For starters, Kim says the game’s UI is due for revision, and those reivisions were inspired by – wait for it – the mobile and console versions. That includes the minimap, mind you. And feedback from players? Yeah, he reads it, unfiltered and raw, to ensure that his team gets the “specific emotion” from player complaints.
But Kim does reject Inven’s assertion that the game’s update pace has slowed down, which is certainly the case in the West, where PA’s western publisher has reduced updates from weekly to biweekly.
“The [number] of updates is the same as it was before,” he counters. “I pushed myself to make a system which makes the updating progress much faster and easier.”
Kim also speaks about the importance of creative control and of “solid compensation” for difficult developer work and seeking out the best in the business even if salaries are pushed up and up. And as for the business model?
“The payment capability per person in our country has been pretty much standardized. The difference comes from whether companies that are aware of this discharge an aggressive model or not. We plan to implement a somewhat different model compared to other mobile games. It will be partially similar to the PC version, and there is also a different model we thought of. We think that it is more advantageous in terms of prolonged revenue when the company has more loyal players rather than aggressive business models. It also saves players from a lot of stress. We studied extensively about the model internally, and we came to the conclusion that we can still reach our goal even without an aggressive model. Although we’ll sell keys for those who don’t have enough time to play the game, you’ll still be able to get enough of them in the game. The lootboxes will also be different from typical ones in other mobile games. We’ll do our best to balance this out.”