Interview with a Former Gold Farming Shop Manager, Part I

April 24th, 2006 Jun Sok Huhh

I’ve read an interesting interview at a Korean gaming web-zine. It’s a little bit late(sorry for my laziness), but some part of interview deserves to be observed. People around gaming scene already well know that flourishing sweatshops in developing countries (China, Vietnam etc…) are not so ‘sweaty’ as the word looks.

It is definitely true that lower wage is the underlying reason for these offshore RMT workplaces. But, working picture of gold farming in the concrete is a little bit surprising to me. I had vaguely thought that one ‘human’ worker could handle at most 2 or 3 characters with each client simultaneously. But, hacking tools tuned for a specific game make it possible to handle incredibly many accounts/characters per worker. The capital-labor ratio in gold farming business might be much higher than generally expected. Also, the sheer number of farming characters in action might be a lot higher than thoght. If someone tries to calculate total size of gold farming business, these informal pieces of information might be helpful. I translated some parts of interview which seem to bear some importance. If you can read Korean language, jump directly on this full original one.

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Some Facts on Maple Story

April 21st, 2006 Jun Sok Huhh

Maple Story is one of most successful MMOGs in Korea. Its popularity is not limited to Korea. Recent presentation article(written in Korean language) by the studio boss of developer(Widget of Nexon) shows that the game would be the first Korean game that has truthful world-wide player base. Following facts are from the article.

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Sweet Child O’Mine(version for gaming age)

April 19th, 2006 Jun Sok Huhh

Most of you might have some good memories about gaming shared with your family. Pong insanity or Tekken bloody fight with your father or brother? Ah, good old days! Maybe, you are playing with your daughters and sons with recent videogames like Animal Crossing of NDS.

It is not so surprising to say that videogames are one of major cultural activities in the family. But, how about this one? The mothers and fathers who are engaged in power-leveling instead of their children. Is this so strange? Gaming is just a pastime, so parents that do play for their children seem to be seen absurd.

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Can Computer games deal the death seriously?

April 10th, 2006 SugY

Since Frasca proposed OSGON(one-session game of narration) model, it is a forgotten problem how computer game can deal the death seriously. But on the other side of the earth, this problem is reborn into the real world. Japanese game researcher Inoue Akito tackles a ‘serious death’ problem.

“What is the Central Issue of Computer Game Expression? : On the Expression of the Death”
(in Japanese)

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