Chapter 12: Kanchem's New Game
Kanchem may be ambitious, but there are some things that are not enough to be ambitious alone.
Although the level of these Koreans is not the best, he has a language problem in communicating with these Koreans.
However, people are never suffocated by urine.
Although we still don't understand each other's language, we can still communicate with each other in addition to simple English, sign language and drawing pictures.
Gradually, Kanchem discovered a magical thing, perhaps because the game market here is relatively closed, and the game market and game culture here are actually unique.
It's like Australia is far away from other continents, and Sony can belly fireworks out of creatures like kangaroos and wombats.
South Korea's video game market is unique and has many differences.
It is a country that is very close to South Korea, and it is a country with home consoles and arcade machines as the main types of models, but after South Korea passed through the country of game consoles, it quickly became a country with personal computers as the main models.
Although the number of arcade halls is also small, it cannot be said that it is small, but compared to the Internet cafes that rise like children after the rain, it is much less.
Not many people play the game in Internet cafes, and the game "Wind Country", which has been in operation for two years, now has an average of more than 30,000 people online every day.
And in South Korean Internet cafes, the most popular game is not a role-playing game, but a real-time strategy game.
From Red Alert to Warcraft to StarCraft.
However, if there is one of the most popular games, it is StarCraft.
The game "StarCraft" seems to be the most in line with Kanchem's initial cognition in a game where both people and the game have to go through magic changes to enter South Korea.
For a number of political and economic reasons, U.S. companies have far more preferential policies for publishing games in South Korea than games from other countries.
For example, we can't directly publish games in Korea, but American game companies can.
There are even many American games that are sold directly in Korea and are sold in Korea without Koreanization.
Although Kanham probably thinks that Wanhu is a company, Wanhu Interactive Entertainment is now a real American company.
Therefore, it is completely understandable that StarCraft was able to have some perks in Korea.
As for how Kanchem knows this, it's because he usually likes to come to the Internet café when he's off work, and when he's not working.
He's not for fun, he's not a scumbag, and he's not green. Instead, he thinks that only by knowing what the players who play the game are thinking, and what games they want to play, can he make a good game that meets their aesthetics.
For example, when the "Might & Magic" and "Heroes" series were first made, he discussed with many board game fans how to make the game more interesting.
After several revisions, "Might and Magic" has been released, and it has achieved very good results.
Kanchem also really entered the video game making industry all of a sudden, and it seemed that a hobby was about to become a lifelong job.
He did this kind of thing according to his instincts and simplicity, a great man in China once said, "Without investigation, there is no right to speak." ”
Fantasy about what games players like to play, wishful thinking about what games players like to play.
The game that was made couldn't be sold in the end, so it was absolutely undesirable to complain about the people and the players who couldn't do it.
And the reason why Kanham was able to achieve good results now seems to be no accident.
Korean players don't have the same strong tradition of board games as American players, so the "computer board games" he is good at making won't sell well in Korea, but he believes that he can still find games that are suitable for Koreans.
While the entire internet café is playing real-time strategy games, while most of the players who play real-time strategy are playing StarCraft.
Although Kanchem doesn't know much Korean, after more than a week of observation, he still observed that StarCraft players are divided into two broad categories.
One of these two categories is to practice skills hard and work hard against people.
On the other hand, they feel that the battle is too difficult and correspondingly difficult to win, and instead play the levels that StarCraft players have edited with the map editor.
These levels have a variety of rules and different gameplay, but compared to versa, they are much easier and require much less skill and proficiency.
Observing this, Kanchem gradually came up with the idea that he wanted to make a game, that is, to make a game that was more relaxed and entertaining for people to play.
However, it's easier said than done, but it's not easy to find ideas that fit this idea.
However, now that he has joined this Korean company with a copycat tradition, Kanchem has also let go of some of the attachments he had in the United States, and he has a new idea in his mind.
Now that you have a guideline, it's okay to find a game that has already been released and imitate it.
You know, in Kanchem's view, the reason why Korean game companies have such a high probability of success is because they don't innovate and only follow the path that has been walked before.
It is precisely because of the past and success that the latecomers can succeed.
After reviewing the entire Nintendo entertainment system, which is the game on the red and white machine, Kanchem set his sights on Bomberman.
"Bomberman", as an early game of red and white machines, is not particularly fun in this era in terms of fun, but the "Bomberman" series later released a sequel on the arcade, and the arcade machine, the Bomberman series, is already a multiplayer battle.
However, the Bomberman in the arcade is mainly based on multiple people blowing up monsters together, so what if this mode is changed to a person bombing people?
It should be fun!
With this in mind, Kanchem began to write developer documentation.
As for the game's monetization model, it's not something he's responsible for.
After all, when it comes to online game fees, the operators of Leline are professional.
After spending a few months in South Korea, Kanchem finally found his place and the game he wanted to do.
As for whether the game he made is plagiarism, Kanchem thinks it doesn't.
If imitating the core gameplay is plagiarism, then there are probably only a few original games in this world.
Even his "Might and Magic" and "Heroes and Invincible" are not all copied board games.