NCsoft – Aion earnings is king for Q4 2011

Earlier today, NCsoft released its financial report for the 4th Quarter of 2011, which is the final 4 months. As seen n the chart below, Aion is the king of earnings for the mega corporation, with Lineage 1 on a near 2nd place. This is really quite an achievement for Lineage 1, seeing how the North American server has closed down and the China server in the process of having a Closed Beta under a new publisher, Tencent Games.

Comparing the income for 2011 against 2010 (yearly comparison), there is a slight drop across the board. It seems insignificant enough to raise emergency alarms across the company, but the board will want to have a better 2012 with big games including Blade & Soul (going live by mid 2012) and Guild Wars 2 launching.

I just received news that NCsoft has also bought a majority stake in Korean developer Ntreev, the studio behind games such as Pangya, Trickster and a host of successful baseball games in Korea. More on that when more info is available.


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NCsoft buys over Pangya and Trickster developer

Earlier today in the financial call, NCsoft confirmed the purchase of 76% shares of Korean developer Ntreev. The deal is reportedly worth a cool USD 96.7 million. Ntreev is well-known in the English market for titles including Trickster and Pangya, and more recently is own English MMO portal, GameRage (link). 1 of the company’s most recent casual games include Alicia (link) as well, but what is the reason for NCsoft buying the company?


Well, casual gaming is one thing which NCsoft obvisouly failed terribly over the past few years (Dragonica Korea, Exteel etc), with the recent closure of Punch Monster (a MapleStory/ Grand Chase hybrid) as proof. Another core reason the takeover happened is due to Ntreev’s experience in developing Baseball Manager Online (below), which is a top earning game in Korea with sales hitting over USD 2.5 million on the record month.

NCsoft recently formed the 13th team (NC Dinos) in the professional Korean baseball league (link), hence there are links here as well. Ntreev has got deep ties with Japanese gaming company SEGA as well due to various baseball games collaborations, and NCsoft will not have a chance to deepen the working relationship. Ntreev is also an established online games publisher in Korea, with the most recent titles captured being Heroes of Newerth (HoN) and Age of Wulin Korea (link). To add on, Ntreev is also developing Power Rangers Online (link).


All in all, a big year ahead for NCsoft with Blade & Soul confirmed to begin commercial service before mid 2012 later this year, and Guild Wars 2 confirmed to launch before the year ends. Good times indeed for NCsoft, definitely.


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Quests in Dungeons & Dragons

DM: “The stranger in the tavern tells you of a ruin full of treasures to the north of town. What do you do?”
Players: “We go south!”

One of the developments in modern MMORPGs was the idea that the player should always be on a quest, or several, so he would never be lost for ideas on where to go next. Dungeons & Dragons 4th edition introduced that idea into D&D rules, but most of the official adventures I’ve seem don’t actually use the concept. That is probably because those adventures are very linear already, and if you have a dungeon full of monsters you don’t really need a quest to tell players what to do.

DM: “You found the sword Excalibur that King Arthur asked you to retrieve. He is waiting for you in Camelot, north of here. What do you do?”
Players: “We go south!”

A completely scripted and linear D&D adventure is a bad adventure. Much of the interest of pen & paper roleplaying is that the story is not completely predetermined, but evolves from the interaction between the players and the dungeon master. If the players come up with a great solution on how to infiltrate the keep instead of attacking it, great! But of course that leaves the risk of the players derailing whatever the dungeon master has prepared. And quests are a great way for the DM to let the players know where they are supposed to go, without actually forcing them.

Most likely your game world is full of interesting places, monsters, and treasures. Thus the mere existence of a dungeon full of treasures isn’t motivation enough for the players to go there. Of course you can railroad the players to end up at the dungeon entrance regardless of whether they go north or south. But your players probably won’t appreciate. Thus it is better to not only deliver them some story hook of why they should go to that dungeon and retrieve some item, but at the same time give them a piece of paper with a big heading: QUEST, a short description of what they should do, and an xp reward. Formulate item retrieval quests as “bring back” rather than “find”, and the players might actually turn in the item they were supposed to look for instead of just keeping it.

Not all quests have to be solved. Some might even end up being impossible to finish, or two quests might contradict each other. Or the players might decide that even with a quest reward they aren’t interested in that particular story line. But in general a quest gives both a clear enough signal, and a good motivation to players to not completely mess up whatever the DM has prepared. If your players constantly refuse all your stories and quests, it is probably time for “rock falls, everyone dies” anyway.

One other reason I like quests for is that they provide a convenient game mechanic for giving xp for non-combat activities. Next play session the characters in my group will finish the level 0 adventure, and build their level 1 characters. So I’m in the process of writing an adventure for level 1 for them, using a mix of pre-made adventures and own ideas. And unlike the official adventures I don’t want them to be in combat all the time, but have a 50:50 mix of combat and non-combat encounters. Quests that give xp for let’s say solving a murder mystery put the roleplaying encounters on the same reward level as the combat encounters, so players don’t just simply go for combat all the time because it gives the best rewards. In the part of the adventure I’ve written up to now, which should get the players from level 1 to level 2, half of the xp are from combat, and the other half from quests, one major and two minor ones. That is more than the xp for quests foreseen in the Dungeon Masters Guide, but according to the DMG a minor quest gives less xp than a minor combat, and a major quest less xp than a major combat, and that is not how I want to run my campaign.

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Nexon – MapleStory 2 screenshot spotted

While going through a Japanese gaming website for news, I chanced upon the latest financial reports for Nexon. While it is indeed strange for a Korean-based company to have its full financial information on a Japanese website, 2 gems were discovered. Can you find them in the picture below?

Yes, the pictures actually shows what the studios under Nexon are working on, with Wizet showing a preview of MapleStory 2 and DevCat showing a new screenshot of Mabinogi 2. I know the resolution ain’t ideal, but hey, it is a find after all :) Other info in the picture shows how many staff each studio has, with the recently purchased Ndoors tops with 205 employees.

Financial wise, Nexon’s 2011 sales increased by 26% compared to 201, while revenue increased by a whopping 27%. Strangely, there is no mention of GameHi, another studio which Nexon acquired recently.


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F2 : Floating Fortress (KR) – Brief details Part 1

Do note that this is for the Korean server only. As reported yesterday, the development arm of Gala Net, Gala Lab, teased FlyFF’s sequel with an artwork poster. Today, F2 has been confirmed after the opening of the game’s main website, but it is known as “Floating Fortress” instead.Below are the few main classes players will get to choose. Looking familiar?

As quoted from various Korean websites, this supposed sequel of FlyFF will bring in almost all features found in the original, but each now enhanced to meet modern gamers’ needs. Castle sieges, aerial combat, mass PvP and PvE grounds… These are just some of the features confirmed.


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