride Added to 'Kart'


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Popular online racing game "Kart Rider" has added two South Korean classic cars to its garage. "Kart" operator Nexon said that it signed partnership contracts with Hyundai Motor and Kia Motors, to have the carmakers' Pony and Pride compact cars as their racing kart bodies. Pony was made by Hyundai from 1975. It was the first Korean car sold overseas. Pride was one of the most loved cars in Korea's history. Kia sold more than 1.75 million units from 1986 to 1999. The first real-world commercial car appeared in "Kart" was BMW Mini cooper. Microsoft to Sponsor WCG Until 2008 Microsoft will be one of the main sponsors of the World Cyber Games (WCG) until 2008, the event's organizers said last week. The U.S. computer software and hardware company will provide its Xbox 360 game consoles and game titles for the next three years in the WCG's regional qualifiers and finals. The WCG is an annual computer and video game competition, which is the largest of its kind in terms of the number of participants and the total prize money. It is organized by International Cyber Marketing, an affiliate of Samsung Group. This year's event will be hosted in Monza, Italy from Oct. 18 to 22. It has eight titles for the event. They are "StarCraft: Brood War" (PC); "Warcraft: Frozen Throne" (PC); "Half-Life: Counter-Strike" (PC); "Warhammer 40,000: Winter Assault" (PC); "FIFA Soccer 06" (PC); "Need for Speed: Most Wanted" (PC); "Dead or Alive 4" (Xbox 360); and "Project Gotham Racing 3" (Xbox 360). 04-16-2006 16:54

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몽환서유, 오래된 생각이 맵다!! 동접자 150만 돌파!!


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중국 넷이지사에서 개발하고 서비스중에 있는 2D 온라인 턴제 게임 <몽환서유>가 지난 3월 4일 새로운 동시접속자수 기록을 달성했다.

<몽환서유>는 3월 4일 오후 3시까지 게임의 최고 동시접속자수가 1502688명을 기록하며 150만명을 넘어섰으며, <몽환서유>의 이와 같은 인기는 새로운 콘텐츠의 빠른 업데이트와 지속적으로 이벤트를 진행하여 유저들로 하여금 타 게임에서는 느낄 수 없는 흥미를 제공한것이 큰 요소로 작용했다고 보여진다. 한편, 대보름을 맞이하여 진행된 ‘수수께끼 맞추어 원소얻기’ 이벤트도, 이번 150만명 돌파 기록의 숨은 공신이다. ◈ 공식 홈페이지 : xyq.163.com 북경특파원 김학룡

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韓國MMORPG《HOLIC》宣布「網路遊戲2.0」時代來臨


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  《HOLIC》是由由韓國著名網路遊戲公司 MGAME所開發的可愛風 MMORPG,擁有細緻的場景與角色和豐富的動作與表情。遊戲中包含技能組合必殺攻擊系統、Over-Kill系統及人間大砲等等。

有鑒於玩家進行遊戲的速度往往超出製作團隊的預料的快,日前 MGAME針對《HOLIC》發表 EPISODE ZERO,玩家將可透過 MGAME所提供的程式,自行設計不同於遊戲中的任務,利用簡單的操作就能設定任務的劇情、獎勵等,預計每個月將可為《HOLIC》產生100~300個新任務,全面開啟網路遊戲新時代。

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蜗牛游戏将登陆日本 备建韩国欧洲分部


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  回顾2006年,中国网络游戏正兴起一股出口热。金山公司的《剑侠情缘网络版》登陆马来西亚、新加坡、越南等市场创下了不俗的表现。久游自主研发的《超级舞者》、《超级乐者》出口到亚太、欧美。而2006年全年,蜗牛的《航海世纪》海外代理金额高达300万欧元,更是创下了纪录。

其实从海外网络游戏进入中国市场以来,我们自己的游戏就从来没有停止过走出国门的行为。从目标软件《天骄》系列到天晴数码的《幻灵》《征服》,再到蜗牛的《航海世纪》,成长中的国产网络游戏在壮大着本土市场的同时,还加快了“走出去”的步伐。据悉,单是蜗牛公司的《航海世纪》一款网游,截止到2007年2月,共覆盖了22个国家和地区,而3月中下旬,《航海世纪》还将登陆日本,打入东瀛老牌游戏强国。而且有消息称,游戏蜗牛在韩国的分公司即将成立,欧洲分公司也在备建状态。   在年初的中国游戏产业年会上,新闻出版总署音像电子和网络出版管理司寇晓伟副司长表示,“民族网络游戏进军海外”已经成为国产网络游戏的一大亮点。据初步统计,中国网游在2006年出口收入超过了2000万美元。这一切都表明,中国的游戏产业并不是一个扶不起的阿斗,而是一个正在成长的巨人,一个快速、健康成长的巨人。 《航海世纪》出口22个国家和地区 中国网游打入欧美网游榜

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