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Experiences at PlayX 2024 and the Current State of the Game Industry

Created: 2024-05-28

Created: 2024-05-28 08:56

I attended a large-scale game event for the first time. I knew that many people in Korea loved games, but I didn't know who actually enjoyed them or what their reactions would be like. A lot of young people were passionate about gaming, and I even saw some middle-aged and older people there.


Rather than focusing on entertainment, I found myself experiencing and observing new things. In particular, many people were engaging in cosplay, and I saw several male attendees cosplaying as female characters. It was quite refreshing. In addition to this, I'd like to share my insights from attending the gaming event.


✅In-app purchases, advertising, and game download fees remain the cash cows of the gaming industry.
Major game companies are leveraging not only current revenue models but also their established reputations to create and sell merchandise. Smaller game developers, however, still rely on traditional cash cow methods. There might be other revenue streams I'm unaware of, and the word 'still' might seem jarring, but I haven't identified any others yet.

Indie games, in particular, seem to struggle with implementing unique cash cow strategies. Therefore, I understand that they need to safely rely on tried-and-true tactics. I hope a new strategy emerges, allowing for diversified revenue structures and ensuring long-term business sustainability.


✅South Korea has a wealth of indie games.
Even though the event venue was quite large, I was surprised to discover the sheer number of indie games in Korea. They featured unique gameplay mechanics, and although some genres were familiar, the designs, graphics, and characters were diverse. There were games played using light, turn-based games with a biblical worldview, and more. I was also surprised at how well high school and university students could develop games.

The most impressive game I encountered was 'Metal Suit,' which will be released by Eggtart. They said it was inspired by Mega Man and Metal Slug. For an indie game, the graphics were decent, and it included flashy effects, so I'm personally looking forward to its release.


✅The absence of the Big 3 (3N) was disappointing.
This was my first time attending an event like this, and I was disappointed that the major Korean game companies, the Big 3 (3N), weren't present. While Bandai Namco, Nintendo, and Gravity participated, I imagine some people were hoping for the traditional Big 3.

It would have been nice (though maybe a bit opportunistic) if they had offered item codes for games like MapleStory, Netmarble's Cookie Run, or Everyone's Marble. That's just a personal wish.

The Big 3 (3N)'s absence probably indicates a shift in their priorities. Ultimately, they need to see a return on investment and profit. Currently, they seem to be focusing on other areas rather than PlayX4. Or perhaps they didn't have any games planned for release, or the timing wasn't right for a launch.


✅Need for Localization
When I brought up localization at some booths, several people expressed interest. Game developers who had achieved significant success in Korea responded positively. It seems that they tend to expand overseas after achieving some level of success within Korea. For companies that aren't major developers, it feels like launching simultaneously in multiple countries from the beginning might be daunting.


While my personal observations may not be definitive, I believe I gained some valuable insights. There are still differences of opinion and controversies surrounding games, but I hope people can look at the positive aspects with a positive outlook. I hope the gaming industry continues to grow and that I can contribute to its development in some way.

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