Home » Entertainment » [다시 뛰는 K게임①] A new edition for PC and console… Shifting strategy to ‘multi-platform’: ZUM News

[다시 뛰는 K게임①] A new edition for PC and console… Shifting strategy to ‘multi-platform’: ZUM News

The global gaming trend is mobile-PC-console ‘multi-platform’

The K-game industry experienced negative growth last year… Breakthrough is a global trend

Even if it takes longer and costs more to develop, it still competes as an AAA masterpiece.

[부산=뉴시스] Reporter Ha Gyeong-min = On the 14th, when the international game exhibition ‘G-star 2024’, which celebrated its 20th anniversary this year, opened, visitors to BEXCO’s first exhibition hall in Haeundae-gu, Busan are enjoying new games. At this G-Star, which will be held until the 17th, 1,375 game companies from 44 countries will participate in game exhibitions, business consultations, international game conferences (G-CON), indie game previews (showcase), G-Star Game Cosplay Awards (King of Kings), and G-Star Cup 2024. etc. is going on. 2024.11.14. [email protected]

[서울=뉴시스] Reporters Oh Dong-hyun and Yoon Jeong-min = “K-content such as K-pop, K-drama, and K-webtoon are leading the global market, but only K-games are busy chasing global industry trends. We are confident that K-games can also stand at the center of the global market.” (Anonymous high-ranking domestic gaming official)

As the gaming industry has recently reached a plateau, domestic gaming companies are seeking new avenues in the global market. Rather than a single platform, we are spreading K-games to global users with diverse needs through a mobile-console-PC multi-platform strategy.

According to the game industry on the 23rd, major domestic game companies are actively pursuing multi-platform strategies for new games. Major game companies such as Nexon, Netmarble, Krafton, and Pearl Abyss submitted at least one multi-platform game to ‘G-Star 2024.’

Netmarble’s ‘Only I Level Up: Arise’, which won the grand prize at this year’s ‘Korea Game Awards’, and Nexon’s ‘First Descendant’, which was a competitor, also supported multi-platforms and attracted global game users. The shift-up console game ‘Stella Blade’ also plans to release a PC version within next year to secure users.

Netmarble Chairman Bang Jun-hyuk, who made a surprise visit to the G-Star site this year, said, “30 to 40% of games coming out these days are already moving to multi-platforms. 70 to 80% of games being developed are also moving according to multi-platform strategies,” and explained recent game industry trends. shared.

[다시 뛰는 K게임①] A new edition for PC and console… Shifting strategy to ‘multi-platform’: ZUM News

Pearl Abyss G-Star ‘Red Desert’ booth (Photo = Provided by Pearl Abyss) *Resale and DB prohibited

Mobile games alone are not enough… The trend is PC/console ‘multi-platform’ strategy

The multi-platform strategy of domestic game companies is a card that will break through the recent stagnation of the domestic game industry.

Recently, the overall situation of the domestic gaming industry has not been good. According to the ‘Korea Game White Paper’ published by the Korea Creative Content Agency, the size of the domestic game industry market in 2023 was estimated at KRW 19.79 trillion, down 10.9% from the previous year. This was the first negative growth recorded since 2013, and was pointed out as the cause of internal and external circumstances following the COVID-19 pandemic and an industry growth strategy focused on mobile games.

The situation did not change much this year either. Only Nexon and Krafton dominated and recorded record-breaking growth, while many game companies, including NCSoft, rarely showed signs of rebound. The ‘3N’ (Nexon, NC, Netmarble) system has weakened and the ‘1N1K’ (Nexon, Krafton) system has solidified.

In order to turn the tide, the domestic gaming industry seeks greater opportunities in the global market beyond the limited domestic market. In particular, an increasing number of game companies are entering the console market, which they have not ventured into before. This is because Neowiz’s ‘P’s Lie’ and Shift Up’s ‘Stellar Blade’ showed potential for success.

Kim Hyeong-tae, CEO of Shift Up and general director of ‘Stella Blade’, which won the grand prize at this year’s Korea Game Awards, said, “In Korea, a lot of development is mainly centered on the mobile game market. Developing a console game itself was a very big challenge.” did it

Han Sang-woo, CEO of Kakao Games, said at G-Star, “We have many console and PC titles in preparation and are trying to diversify into various genres.” Kim Jae-young, chairman of subsidiary Lionheart Studio, also expressed confidence in the success of the multi-platform game, saying, “We prepared challenging works through various attempts without being bound by one genre or one success formula.”

