When we were initially launching WonderKing (OBT) back in February of 2007, we wanted to use an unorthodox approach. Without any breaks between the phases, we launched CBT then OBT– in that particular order. We had that much confidence in the game. We definitely wanted to make an impactful first impression when launching the game in Korea, so we decided to direct our focus on game management. Among the essential aspects of game management, evaluating a user’s immediate reaction to the game was deemed a fairly important aspect. Therefore, for the well-being of our game, WonderKing, we jumped right in to inspect the features and put ourselves in the players’ shoes.
As predicted, we were overwhelmed by the number of users that participated. In fact, when the game first came out in Korea, our user population was so explosive that it made our Open Seed server crash! I definitely remember sleepless nights being very common those days. At one point, WonderKing was the most searched game title and the overall reaction from our users was very positive. With difficult and complicated games being the mainstream focus during that time, we broke away and worked on making an easy, comfortable, simple, and fun game for users. WonderKing was definitely a pioneer in refreshing the method of hunting monsters and resultantly gained the reputation of being a very creative game among users.
Every single one of our GMs was in the game, playing and testing while interacting with the players. The ever-so-weary GM, Jeff, was known as “the snobbish one.” Ciel, our kind and gentle GM, treated our users in a way that reflected her personality. Dialas was the GM known to have a personality as one dimensional as a machine. These GMs operated in- game as characters, as they sought out errors and personally resolved them while actually playing the game. Our in-game management was a huge success and the players were very happy with our efforts.
Though, not everything was a walk in the park – we did encounter some obstacles along the way. The first thing that comes to mind is the addition of more game content. Users leveled faster than we anticipated and matching the speedy rate they were leveling at was the greatest hurdle that we had to overcome. After encountering this in open beta, we made sure we had an abundant amount of content ready to be added to the game to satisfy users of all levels. There are certain parts of the game that we want to add more content to and believe this will be easily achieved by continuous service from us.
Overall, I have to say that our policies in game management were the most positive factor in our game. Even if we went through tough times, I was especially proud that we were able to make a breakthrough in how games should be developed. Still, there is always room for improvement and better service and we hope to be able to keep providing quality service in our game to the players.