South Korean online gaming market in the pursuit of profit as a cause of chaos

Source: Internet
Author: User
Keywords Online games situation incentives
Overseas media said that the South Korean online games face new problems, due to the 2010-year planned listing of the main game postponed to 2011, as well as the increasingly competitive overseas games market, resulting in the 2011 South Korea online Competition risk further intensified, and the pursuit of profit-seeking business model has become the main incentive to increase competition. Korea's domestic game market, "Jian Ling", "Ancient times", "TERA", a variety of online games in 2011 almost encounter the situation of a crash. NCsoft's "Jian Ling" and XL games under the "Ancient century" will be head-on confrontation, South Korea's several online games will be staged brutal fierce competition scene.  And for small and medium-sized developers and operators, and these online games in 2011 years to seize the market, facing a great burden. In fact, the South Korean online gaming companies in the rankings in recent years has also formed a constantly alternating situation.  In addition to NCsoft dominating the head of the Korean game enterprise, including Nexon, Neowiz, NHN, Hanguang, Wemade and many other enterprises in the major changes each year in the alternating, Korea's domestic game market competition situation intensified. As a result of fierce competition, compared to the successful new online games, the failure of the new online games become more, and even invest billions of won the huge development costs and publicity fees of the net, it is difficult to ensure success. Gaming operators are therefore more focused on profitability, and operators are reluctant to sign a deal if they are not fully validated new games.  In particular, those challenging factors, the rare success stories of the genre of the game, but also to find operators difficult. In the global scope, South Korea online games are also facing a greater threat, and the network game just started in the past few years, the Korean game is no longer a network game market in a solo show. Although the performance varies in different regions, the indisputable fact is that the game is increasingly resistant to overseas operations, and overseas markets are far less effective than expected.  Many people exclaim that the overseas market of Korean online games is dead. South Korean online games developers in recent years have not stopped complaining, many game developers said that the South Korean game developers generally pursue high profits and do not pay attention to the quality of the game, which is blamed on the Korean operator's "face Project."  And let the South Korean online games gain huge benefits of the free model is also repeatedly complained that the free mode has begun to adapt to the future of the game market trend, this issue is to let the Korean gaming industry gradually towards recession. Data show that the free mode of high profits makes the Korean online games market, especially without the difference, the MMORPG is everywhere. Because free games break some of the rules of the game, and players are tired of playing games that require a long time to commit and meaningless repetition, they lose the fun of the game.  Some games that get a high degree of attention, such as Nexon's "Zera", Webzen's "Miracle World", Imcgames's "Sword of Excellence" and other games have suffered defeat. The Korean game practitioner says, "Just a few yearsBefore the Korean game is still quite popular overseas market, prop charging mode for operators is still a new product, so long as the model, and the game has the most basic conditions, then can be passable.  "South Korean online games developers are also gradually aware of the single game content, as well as too much profit-oriented business model has no way out, need to make use of the early profits to develop a substantial fresh and interesting online games." For the drawbacks of free mode, "TERA" adopted the traditional approach of return time, but most of the South Korean online gaming companies think that this is facing greater competition, because the Korean students to the monthly card payment ability is limited. Korean game practitioners said that the South Korean games need some bold attempt to break free mode of the predicament, which is conducive to the future development of the Korean game market. (Edit/Heavy)
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