Jonric: Please tell us about the market for online worlds in Korea. What led to its rapid growth, and how does it differ from North America and Europe?Jake Song: In Korea, the market for online worlds emerged early compared to other parts of world except the US. It was almost the same time as the US market. For example Nexus: The Kingdom of the Winds went commercial at early 1996. And with the game room phenomena, the market exploded.
The major portion of players are from game rooms, but broadband access at home is growing very fast also. As they have already experienced the pleasure of high-speed networks at game rooms, they want to play the same games at home. Now broadband vs. modem subscription ratio in Korea is higher than in the US.
In the early '90s it was hard to get funds for game development and to gather good talent. It was not thought of as a serious business. After the success of Lineage and Nexus, many companies jumped into the market and good talents are coming into the industry. There are over 10 games in commercial service or in public beta stage. And I read in the newspapers that almost a hundred games are now in development.