Latest news with #MapleStory


Korea Herald
16-05-2025
- Business
- Korea Herald
Krafton, Nexon solidify industry-leading standings with upbeat earnings
Struggline NCSoft, Kakao Games pin hope on new titles Krafton and Nexon are solidifying their leadership in the Korean game industry, posting strong earnings in the first quarter to start the year strong on the back of successful new titles and ongoing popularity of the existing intellectual property. Krafton logged record-high first quarter revenue of 874.2 billion won ($625.8 million) and operating profit of 457.3 billion won from the January-to-March period this year, up 31.3 percent and 47.3 percent on year, respectively. Krafton's megahit battle royale shooter PUBG: Battlegrounds continued to attract gamers, with the maximum number of concurrent users reaching 1.4 million in March, according to the company. The game developer's life simulation game inZOI, which became available for early access on global gaming platform Steam in March, sold 1 million copies within a week of its debut to set a new record as the fastest Korean game to reach the milestone. Nexon raked in 1.08 trillion won in revenue and 395.2 billion won in operating profit in the first quarter, up 5 percent and 43 percent respectively from the same period last year. Nexon's two longstanding popular games — Dungeon & Fighter, an online multiplayer side-scrolling action game, and MapleStory, an online side-scrolling massively multiplayer online role-playing game, or MMORPG — led the company's robust sales. With the veterans leading the way, The First Berserker: Khazan, a hardcore action RPG based on Dungeon & Fighter, and Mabinogi Mobile, a multi-access MMORPG, gave a boost as they were newly released in March. Netmarble delivered an earnings surprise as it logged 623.9 billion won in revenue and 49.7 billion won in operating profit, up 6.6 percent and 1243.2 percent on year, respectively. The operating profit, which shot way over the market consensus, was achieved thanks to the stable performances from its diverse lineup of games such as action RPG Solo Leveling:ARISE and fighting action games Marvel Contest of Champions. RF Online Next, a space-themed MMORPG released on March 20, accounted for about 3 percent of the company's quarterly game sales despite having only 10 days of impact on the quarterly earnings, raising optimism for the second quarter results. In contrast to the three aforementioned companies, NCSoft and Kakao Games struggled as they did not have any meaningful new titles. NCSoft earned 360.3 billion won in revenue and 5.2 billion won in operating profit to turn black in the first three months of this year. Although the company launched Journey of Monarch, an MMORPG based on NCSoft's flagship IP Lineage, in December last year, the game could not help the firm's ailing figures greatly. NCSoft plans to roll out seven new titles through 2026 including Aion 2 in the second half of this year, vowing to hit 2 trillion won in annual revenue next year. Kakao Games recorded 211.9 billion won in revenue and 12.4 billion in operating loss in the first quarter. Kakao Games will look to the global market this year including the North American and European regions as the company plans to release games with various genres for different platforms, including open-world action MMORPG Chrono Odyssey, online action RPG ArcheAge Chronicles and mobile side-scrolling action PRG Goddess Order.


