Korea, was [MUD-Dev] [News] NCSoft + Richard Garriott

Dave Kennerly Dave at Nexon.com
Mon Jun 4 21:17:20 CEST 2001


Daniel "Savant" Manachi wrote:

> but moreso that the type of games just happened to appeal to the
> culture more than most US games.

I agree, and am interested, too.

But unintentional successes are equally important to the art and
science of MUDs.  For illustration: biologists study successful
genetic strategies; but they don't spend much energy attempting to
discern intentionally or accidentally successful genetic strategies.

> Please correct me if I'm wrong, but if I'm not mistaken, Nexon's
> work prior to Shattered Galaxy (Tactical Commanders?) was purely
> localization - rather than (re)design (read: Blending) for the US
> Market -- Thus, why I did not include you.

Overall, Nexon US's work was much more than localization, beginning in
the Spring of 1998.  In detail, it depends on how one looks at the
glass, and which glass you are looking at:

Facts

  Nexus (1997-1998): Localization + design.  It is about 20% US-unique
  now.  10% of its worldwide designs were from the US.

  Dark Ages (1998-2000): Localization + design.  It is about 50%
  US-unique now.  10% of its worldwide designs were from the US.

  QuizQuiz (2000): Localization only.

  Elemental Saga (2000-2001): Localization + co-development that
  mirrors this thread's title.  So far, only a marginal amount of its
  worldwide designs were from the US.

Features

  Those that play both in both locales disagree that the first two
  titles are localizations.  Screenshots are the same, but one who has
  played both will notice many differences.  For example: Many expert
  Legend of Darkness players (called Dark Ages in the US) wrote to my
  colleagues that Dark Ages is totally different, even to the point
  that their expertise crosses over poorly.  They are usually
  referring to the religion system, political system, guilds, crafts,
  quests, events, creative arts, labor economy, and other features
  that I scripted in Dark Ages.  For another example: a Legend of
  Darkness localization for the US (called Shadows of Temuair) will
  beta test as a separate game from Dark Ages.

  For better and worse (humbly sorry for my innumberable mistakes), I
  did a lot more than localize.

Effort

  From my workload point of view, it was 10% localization, 30%
  operation, and 60% new game design.  I localized and designed for
  the titles mentioned above.  If it had been mostly localization and
  operation, then I would have had a whole lot more free time on my
  hands for the past three years.  :)

Since March, I've been lead game designer of a new Korean-American developed
game, and worked in the Korea office for two months, and currently speak
with members of the team who visit the US.  This project, though, no one
would have heard about yet.

Dave Kennerly


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