[韓 게임 좀먹는 확률형 아이템] ③ When a game changer such as’Tesla’ appears (last episode)

Input 2021.03.06 06:00


① Even gamers turned their backs ② The wind of regulation blowing from abroad

“There is already a fire in a gunpowder called a probability item. It can explode. In the meantime, I have been constantly talking to conferences and personally in the game industry about how the probability item business model (BM) should go. The industry has not embraced it.”

IT Chosun recently met with him in the lab of the Korean Game Society (Chief of Business Administration, Chung-Ang University) in the lab of Jung-Hyun Wie (Professor of Business Administration, Chung-Ang University) at Chung-Ang University and asked about the path the Korean game industry should go after the probabilistic item controversy.



Jung-Hyun Wi, President of the Korean Game Society / IT Chosun

“The self-regulation bus has already left.”

Chairman of the Society, Wi Jeong-hyun, diagnosed that the current situation in the Korean game industry was’the bus called self-regulation has already left, but it looks like he is waving from behind’. It is an analysis that self-regulation has been underway for six years since 2015, but the problem has become serious because it did not function properly.

He cited the results of self-regulation as an example. According to the research results of the Society, only 340 cases of self-regulation from June 1, 2018 to the latest, are recorded. Compared to the fact that the number of game products distributed after domestic classification as of 2019 was 4,597,760, it is extremely small. He also pointed out that there are actually only seven game companies participating in self-regulation.
Some game companies even use the complete gacha (compgacha, double draw) method. It doesn’t actually tell the user the probability of acquiring the final item. These game companies insist that they adhere to self-regulation well. This is why the society is questioning the effectiveness of self-regulation.

“Some game companies are bypassing self-regulation in a way that complicates the item creation process,” said the chairman of the society. “Even after the amendment to the game law is passed, other models that avoid it can be developed as much as possible.”

He argued that as the game industry is only thinking about tricks such as trying to bypass regulations and social controversies, it is absolutely necessary to look at game companies. It is said that the entire amendment of the Game Industry Promotion Act (amendment to the Game Act) that contains the obligation to disclose the probability of probability-type items and punishment provisions must be passed as soon as possible.

Low probability is another problem

After the amendment to the game law was passed, I thought that follow-up work was necessary. This is because we expect that the low probability of probabilistic items will be a problem.

He stressed, “Some games come with items that have a low probability compared to winning a lottery,” he said. “After passing the amendment to the game law, it is necessary to discuss the high and low probability.” It is an advice that game companies should organize an in-house task force (TF) to consider and discuss probability.

On the other hand, if the game industry regulates probability-type items, which are major BMs, there is a concern that the game industry will have a brake on its growth or the size of the industry will shrink.

In this regard, the chairman of the society cited the situation in which the factory secretly discarded waste oil. The arguments of game companies were that it was the logic that it would be more beneficial to the factory to throw away waste oil rather than to have a proper purification facility. He criticized, “I don’t know if the people’s consensus can be gained if the factory asserts that’there is insufficient processing technology and we have to keep discharging waste oil’.”

He also analyzed that the industry claims are related to the blocking of intellectual property rights (IP), a chronic problem of Korean games. Recently, in the game market, the behavior of re-launching the already successful’PC game heyday’s legacy of the past’ is re-released in the framework of a’money’ probability type item BM.

The chairman of the society stressed that we should learn from the case of the original Chinese game. He said, “Wonshin is a game created based on a new IP, and compared to Korean games, we applied only a much simpler BM, but it is making a big hit in the world.” He pointed out that he is losing his aggressiveness to advance.”

You have to think about’ESG management’ that can last 100 years

lately ‘Truck Protest’Wow Yeon-eun ‘The probability controversy’ As a result, it is analyzed that the public sentiment of users has left the game industry a lot. The chairman of the society predicted that if the amendment to the game law, which contained punishment rules, was passed, the basis for users to trust probability notices could be laid. It is an analysis that trust and dialogue between industry and users can sprout from this foundation.

Chairman Wie advised that it is time for the game industry to strive for ESG management that can create games, companies, and social values ​​that can last 100 years. He said, “The probability-type item is a system that is on the opposite side of ESG management.”

In this situation, the chairman of the society emphasized that game changers such as’Tesla’ should emerge among small and medium-sized game companies. Tesla, an electric car company, has not yet shown a dominance in the automobile market, but it has played a role in shocking the market by breaking the existing rigid plate.

He said, “Small and medium-sized developers must show the appearance of attacking the land of opportunities abroad in an instant based on good gameability, like PubG Co., Ltd., which made the jackpot by introducing Battleground to the world game distribution platform Steam,” he said.



Jung-Hyun Wie, President of the Korean Game Society Video / IT Chosun

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