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- Subculture Game Lecture @ Illustar 2025 - Kim Cheol Hui, "Eversoul" PD
- == About Subculture ==
- 1. What Defines a "Subculture Game?"
- - The definition of a subculture game varies among players.
- - My definition: a game with a Japanese anime-style aesthetic that appeals to otaku.
- - These games are typically categorized by dimensions, world settings, art styles, country of origin, recognition, and genre.
- - I believe a subculture game is an "otaku paradise" with anime-style visuals.
- - Eversoul was born by combining various elements I love: AFK mechanics, Japanese anime aesthetics, gacha mechanics with only female characters, flashy skill effects, visual novel elements, and roguelike aspects.
- == Challenges of Running a Subculture Game ==
- 1. Endless Self-Justification
- - A game director must constantly prove they are not just a "casual otaku."
- - Back in the day, you had to hide your interests—now you have to prove them, which is confusing.
- - In my case, my appearance helped, but since I frequently appeared on live broadcasts, I made mistakes that sparked controversies.
- - Over time, the perception that I was a "casual otaku" faded naturally.
- - Still, forcing myself to act more otaku-like felt unnatural.
- - Honestly, some of you here have faces that make you unfit to be game directors.
- 2. As a Game Director, You Have to Be Ready for Fame
- - With the rise of YouTube, game directors and key developers have become public figures, almost like influencers.
- - You can't just focus on development — you must be prepared for criticism.
- - If we measure my experience in getting flamed, I might as well be immortal.
- - People frequently ask about my mother’s well-being (as an insult), so having thick skin is a must.
- - Cleaning up your personal social media is essential, as past posts can come back to haunt you.
- == Lessons Learned ==
- 1. Keeping Up with Trends is Essential
- - Most game directors are older and tend to stick to what they know.
- - However, younger otaku often aren’t familiar with older works.
- - The emotional tones of past and present works differ significantly.
- - Example: In the past, people enjoyed protagonists overcoming hardships, but today, people prefer "hype" moments where the protagonist dominates.
- - To keep up, even if it’s uncomfortable, you need to expose yourself to new subculture media. Once you get past the initial barriers, you might find yourself enjoying it.
- 2. Details Matter
- - Small things like touch reactions, favorite foods, birthdays, body measurements—all details must be meticulously crafted.
- - The goal is to create a character that could be someone’s "waifu."
- - However, adding details raises development costs, and once a game is in live service, suddenly removing details is not an option.
- 3. Users are Hyper-Sensitive to Bugs
- - Modern otaku have stronger emotional attachments to characters than in the past.
- - This means even minor bugs provoke strong reactions.
- - It’s not just about system or balance issues—details like character settings, artwork, and even forehead proportions (yes, I was hurt by the "wide forehead" comments) are scrutinized.
- - While mistakes will happen, you must minimize them by creating robust internal processes.
- - Nowadays, even finger placement in illustrations is a big deal.
- 4. Managing Development Costs
- - Budgets are finite, and cutting costs isn’t inherently bad.
- - Overspending in one area leads to sacrifices elsewhere.
- - Strategic cost-saving allows for a better overall quality level.
- - While details are important, obsessing over them can lower the game’s overall polish.
- 4-1. Illustrations & Modeling
- - Production costs: 3D LD (full models) > 3D SD (chibi) > Animated 2D > Static Illustration
- - Games that use only 3D models without illustrations are rare, while the reverse is common.
- - Even 2D SD (super-deformed) models are expensive because each frame must be drawn manually.
- - The reality is that otaku often only need illustrations — the key factor is whether the character looks appealing.
- - However, games need animations, and without 3D, there are clear limitations.
- - The issue with 3D LD (large-scale detailed 3D) is that if it doesn’t match the illustration quality, the result looks like a cheap Chinese bootleg figure.
- - The key is choosing the right balance for the game’s needs.
- - A bad example? Eversoul. It includes 3D LD, 3D SD, and even Live2D, making it overly complex. I deeply regret this, but it’s too late to change.
- == The Harsh Reality: Subculture is a Red Ocean ==
- - Investors are reluctant to fund subculture games.
- - They require high initial costs and rely on PVE and new characters for revenue.
- - Unlike PVP-driven games, subculture games essentially give up an entire monetization model due to their audience’s preferences.
- - Compared to other genres, subculture games have lower return-on-investment (ROI).
- - As a result, budgets are usually tight, making cost-cutting a priority.
- Example:
- - Suppose you secure a $10M investment for a game.
- - If each developer earns $100K per year, a 50-person team can develop for two years — which is already a tight timeline.
- - Additional costs like sound, outsourcing, and marketing further reduce available funds.
- - If development drags, another $5M+ is needed to continue.
- == The Importance of a Solid Monetization Model ==
- - A game without a sustainable monetization model will struggle to survive.
- - Character sales are important, but relying on them alone is risky.
- - If a character underperforms, revenue takes a hit.
- - A well-planned monetization model can extend a game’s lifespan without alienating players.
- == Trial and Error ==
- 1. Homages Should Reflect Current Trends
- - If developers are out of touch, they create homages to things no one remembers.
- - Example: My homage to G. Mephistopheles and “A Cruel Angel’s Thesis” went completely unnoticed.
- - It was only after explaining it in a broadcast that people finally got it — a humiliating experience.
- 2. Story is Crucial
- - I don’t interfere with the story much these days.
- - Initially, Eversoul was meant to be AFK-style, with basic lore and character backstories.
- - The romance elements were prioritized, while the main story was kept minimal since a full apocalyptic plot felt unfitting.
- - This was a huge mistake. We were heavily criticized for weak storytelling.
- - Today, even fighting games invest in deep narratives — so subculture games, which are directly compared to narrative-heavy competitors, must take storytelling seriously.
- 3. Beware of Data Leaks
- - Originally, Eversoul had one year’s worth of updates pre-loaded in the client for convenience.
- - We didn’t anticipate datamining (leaks).
- - Unlike other games, subculture players are deeply attached to their characters, meaning they actively seek spoilers.
- - Now, only imminent content updates are added to patches.
- 4. Comparison with Other Games is Unavoidable
- - First event: a grand Korean Hanbok giveaway.
- - We borrowed AFK mechanics for event currency, making it so players couldn’t buy everything.
- - This angered players — I didn’t understand why at first.
- - Eventually, I realized subculture gamers play multiple games, constantly comparing mechanics.
- == Final Thoughts ==
- - Subculture game development is incredibly challenging.
- - Despite this, it’s rewarding — because it’s what I love.
- - Even after 19 years in the industry, directing Eversoul is the happiest I’ve ever been.
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