Although the development team is based in South Korea, we also have a partnered team in Spain as well. There’s one in Japan, and we need to hire more and are planning to do so. There are around 100 people in South Korea, and 20 in the US. I started PUBG because I wanted to make a game that I want to play, and it has become my motto to continuously make it good. We would like to focus on making a good game, just like how we wanted to do before the launch. They are developing without getting affected by the popularity. And I think it’s better for them to not know. We are in a daze and can hardly realize that 12 million copies have been sold so far. Greene: The popularity just exploded all of sudden, and it was so fast that I myself find it hard to believe. Also, how big is the size of the development team? We are curious as to whether devs are actually feeling the popularity right now. We are looking for a long marathon, not a short sprint. This means that the service does not “end” at the time of the official release, but continues. PUBG is a packaged game, but the service is an online game format. Kim: We want to focus on launching the 1.0 version on Steam within this year, doing the Xbox game preview, and doing a proper start on domestic service even though it’s still in early access. Even though the title is still in early access, you have contracted for domestic service in South Korea. The title is still in early access, and we would like to concentrate on making the best Battle Royale. We had faith in this genre, but never expected this much of a reaction. Kim: Even in the development phase, we were confident that Battle Royale had the potential to become a new trend, but we were not certain when it would happen and who would make it a reality. It’s been about 6 months since the release of the title on Steam, and we never expected it to become No. You have achieved a phenomenal result in half of the year. ▲ PD Chang Han Kim (left), and director Brandan Greene (right) in JapanĮxpecting to release this year - the current situation of service in Japan and the development team Other participating members of the press instead focused on the current situation, upcoming updates, eSports, console releases, and entrance to the Japanese market. Kim also mentioned that they are working on appropriate action regarding this matter.Īs much as the title’s popularity is phenomenal, this issue became a sticking point. This behavior is very disappointing.” Mr. “A company that has been partnering with and supporting indie games borrowed the idea of an indie product and released it in the paying market for free. Unfortunately, we had to bring up a question about the conflict with Epic Games, a company which they had maintained a good relationship with until a day before the interview.īefore beginning the interview, one of Bluehole’s related employees said, regarding the issue and announcement of Epic Games’ Fortnite Battle Royale mode, that the problem is not about similarity and originality, but about the relationship between Bluehole and Epic Games. We were able to have a direct interview on site with two PDs, who mentioned that they are learning quite a lot through their interviews with the Japanese press. ▲ Another record during the TGS, 1.5 million MCU on September 23rd!Īlso, Brandan “Playerunknown” Greene, the original creator of the title, and Chang Han Kim, the producer, also visited Japan to commemorate the game’s presence at TGS 2017. The title’s popularity was extraordinary, being nominated as one of the hottest games at the TGS. Despite being of a somewhat “unpopular” genre called Battle Royale, the title has already sold millions PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG) is about to expand its boundaries to Japan.īluehole has decided their publishing partner in Japan, and installed the PUBG DMM booth at the Tokyo Game Show quicker than expected, allowing many Japanese players to experience and enjoy the title. Not many have achieved this much in this short time.
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