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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Nexon America's pre-paid card empire]]></title><link>http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/</link><guid isPermaLink="true">http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/</guid><comments>http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/"><img vspace="0" hspace="0" border="0" src="http://www.blogcdn.com/www.joystiq.com/media/2011/02/nexongamecards.jpg" alt="" /></a></div>
Nexon America CEO Daniel Kim tells an interesting story about how his company created <a href="http://www.joystiq.com/2010/10/07/npd-at-gdc-pc-retail-to-grow-physical-and-digital-purchase-gap/">one of the biggest phenomena</a> in gaming retail lately: The pre-paid card. Nowadays, you can find rows of pre-paid cards for Nexon's microtransaction-based games like <em><a href="http://joystiq.com/games/maplestory">MapleStory</a> </em>or <em>Vindictus</em> lining the shelves of any 7-11 or Target. But a few years ago, both Target and its customers had to be sold on the idea.<br />
<br />
Kim and his company came up with a way to teach customers how it worked, right inside a browser-based MMO. "We had a quest in-game, to go to Target in-game, to the section where they had the game cards," Kim says. Target kept the cards not in the gaming section, but in the music section alongside iTunes gift cards. "So three months leading up to the actual release of the card, we actually had a quest in-game to go get allowance from an NPC, go to the Target store, go to the music section, go find a CD card."<br />
<br />
The training worked. "Day one," says Kim, "the cards were released, they were sold out in so many stores. They called us and said, 'We gotta print more cards.'"<p><a href="http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/" rel="bookmark">Continue reading <em>Nexon America's pre-paid card empire</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/">Nexon America's pre-paid card empire</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 07 Feb 2011 10:55:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19828432/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/02/07/nexon-americas-pre-paid-card-empire/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>daniel-kim</category><category>dragon-nest</category><category>korea</category><category>maplestory</category><category>min-kim</category><category>mmo</category><category>mmorpg</category><category>nexon</category><category>nexon-america</category><category>pc</category><category>pre-paid-cards</category><category>vindictus</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 07 Feb 2011 10:55:00 EST</pubDate></item><item><title><![CDATA[Joystiq hands-on: Combat Arms (Page 2)]]></title><link>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><a href="http://www.joystiq.com/photos/combat-arms/927819/full/"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/ingame_l96a1-sniper-with-s3-suppressor.jpg" /></a><br /></div>
<span style="font-style: italic;">Combat Arms</span> employs a clearly visible player ranking system in order to tie together rank rewards, the in-game currency, and the socialization aspects.<br /><br />Kim and Yang noted that this balance between purchased items and off-the-rack choices didn't exist in the original Korean version of the game. As previously mentioned, the Korean gamers were looking for a more "arcade-y" experience. Grenades had flares to make them easier to track, mines had blinking lights, and every purchased item was a pure win for the player -- why <em>not</em> buy in that environment. As Kim put it, "American players have a definite concept of what is fair and what isn't," and they were determined to cater to that.<br /><br />Yang noted that the despite changes from the Korean version, <span style="font-style: italic;">Combat Arms</span> retains the "jump-in-and-out" gameplay that made this take on the genre so popular there. Nexon believes Americans will respond (and are responding) to this vision of what an FPS could be, based primarily on the "feel" of the game. As an example, Min Kim noted the simple feature that you can run in the game:<br /><span style="font-weight: bold;"><br /></span>"If you press the shift button you actually run. That is not an option in a lot of other FPSs so it feels a lot faster and a lot of people like that. It's one of those things that is not easy to market; you can't say: 'hey you press the shift button you go really fast' on the back of a box. They don't know what that means until they start playing it."<br /><br />
<div align="center"><a href="http://www.joystiq.com/photos/combat-arms/927809/full/"><img vspace="4" hspace="4" border="1" alt=""  src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/2man-team-underground_itech_kevlarhelmet.jpg" /></a><br /></div>
