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WonderKing : Dev Blog - Post Mortem

Posted Jul 02, 2009 by Jon Wood

In their most recent MMORPG.com blog update, the team from Wonderking takes a look back at the game's launch and how it was accomplished.

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.

Read the official blog.

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