The Star
05-05-2025
- Entertainment
- The Star
Trip down memory lane: The golden age of the MMO game
Role-playing games are nothing new. They have been a part of gaming subculture for decades now, beginning in 1974 with Dungeons And Dragons , a tabletop role-playing game in which players role play as adventures in a fantasy setting being guided by a 'dungeon master'. In some ways, the Massively Multiplayer Online (MMO) game is this concept taken to its natural conclusion with the advent of accessible Internet. The 2000s were marked by the appearance of many families procuring PCs for home use, as well as a flourishing of cyber cafes, which were establishments furnished with rows upon rows of computers catering for online gamers who preferred to play in public. The rise of a genre As such, it is little wonder that the MMO became so popular amongst the youngsters just beginning to explore the Internet. Here were beautifully rendered fantasy worlds where you could live out a second life, inhabiting a fantasy character. You could meet like-minded people and forge friendships that went beyond the game itself. Unlike most other MMO gamers, Tan played as the same character in MapleStory for nearly 20 years. — TAN JUN SZEN Some of the games that were household names in Malaysia during the heyday of the MMO were MapleStory , Ragnarok Online , and Runescape , just to name a few. Most of these games continue to be supported to the current day, albeit at diminished player counts. Tan Jun Szen, 31, played MapleStory during his childhood, starting in 2005 when he was 11, and continuing well into adulthood on the same character, only stopping in 2023. 'The reason why I started playing it was because my brothers and cousins were playing as well,' Tan says. This was one reason why MMOs enjoyed such popularity in those years; the games spread through influence within social groups. If everyone in one's group of friends or family members is playing, one is more likely to try the game out, if for no other reason than to play together as a social activity. K'vin Chan, 32, concurs. He played Chinese MMOs during his secondary school years, such as Mo Siang Online and Jade Dynasty . 'I played these games mainly because of my friends. When there are people to play with you, it feels different.' Chan was a fan of Mo Siang Online and Jade Dynasty, Chinese MMOs. — K'VIN CHAN Aesthetics was also a major factor in drawing in players. Robin Chia, 36, says of Ragnarok Online : 'I think it was groundbreaking because it was the first online side-scrolling online game that featured anime-styled characters, and combined that with character jobs and classes that you see in Western fantasy.' Tan also adds that the cuteness of MapleStory characters was a big factor in convincing him to play. 'The monsters, characters, and environments were all really unique.' MMOs could perhaps be considered one of the most immersive video game genres of all. Chan says, 'You're playing as whole other identity in an imaginary world. I think that's the biggest difference compared to other genres.' Algebro, who prefers to go by his in-game name, says of Runescape : 'I liked how big the game was, how many things there were to do, and I liked it as an escape from daily life. It offers a fantasy and you can immerse yourself in it. The genre was new, coming on to the scene during the Internet boom, and it offers social interaction and fantasy. I think that's why it got so much traction.' The basic gameplay loop in an MMO revolves around strengthening your character, typically by gaining experience points to level up, as well as collecting equipment. While this is not much different from other video games of today, in the MMOs of the 2000s this gameplay loop was taken to a completely different level, with character growth requiring much more time compared to other types of video games. This process was often referred to as 'grinding'. A screenshot from Old School Runescape, showcasing a location filled with characters. — ALGEBRO As such, this required a greater level of commitment from the player, with the game often became an entrenched part of a player's lifestyle. 'It became a constant in my life,' Algebro says. 'It was always there for me to return to. And it helped me be more sociable.' MMOs as social platforms The most prominent way to hasten character growth was to team up with other players to form a party or guild. This, for many players, was the core appeal of the MMO genre, allowing them to make new friends, or strengthen bonds with existing friends. For example, in Ragnarok Online , War Of Emperium was a game feature that allowed guilds to fight with each other for control of castles which could be used as bases and could confer certain benefits. 'There were so many people inside,' Chia reminisces on the ferocity of the fighting. 'I would go into the portal to the castle and die immediately at the portal.' Chia got into playing Ragnarok Online with his school friends through free CDs distributed through comics and magazines. — ROBIN CHIA Tan says, 'Back then even though levelling up was hard, what we had was a sense of community. You'd log in, talk to your friends, and do quests together. There was a sense of adventure as a community as well.' Naturally, this hard-earned progression evoked strong feelings of accomplishment. Tan and a friend trained for two weeks to be able to defeat a series of bosses and unlock a stronger form for their weapons. 