<br />After talking through the game as a concept, we sat down to play a few rounds -- dying numerous times to both Kim and Yang as they schooled us on the game's public servers. (Protip: Anyone interested in jumping into the game can already do so. Nexon has had an amazingly positive reaction, and had to increase their server capacity unexpectedly fast to deal with demand.)<br /><br />During our back-and-forth matches, Yang stated that Nexon's planning to update the game on a regular basis. The company has been regularly releasing a patch to the game every two weeks since the game's beta began. Every update will add new weaponry, while a new map or game type will be added every month or two.<br /><br />That endless state of updates driven by player demand will likely never stop for the game, and neither will the game's "test" state. After the interview, we spoke with Nexon representative Robert Holtzman to clarify when the game would be going with a hard launch. He laughed, and noted that the game might never get one -- given the title's popularity already, Nexon plans to continue to expand through word of mouth advertising and constant improvements.<br /><br />Overall, we walked away from <span style="font-style: italic;">Combat Arms</span> very impressed. Given the game's region of origin and the stigma of a free-to-play titles, Nexon's offering is a surprisingly fun and impressively attractive offering. It's a fast-action title that will please the twitch-happy mindless shooter fan just as easily as one looking for a more tactical approach. On top of it all, it deftly ties online clan gaming and Web 2.0 sensibilities together with ranks, formal groups, and eventually social networking plugins. <br /><br />Given the unique blend of MMO and FPS in <span style="font-style: italic;">Combat Arms</span>' DNA, it was intriguing and enlightening to see what the game has become. And it's always hard to turn down the offer of free.<br /><br />
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<div align="center"><strong><a class="gButtonLink" href="http://www.joystiq.com/2008/09/02/joystiq-hands-on-combat-arms/">&lt;&lt; PAGE ONE</a></strong></div>
</div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/">Joystiq hands-on: Combat Arms (Page 2)</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Sep 2008 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301592/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms-page-2/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>combat-arms</category><category>hands-on</category><category>herb-yang</category><category>min-kim</category><category>nexon</category><category>PC</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Thu, 04 Sep 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[Joystiq hands-on: Combat Arms]]></title><link>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/</link><guid isPermaLink="true">http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/</guid><comments>http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/firstpersonshooters/" rel="tag">First Person Shooters</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://www.joystiq.com/photos/combat-arms/927820/full/"><img vspace="4" hspace="4" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/09/combatarmsheader.jpg" alt="" /></a></center>We recently had the chance to check out <em><a href="http://www.weblogsinc.com/tag/combat-arms">Combat Arms</a></em>, the free-to-play online FPS brought to US shores by <a href="http://www.massively.com/tag/nexon">Nexon</a> of America. Nexon is best known in the states for its unique side-scrolling MMORPG <em><a href="http://www.massively.com/tag/maple-story">Maple Story</a></em>. Despite the company's grounding in the MMO genre, Nexon chooses to see itself as a purveyor of online games in general. From online racing in <em><a href="http://www.weblogsinc.com/tag/kart-rider">Kart Rider</a></em> to virtual karaoke in <em><a href="http://www.weblogsinc.com/tag/audition">Audition</a></em>, the company publishes or develops a multitude of multiplayer experiences. Its extension to first-person shooters, in that light, makes a great deal of sense. <br /><br />What's surprising is not that Nexon has chosen to jump into the FPS genre, but that the offering is as good as it is. The company has combined elements of mindless combat shooters like <em><a href="http://en.wikipedia.org/wiki/XIII_(game)">XIII</a></em> with the multiplayer tactical orientation of a game like <em><a href="http://www.joystiq.com/tag/counter-strike">Counter-Strike</a></em>. In doing so, it's delivered a title that can be as explosion- or strategy-focused as players want. And, of course, it wouldn't be Nexon without some unique twists -- namely, the incorporation of its successful microtransaction-based business model.