In each line of skills there are dozens of options that can range from the broad combat skills to specific things like fishing. Many of the skills in the Life category, such as fishing, rely on mini-games within the context of the game world. These mini-games get easier based on the character's skill in them.
While this game definitely falls into the virtual world category, no one should confuse this with a directionless experience. Nexon assured us that the game is jammed full of quests and works hard to make sure players have somewhere to go and something to do. Chi specifically lamented that many of the other MMOs - especially Korean imports - leave players with absolutely no direction or idea what to do next after they login. This is something they've worked to address.
"When we create a game we don't create movies, we create episodic TV," Chi pointed out. As in MapleStory before, they plan to leverage their unique relationship with Nexon and the developers of the original Korean version of Mabinogi and combine that with aggressive live events that fit the audience to ensure there is always fresh content.
Many imported MMOs rest at the mercy of their original master copy and simply translate and adopt new content as it is made available to them. With MapleStory and now Mabinogi, Chi outlines a more symbiotic relationship where they and all their global partners have the ability to create content specifically for their region. Sometimes, that content can even filter back to the Korean original, which is not the norm in this space.
Chi sees this all as part of Nexon America's responsibility to not only translate, but adapt their games to North American culture. There are two iterations to their localization process. First it is translated from Korean to English, and then native English speakers check it again. Finally, it is given another pass by people who work on more than just basic translation, but also the pure context of what is being said. Pure translation can create some odd outcomes, which would make no sense to North Americans, even if the words are technically correct, and they - like every localization company we saw at GDC - explained that the elimination of these kinds of mistakes is a core focus.
Their live events bring the game further towards the local audience. Chi cited the example of annual Thanskgiving events in MapleStory, which wouldn't make much sense in Korea, but have become quite popular in North America.
With the success of MapleStory, Nexon America has found themselves a leader in the newly emerging business-model wars. Traditional MMO studios have lined up behind the subscription model, while the influx of Asian imports have brought in various micropayment techniques with mixed success. Increasingly, though, the pendulum seems to have shifted towards the invading model thanks to a core philosophy that removes virtually all financial barrier to entry.
"Every individual who participates adds to the worldscape," Chi pointed out. As such, to him, even players who play a game for years and never spend a dime are valuable parts of the community. Too often, we hear about "good games" that buckle partly out of a sheer lack of people to meet. The free-to-play craze lets communities build on themselves over time, which can transform the traditional initial bump, followed by a slow and steady decline of a subscription MMO into something that feeds on itself and grows over the years in a free-to-play entry.
"The spread of [MapleStory] was purely viral," Chi said. Aside from a very limited field of advertisements, they credit the social aspects of the community with much of its success. People often go in, hang out and talk to friends. Sometimes they wonder whether the game itself hasn't become a secondary focus to some players. Nonetheless, the more people who participate and the longer they spend in a game, the more likely they are to drop down a few dollars here and there for items.
Nexon has adopted a very light approach to microtransactions. They insist that their games contain no artificial barriers, which was a common complaint in the first generation of "free-to-play" games, which would often have more in common with a level-capped free trial than a true free experience. The vast majority of their items in MapleStory, and likely similarly in Mabinogi, are purely cosmetic in nature. They find players want to spend money to differentiate their character, and so most items in the store are things like new clothes and hats that slot cosmetically over whatever armor the character wears to promote individuality. "There is no wall," Chi insisted.
As the interview progressed, it became clear that Chi had seen a steady stream of journalists who shared my skeptical questions about the F2P, imported genre, which has a not altogether unjustified reputation for lack of quality. This is a perception Nexon battles to change, but they're also quite aware of the work they must do.
"We want to show the mainstream audience that free-to-play doesn't suck," Chi added bluntly as our interview drew to a close. With MapleStory, they took a large step in that direction. In the next few weeks, we'll see whether Mabinogi has the chops to further erode those player and media preconceptions.