'When we cleared the boss, the sense of achievement was crazy,' Tan says. The other major social aspect of the MMO was commerce, introducing many young minds to the ins and outs of business. In practically all MMOs, designated market areas would be bustling with traders looking to buy or sell exclusive in-game goods. Chia says, 'You could go into the city, and merchants would have their pop-up stalls there. They'd be AFK (Away From Keyboard) and leave their characters there with their items and pricing. You could spend hours there clicking on the shops, one-by-one, looking for rare or cheap items.' Social interactions in the games were so ubiquitous that most players in those days would end up developing close bonds with other players. 'It was a social platform,' Chia says. 'We didn't have Facebook yet.' Players selling in-game items in Ragnarok Online. — Valve Tan says, 'For some of the friends that I met through Maple , we still do keep in contact. It has been 15 years of friendship. I went to Singapore once, and for the whole trip I was accompanied by friends from Maple .' Chan says, 'The friendships you form in the game are very pure. You start out just discussing the game, and (from) there you start talking more and more.' The bonds formed while playing MMOs is of course not limited to just friendships. You could get married in-game with another player, something both Tan and Chia did in their respective games. Sharing Runescape with a romantic partner is also a fond memory of Algebro's. MMOs in today's gaming landscape The MMOs that have survived to the current day have all changed in certain ways. Levelling up has become easier, and has become arguably less dependent on working together with other players. 'It has become more streamlined,' Tan says. 'You can reach Level 200 in one day.' By comparison, in the 2000s it might have taken a player months to reach Level 50. Tan continues, saying, 'I feel that we as a society has changed as well. Our attention span has become shorter, and we want instant gratification.' As a result, today's MMOs can sometimes be less of a social experience. The cuteness of MapleStory characters was a big factor in convincing many players to jump into the game. — Nexon MapleStory Algebro says, 'Over time, we seem to have become more of an individualistic society. Or maybe it's just me growing up. Nowadays, even if there's someone next to you in game, they're just minding your own business, and you don't really talk that much. 'We do lose a lot of the random chatter, but if we do find someone that we feel we can talk to, we are able to keep that connection for longer.' Private servers still exist of these MMOs. The games themselves may have changed over the years, but many fans have preserved a version of the game that they remember from the past, where they can continue to play out the 'good old days'. 'I still feel nostalgic when I see Ragnarok Online ,' Chia muses. In today's gaming landscape, mobile gaming seems to have taken the place of MMOs. 'You don't see cyber cafes anymore,' Chia observes. 'Now it's the mamak, you go there and you see youngsters playing mobile games together there.' Chan believes that the genre may have been outclassed by the more refined, mainstream games of today. He says, 'There are many more options now. More consoles, better technology. Game design is more interesting now, more skill-based and less reliant on grinding.' Although MMO as a genre may never regain the popularity it had once attained in the 2000s, it lives on in the fond memories of the players who had spent their youth within its digital realms.


Korea Herald
14-02-2025
- Entertainment
- Korea Herald
Lotte World partners with Nexon for new MapleStory attraction
Three MapleStory-themed attractions to unveil in the first half of 2026 Lotte World, an amusement park in Jamsil, Seoul, has teamed up with Nexon, the publisher of MapleStory, to introduce a new theme zone called "Maple Island." The attraction, set to open in the first half of 2026, will be the park's first collaboration with external intellectual property for a dedicated theme zone. Previously, the two partnered on a smaller scale, introducing attractions such as World KartRacing (2021) and KartRider Racing World (2022), both based on Nexon's KartRider: Drift IP. According to Lotte World, Maple Island will feature souvenir shops, food and beverage outlets and photo zones, all inspired by the three universes of the MapleStory game. The new zone will span 1,980 square meters. The addition of Maple Island will also bring three new attractions to the park, including a rollercoaster and two child-friendly rides. 'Lotte World has become a theme park where imagination comes to life through collaborations with webtoons, games and animations,' said Kwon Osang, CEO of Lotte World. 'With this collaboration with Nexon, we will offer a unique experience that bridges the gap between the online and offline worlds.'


