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Subculture game talk

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Feb 9th, 2025
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  1. Subculture Game Lecture @ Illustar 2025 - Kim Cheol Hui, "Eversoul" PD
  2.  
  3. 0. What is a Subculture Game?
  4. - The definition of "subculture game" varies among players.
  5. - Cheol Hui defines subculture games as those with a Japanese anime aesthetic that appeal to "otaku" players.
  6.  
  7. 1. The Inspiration Behind Developing Eversoul
  8. - Cheol Hui wanted to create an "otaku" game but also wanted to incorporate elements from other genres (such as base building and AFK mechanics).
  9. - Eversoul was created by combining those elements.
  10. (Note: The previous speaker emphasized that game creation should challenge and overturn existing formats to find new approaches.)
  11.  
  12. 2. Qualities of a Game Developer
  13. - Initially, Cheol Hui was accused of being a "fake otaku," which he found frustrating because he identifies as an "old-school otaku."
  14. - Frequent live broadcasts helped dispel this perception, but they also led to more verbal slip-ups and criticism.
  15. - He understands why people dislike non-otaku developers exploiting the subculture gaming market, acknowledging that he would feel the same way.
  16. - Because of this, he believes that attractive individuals should not become game directors.
  17. - The era when game directors only focused on development is over. Now, they are like celebrities or idols to players.
  18. - Increased interest in game developers means they receive a lot of criticism. Cheol Hui himself has experienced this firsthand, so mental resilience is crucial.
  19. - If you want to be a game director, clean up your personal social media or learn to use it wisely.
  20.  
  21. 3. Cheol Hui’s Thoughts on Subculture Games and Game Development Challenges
  22. - Game development is costly. For example, if a studio secures 10 billion won (~$6.9 million in 2025) in funding, this amount will only last two years with a team of 50 people, considering each developer effectively costs about 100 million won (~$69 thousand in 2025) per year.
  23. - Even with a 50-person team and a two-year timeline, development is tight. A single misstep could cost an additional 5 billion won (~$3.5 million in 2025).
  24. - Thus, Cheol Hui does not see budget cuts and financial management as inherently negative.
  25. - Cost comparisons between different graphic styles: 3D LD (high-detail) > 3D SD (super-deformed/chibi) > Animated 2D > Static 2D
  26. - However, even static 2D games with detailed animations (e.g., weapon recoil) are expensive.
  27. - 2D SD games are not necessarily cheaper because:
  28. 1) Every frame must be drawn manually for battles.
  29. 2) New animations require additional artwork.
  30. - Once a game’s foundational assets are established, they are difficult to change, so choosing the right style is crucial.
  31. - Doing all three styles (3D LD, 3D SD, and 2D) is the most expensive approach — Eversoul is an example of this, and Cheol Hui regrets this.
  32. - The subculture game market is highly competitive and lacks cost efficiency.
  33. - Unlike other mobile games, subculture games require significant initial investment due to the demand for strong character and world-building.
  34. - Reliable revenue streams, akin to "comfort food," are necessary to sustain a subculture game. Relying solely on character popularity can lead to revenue fluctuations.
  35. - Mistakes in game development and management are inevitable.
  36. - Systems to manage these mistakes are necessary, but they also cost money.
  37. - "Finger-checking" is crucial—having a designated person to scrutinize minor details can prevent costly controversies (Cheol Hui cited the infamous Mephistopheles "finger issue" as an example).
  38. - A subculture game director must stay updated on modern trends.
  39. - Older narrative structures where protagonists struggle and grow may feel slow-paced for today’s audiences.
  40. - Conversely, stories featuring lucky or overpowered protagonists may resonate more with contemporary players.
  41. - If you enjoyed the Dragon Quest: The Adventure of Dai remake, you’re probably old.
  42.  
  43. 4. Cheol Hui’s Mistakes and Lessons Learned
  44. - "Chloe's Strange Dream" Event Disaster
  45. - The first in-game event featured hanbok-themed skins, but it was poorly received.
  46. - The event store was designed to prevent players from buying all items, which was intentional.
  47. - Cheol Hui didn’t initially understand why players were upset since other subculture games had different resource systems.
  48. - He later realized that subculture game players typically engage with multiple titles and naturally compare them.
  49. - As a result, subculture game developers must acknowledge that their games will be compared to others in the genre.
  50.  
  51. - One-Year Roadmap Data Leak
  52. - Eversoul had a full year of planned updates at launch.
  53. - Ko didn’t anticipate datamining issues because it hadn’t happened in his previous projects.
  54. - He later realized that subculture gamers have a deep attachment to characters and seek more information about them.
  55. - These players are also highly critical of character designs, lore, and even minor details (e.g., forehead proportions).
  56. - Developers should be mindful of potential data leaks.
  57.  
  58. - Early Storyline Disaster
  59. - Initial story development focused on world-building and origin stories for characters.
  60. - Main quests emphasized the protagonist’s arrival in Eden, while romantic elements were placed in character-specific routes.
  61. - Players disliked this approach.
  62. - Narrative quality has become increasingly important even for genres that previously didn’t emphasize it, such as fighting games.
  63.  
  64. - Unity 2022 Engine Update Disaster
  65. - Early engine updates were smooth, but later updates caused major issues (crashes, freezes).
  66. - Significant effort went into optimizing memory usage, but the gains were minimal.
  67. - Eventually, they had to abandon 45 FPS support and re-optimize every character model.
  68. - A later Unity patch resolved the issue, but the experience reinforced the importance of cautious engine updates.
  69. - Cheol Hui suggests that developers should be more transparent with players about their efforts to improve the game.
  70.  
  71. 5. Conclusion
  72. - Despite the challenges and inefficiencies of the subculture game market, Cheol Hui finds being Eversoul’s director the most fulfilling period of his career.
  73. - He believes subculture games ultimately allow developers to create what they truly love.
  74.  
  75. ---
  76.  
  77. (Note: This summary was reconstructed from memory and may not perfectly reflect the lecture’s details. The session felt more like a talk for aspiring game developers rather than a traditional Q&A.)
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