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[Column] General: It Came from the Far East

SBFordSBFord Associate Editor - News ManagerThe CitadelPosts: 23,038MMORPG.COM Staff Epic

In our latest Free Zone column, we take a look at trending news in the F2P market with a particular emphasis on Korea. In addition, we have a bit to share about the League of Legends championship and wonder who it is that exactly owns Crossfire. Check it out!

As I've discussed previously, this online shooter is so popular in China, where it reportedly generated nearly $900 million in revenue last year, that it might become the giant killer, the game that topples World of Warcraft from the global leadership position it has held since soon after launch. It already holds the record for peak concurrent users, having surpassed the four million mark, and is the first title to climb into the same monetary ballpark. Accordingly, I've been watching with interest for news about the dispute that is raging over the title's ownership even though reports have been scarce. 

Read more of Richard Aihoshi's The Free Zone: It Came from the Far East.



  • FelixMajorFelixMajor London, ONPosts: 782Member Uncommon
    Lol Korean counter strike

    Originally posted by Arskaaa
    "when players learned tacticks in dungeon/raids, its bread".

  • bobfishbobfish SouthamptonPosts: 1,679Member Uncommon

    CrossFire is indeed based on Counter Strike, but through clever design to maximise tournament and competitive gameplay which can be monetised it easily eclipsed Counter Strike soon after it came out.


    It is also worth mentioning that up until last year, consoles were illegal in Korea, like they currently are in China. So the majority of their games market being based around online games (PC) is not  unexpected and not something that could ever be replicated in the western or Japanese markets. PC games essentially have had a monopoly for years there and nothing is likely to change that anytime soon.


    But really big thing that Richard fails to draw attention to is the that drop to 5.14 trillion in 2007. That period in online gaming for Korea marked a creative stagnation in online games for the Korean market. They went through a phase of basically churning out game after game built on the same principles and are today responsible for what many in the west know of as the "Korean Grinder".

    The reason the market picked up again is because the Korean game companies learned from this and started to diversify their games and explore new boundries. A large part of what helped sparked this resurgence was World of Warcraft. It came along at a time in Korea when things were repetative and at a stand still, it was a breath of fresh air.

    Though WoW helped show them a new way forward, it didn't stop them from looking beyond it and now we have a huge variety in games being produced by Korean developers. These games are also of varying qualities, but more importantly they are of varying budgets, there is no fear about putting $100m into a sandbox in Korea, they know that a diverse market is the key to success.


    Now the reason this is all important is because the western markets have hit a creative stagnation, which came to its height last year. Though the stagnation is everyone copying WoW, and we're stuck we a host of themepark games and little else from the larger companies. Investors remain completely turned off from online gaming, especially now that Zynga has crashed, so we're unlikely to see the larger, higher quality games that break the mold any time soon. But we need this to happen, we need to revitalise the market by diversifying the games on offer. If we can do that, then there is no reason we can't have a second boom in online gaming like Korea has had.


    We need to learn to look beyond the market leaders and try new things!

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