It's 2024 soon, will Korean MMOs still have a way to live? Don't you really say it, even they don't know this question! Some players even suggested that South Korea plan to learn Chinese games, and even asked to Xi learn the mobile game "Against the Cold" by name.
What the hell? Is the next step to plagiarize the culture of the Song Dynasty?
Recently, according to South Korean media, the flagship MMO "Throne and Liberty" (hereinafter referred to as "TAL") created by South Korea's head developer NCSoft has performed poorly. The simple summary is: "Paradise" decades ago was a reskin, with a lot of technical problems, old wine in new bottles, and no sincerity. Popular MMO games used to be one of the few Koreans that could come up with them. Now that the flagship of the head developer is in a predicament, it is natural to find a way out. Some Korean netizens built a building in the post, citing a lot of improvements, including a highly praised comment, which directly pointed to NetEase's "Against the Cold" mobile game, although the original intention was to say "learn a little better" and gave a lot of highlights, but the reaction of Korean manufacturers is not necessarily.
Give up Europe and the United States to change skins
According to this player's review, "TAL" is another Korean game in the style of Western fantasy, mixing European fairy tales and souls-like art styles, making it very different. The mobile game "Against the Cold" next door establishes the timeline in the Song Dynasty, where culture flourished. The game not only has various local dialects, but also the roots of various traditional cultures, and even has many gameplay allusions and historical celebrities.
He even said that when he was studying abroad, he used this game to make up Xi for some Chinese history and culture, such as the restoration of some well-known scenic spots and architectural structures. The addition of AI gameplay allows players to have close conversations with historical celebrities, and even play folk games such as mahjong together in the future.
In addition, the Song Dynasty has made great progress in terms of economy and literature, and future map expansion can unlock more regions and cultures, which can awaken the player's national self-confidence. And the content based on its own culture is better substituted. If Korean manufacturers can also explore more cultural content, they can avoid the feeling of adapting to the local environment.
Lack of variety in gameplay
Another problem with TAL is that the core gameplay is too far behind. The dungeon mode of this game can only be unlocked after staying up to level 30, and cooperation to participate, before that is a long adaptation period, Korean media from the Internet café occupancy rate and other indicators analysis, inferred that many people did not play the core gameplay at all and abandoned the game, and the popularity was quite sluggish. And the player's solution to this problem is also very simple and rude: "Look at how many games have been stitched together in the mobile game "Against the Cold"! Chinese manufacturers never rely on one gameplay to make people happy!"
It is not difficult to see from the feedback of the players of the mobile game "Against the Cold". Players do have more freedom in their game choices. For example, fighting gameplay, detective puzzle gameplay, side-scrolling 2D adventure, etc. are all present. Even if you're just wandering around the big map, there's plenty of puzzle gameplay, interactive mini-games, unlockable treasure chests, and even a chemical engine, a wealth of life and career side quests, and more.
The most important thing is that the mobile game "Against the Cold" does not rely on a certain gameplay as the biggest focus. Traditional MMO dungeons, equipment graduation, etc. exist though. But there are also a large number of casual players in the game. Benefit from the help of mechanisms such as "no liver, no krypton" and "different paths to the same end". They don't need to spend money on equipment, and they don't need to deliberately play battles or dungeons they don't like.
Because whether you are playing leisure in the map or fighting for the next dungeon, you can get the equivalent monetary reward. If you are not in a hurry to fight, just the various equipment given for free is enough to use.
At a time when the genre of games is becoming increasingly blurred, each game is trying to increase its playability as much as possible. The mobile game "Against the Cold" has undoubtedly done a good job of stitching the content. Korean MMO manufacturers have not been able to give a rich way to play, which is indeed to blame.
A more intimate operation strategy
In addition to this player's example, there are also some Korean players who have given their own thoughts. Mainly based on their achievements in the mobile game "Against the Cold". But I feel like these players are just looking at the surface.
The mobile game "Against the Cold" can make money, not only because of the quality of the game, but because of the operation strategy. In addition to the money saving mentioned earlier, the official also dominates the "no liver, no krypton" and "price war". There is not only a whole school in the game that dominates "rotten" and "healthy". In the past, the 100-yuan level of fashion was only sold for 6 yuan, and half-price coupons and various gifts and reductions emerged in an endless stream.
In addition, the official ideas and suggestions for players are always the first to respond. With each seasonal update, there's plenty to play with. Fixed an issue where players perceived it as unbalanced. And listen carefully to the player's ideas for a long time. Relying on these measures, the official has gained 50 million users, so even if you only make some skin money, you can earn money on the premise of earning word of mouth.
After talking so much, I don't know what you think of the mobile game "Against the Cold" and "TAL" in front of the screen? Do you think Korean MMOs will return to the top? Let's talk about it?