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/combat-arms/">Combat Arms</a></strong></p><a href="http://www.joystiq.com/photos/combat-arms/#927835"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/shop-ui_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/combat-arms/#927834"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/vantage_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/combat-arms/#927832"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/sandwich_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/combat-arms/#927825"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/mk16-scarl-l-with-itech-scope_s2-supressor_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/combat-arms/#927821"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/m16a3-junk-flea_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/" rel="bookmark">Continue reading <em>Joystiq hands-on: Combat Arms</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/">Joystiq hands-on: Combat Arms</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Sep 2008 21:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1301590/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/09/04/joystiq-hands-on-combat-arms/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>combat-arms</category><category>hands-on</category><category>herb-yang</category><category>min-kim</category><category>nexon</category><category>PC</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Thu, 04 Sep 2008 21:00:00 EST</pubDate></item><item><title><![CDATA[GDC08: The future of MMOs]]></title><link>http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/</link><guid isPermaLink="true">http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/</guid><comments>http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/features/" rel="tag">Features</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/gdc/" rel="tag">GDC</a>, <a href="http://www.joystiq.com/category/mmo/" rel="tag">MMO</a></p><center><a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/02/mmoray_490x326.shkl.jpg" alt="" /><br /></a></center><br />Earlier today fans of Massively Multiplayer Online Games were given a rare treat: a look into the future of the genre. Five veteran members of the gaming industry debated the finer points of MMO game creation as it exists today, and how the games of tomorrow will be bolted together. Participants included Cryptic Studios' <a href="http://www.joystiq.com/search/?q=Jack%20Emmert">Jack Emmert</a>, NCsoft's <a href="http://www.joystiq.com/search/?q=Matt%20Miller">Matt Miller</a>, BioWare's <a href="http://www.joystiq.com/search/?q=Ray%20Muzyka">Ray Muzyka</a>, Nexon's <a href="http://www.joystiq.com/search/?q=Min%20Kim">Min Kim</a>, and Blizzard's <a href="http://www.joystiq.com/search/?q=Rob%20Pardo">Rob Pardo</a>. Each designer brought their own unique points of view to the conversation, and their visible conflicts made for a not only entertaining but informational dialogue.<br /><br />The biggest point of contention during the discussion was the subject of Microtransactions; while Nexon's business model is based entirely on that concept, Cryptic's Emmert was a staunch opponent of the practice in general and as a "magic bullet" in specific. Mr. Emmert also dug several times at Blizzard and Rob Pardo, cracking jokes like "Isn't it true that Blizzard is going to buy the entire continent of Africa?" and essentially stating that the Massive gaming industry is deeply sick as a result of WoW's success. <br /><br />The <a href="http://www.massively.com/2008/02/21/gdc08/">entire liveblog of the discussion</a> is available over at <a href="http://www.massively.com">Massively</a>, and is well worth a look.<br /><br />
<div class="postgallery">
<p><strong>Gallery: <a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/">GDC08: The Future of MMOs</a></strong></p>
<a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/655899/"><img src="http://www.massively.com/media/2008/02/dsc_1210_thumbnail.jpg" alt="" title="" /></a><a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/655900/"><img src="http://www.massively.com/media/2008/02/dsc_1213_thumbnail.jpg" alt="" title="" /></a><a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/655901/"><img src="http://www.massively.com/media/2008/02/dsc_1214_thumbnail.jpg" alt="" title="" /></a><a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/655898/"><img src="http://www.massively.com/media/2008/02/dsc_1215_thumbnail.jpg" alt="" title="" /></a><a href="http://www.massively.com/photos/gdc08-the-future-of-mmos/655907/"><img src="http://www.massively.com/media/2008/02/dsc_1219_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/">GDC08: The future of MMOs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 22 Feb 2008 01:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.massively.com/2008/02/21/gdc08/>Read</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1121719/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/02/22/gdc08-the-future-of-mmos/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>bioware</category><category>blizzard</category><category>city-of-heroes</category><category>GDC</category><category>maplestory</category><category>matt-miller</category><category>min-kim</category><category>ncsoft</category><category>nexon</category><category>PC</category><category>ray-muzyka</category><category>rob-pardo</category><category>world-of-warcraft</category><dc:creator><![CDATA[Michael Zenke]]></dc:creator><pubDate>Fri, 22 Feb 2008 01:30:00 EST</pubDate></item></channel></rss>