Korea Herald
13-02-2025
- Business
- Korea Herald
Nexon tops W4t in annual revenue
Nexon, the publisher of popular games such as Dungeon & Fighter and MapleStory, posted record-high annual sales of over 4 trillion won ($2.76 billion) last year, becoming the first Korean gaming company to hit the milestone. The company, listed on the Tokyo Stock Exchange, announced Thursday that its total revenue for the previous year reached 446 billion yen, or 4.01 trillion won, a 5 percent year-over-year increase. Fourth-quarter sales declined by 6 percent to 79.7 billion yen. Despite the overall revenue growth, Nexon reported an operating loss of 1.7 billion yen. The company attributed its record sales to a roughly 10 percent sales increase in its three key franchises — the MMORPGs Dungeon & Fighter and MapleStory as well as the soccer video game FC. Together, these titles, along with revenue from services related to its intellectual properties, accounted for 74 percent of Nexon's total sales. Among them, Dungeon & Fighter saw a 53 percent year-over-year increase in sales, driven by the successful launch of its mobile version in China last May. MapleStory, a long-beloved title in Korea, also saw 24 percent growth as its global reach expanded. Nexon introduced localized content and targeted promotions, focusing on penetrating global markets. While continuing to strengthen those thriving flagship franchises, Nexon plans to broaden its product lineup by leveraging its IPs to achieve sustained growth, tapping into revenue from its core game titles. 'Nexon is enhancing strategic research and investment to expand its business through strong IPs such as Dungeon & Fighter and MapleStory,' said Nexen CEO Lee Jung-hun. 'We will strive to bring greater joy to our users through both existing franchises and new intellectual property-based games.'


Korea Herald
05-02-2025
- Entertainment
- Korea Herald
MapleStory drives Nexon's community iniatives
Nexon Foundation is expanding its social contribution efforts beyond gaming, using its flagship game MapleStory to support pediatric medical care, coding education and community development, the company said Wednesday. 'We believe gaming can be a powerful tool for social good,' a Nexon official said. 'As one of Nexon's longest-running and most beloved games, MapleStory has become a platform for meaningful community initiatives that extend beyond the screen.' Game-powered philanthropy One of Nexon's key initiatives, the Sound Sharing Project, supports children with hearing impairments through language rehabilitation tools. Using MapleStory's themes and characters, the foundation developed Sound Friend Yeti, a speech therapy aid, and Magical Snail Wow, an educational animation aimed at raising awareness of hearing disabilities. In December 2023, Nexon introduced Maple Leaf Playground, a project designed to transform outdated and unsafe playgrounds into interactive spaces. Developed in collaboration with local children and community members, the first MapleStory-themed playground features Mushmom climbing structures based on the giant orange mushroom character. A satisfaction survey by social welfare group Good Neighbors and playground design firm iDdang found that young visitors rated the playground 9.2 out of 10, with many highlighting the variety of play options. Encouraged by the response, Nexon plans to open a second Maple Leaf Playground this year. Meanwhile, HelloMaple, a free block-based coding education platform launched in September 2023, surpassed 200,000 registered users within three months. Nexon said studies showed a 50.5 percent improvement in computational thinking skills among users, attributing the platform's success to its gamified learning approach. Players giving back Beyond corporate-led efforts, MapleStory players have actively participated in Nexon's social initiatives. Through the Sound Sharing Project, two in-game donation events drew over 350,000 participants, raising funds to provide cochlear implants and assistive device replacements for 67 children with hearing impairments. Additionally, Nexon's Hero Campaign, held across 22 of its games last December, saw MapleStory players quickly claim all 100,000 available donation packages, with many continuing to donate privately after the official campaign ended, the company said. To mark Nexon's 30th anniversary, around 200,000 MapleStory players participated in the year-long Kind Gift Relay Event, providing essential items to Dotori House, South Korea's first independent pediatric palliative care center. Nexon said MapleStory made additional contributions by donating tablets for every hospital bed, allowing young patients to access entertainment and educational content during their treatment. Last year, proceeds from MapleStory's 20th-anniversary commemorative medal sales contributed 100 million won ($69,027) toward building Maple Leaf Dream Center, a multipurpose activity room at Dotori House. Nexon later added 300 million won ($207,070) to support its operations, according to the company. 'Through MapleStory, we aim to create a platform where both the company and players can engage in meaningful contributions,' a Nexon official added. 'We are committed to continuing these efforts to foster a positive and sustainable impact on society.'