[game Miscellaneous] What do you think of the quality of Korean games without beautiful women(pretty girl)?
Putting aside the "beautiful women" element, the core quality of Korean games still has significant advantages in gameplay design and technological industrialization. This is especially true in areas such as 3D modeling precision and open-world scene construction, where they possess world-class R&D capabilities.
- Highly expressive games (such as open world and NIKKE games): Character appearance is the "first impression" and directly influences initial player acceptance. Therefore, "handsome men and beautiful women" are important bonuses for these games, but they are not the only determining factor. The underlying shooting feel and storytelling still need to be solid.
- Pixel games: Players focus on innovative mechanics and gameplay depth, and appearance is significantly less important. As long as the core experience is engaging, users will be retained.
GT's "exquisite live 2D character illustrations" are a clever positioning. They make up for the lack of character detail in pixel art without overly relying on visuals like 3D games. They strike a perfect balance between enhancing the visual experience and not overwhelming the main character, effectively strengthening players' emotional connection with the characters.
Consensus on Game Development:
The process is divided into:
Mechanics → Gameplay/Interaction → Experience
However, for highly expressive and detailed games:
Appealing character expression (impression score) → Mechanics → Experience
or
Appealing character expression (impression score) → Mechanics → Gameplay → Experience
or
Appealing character expression (impression score) → Interaction → Mechanics → Gameplay/Experience → Experience
GT is in:
Mechanics → Gameplay/Interaction →
↓
Experience ←
mechanics→[Impression score] →→↑
첫댓글 It's hard to imagine a Korean mobile live service game without attractive female characters. The reason lies in the business model. Many games center their BM around character gacha. To earn more from gacha pulls, characters need high performance and appeal. But I think boosting performance has limits—it creates balancing work and can cause conflicts. Attractive characters build pure fans without such issues, helping extend the character's and game's lifespan.
Yes, the positioning of deep cultivation cannot avoid this problem; only by opening up social visits and focusing on resource acquisition can we achieve effective balance; similar to the "square"
To add, the biggest problem I've experienced with live service games is fatigue. Most have daily quests and mid/long-term achievements with rewards. These help early on, but as you spend money or play longer, you spend so much time on meaningless repetitive quests that you can't tell if you're enjoying the game or just the rewards. Eventually, many users lose interest due to this contradiction and keep moving to another game.
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