Newsis

[부산=뉴시스] Reporter Jeongmin Yoon = Nexon will be exhibiting 4 types of games, including ▲Super Vibe ▲First Berserker: Kazan ▲Project Overkill ▲Hwansechwihojeon Online, at the international game exhibition ‘G-STAR 2024’ held at BEXCO, Busan from the 14th to the 17th. A demonstration opportunity was provided. The video is ‘First Berserker: Kazan’, which supports PC and console multi-platforms. 2024.11.14. [email protected] *Resale and database prohibited

The global gaming trend is also ‘multi-platform’… Development cost burden homework

Multi-platform strategy is also becoming a major trend in the global game market. According to a Newzoo survey, more than half of the top 200 popular game titles in 2024 support all three platforms, including PC, Xbox, and PlayStation (PS).

In particular, the growth of the console market is increasing the importance of multi-platform strategy. According to the Korea Creative Content Agency, the global console game market size is growing to 59.141 billion dollars in 2022, and the domestic console game market also increased by about 6.4% to 1.1196 trillion won.

However, the burden of development costs due to a multi-platform strategy is a challenge that cannot be ignored. This is because if it is released on mobile, PC, and console, build modifications will increase and the development period will be longer.

Netmarble Chairman Bang Jun-hyuk said, “Simultaneous launch of mobile, PC, and console is not necessarily a good thing. Just using the same build on different platforms does not guarantee success,” adding, “We need to vary our strategies depending on the market situation and goals.” advised.

☞ Sympathetic media Newsis [email protected], [email protected]

▶ Subscribe to Newsis on Naver
▶ K-Artprice reveals prices of famous works of art

The category an article belongs to is classified by the media company.
News organizations can classify an article into two or more categories.

detail photograph

How can Korean​ game developers effectively leverage multi-platform strategies‌ to reach⁢ a wider audience while managing the⁤ increased development costs and ⁢timelines?

## Open-Ended Questions for Discussion based on the News Article:

**I. Multi-Platform ‌Strategies: ‌Opportunities⁢ and Challenges:**

1. **The⁢ article states ⁤that multi-platform strategies​ are becoming crucial for ⁤domestic gaming companies. What are the primary reasons ⁤driving this shift, and what are the potential benefits for ​both ‍companies and gamers?**

2. ⁣**While​ the⁣ article highlights the ​growing trend‌ of multi-platform games, it⁣ also mentions the challenges associated with development costs and longer ‌development times. How can game⁢ developers ⁣balance the benefits and drawbacks of‍ this strategy?**

3. **Netmarble Chairman Bang Jun-hyuk emphasizes ‌the need to vary strategies based on market situations ‌and goals. Can you think of⁣ examples where a tailored multi-platform approach might be more beneficial than a simultaneous launch⁢ across all platforms?**

**II. The ​State of the Korean ​Gaming Industry:**

4. **The article discusses ⁢the recent stagnation in the domestic gaming industry. What are some of the ⁤factors contributing⁤ to this trend, and how can‍ Korean game companies ‌regain their competitive edge globally?**

5. **The article mentions the ⁤shift from a “3N” system to ⁣a “1N1K” system in⁣ the Korean gaming industry. What does‌ this shift indicate about the industry landscape, and what are its potential implications for the future?**

**III. Global Gaming Trends:**

6.‌ **The‍ article⁣ notes‌ the increasing importance of the console​ market globally. What factors are driving this growth, and⁢ how might it impact the development priorities of Korean ‌game companies?**

7. **With multi-platform strategies becoming more ‍common, ⁤do you think there will‌ be a blurring of⁣ lines​ between⁣ different ⁢gaming platforms in the future? How might this impact the​ gaming experience for users?**

8. **The article focuses ‍on Korean game companies. How⁤ do multi-platform strategies differ for companies ⁣based in other regions, and what unique challenges‌ and⁤ opportunities do they face?**

**IV. ⁢Future ​of Korean Gaming:**

9. **Based on the ⁣information presented in the article, what ⁤advice would you⁤ give​ to aspiring ⁣Korean game developers?‍ What are the key⁤ skills and strategies they⁢ need‌ to succeed in the ‌global market?**

10.⁣ **Looking ahead, what are some emerging trends​ in the gaming industry that⁣ Korean companies should be paying attention to? How can they leverage these ​trends to create⁣ innovative​ and successful games?** ‌

​ **Note:**

These are just some examples, and you can​ explore other angles ⁣and perspectives depending on the specific interests and knowledge ‌of the ⁤individuals participating in the discussion.

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.