Gaming

"MMORPGs Remain a Cash Cow"... Major New Titles Set to Launch One After Another in the Second Half of the Year

Netmarble Corporation's New MMORPG 'Sol: Enchant' Off to a Strong Start Kakao Games Corp., Com2uS Corporation, and Others Poised to Launch in the Second Half of the Year MMORPGs Remain a Core Revenue Source Amid Diversification Reducing 'Pay-to-Win' Monetization and Enhancing the Fun of Growth… Differentiated Competition

[Edaily Reporter An Yu-ri ] Major domestic game companies are set to launch a series of new massively multiplayer online role-playing games (MMORPGs) in the second half of the year. Even amid a trend toward genre diversification—such as shooting, subculture, and idle games—aimed at overseas markets, MMORPGs continue to serve as a core revenue source for the domestic gaming industry, generating stable sales.

Netmarble Corporation’s new MMORPG “SOL: enchant” (pictured), released on the 18th (Photo: Netmarble Corporation)

Starting with Netmarble Corporation(251270)’s new title “SOL: enchant,” released on the 18th, the domestic gaming industry is set to see the launch of several other titles in the second half of the year, including “The World of Dokkaebi” and “Odin Q: Valkyrie’s Call” from Kakao Games Corp.(293490), as well as “ZEUS CO., LTD.: God of Hubris” from Com2uS Corporation(078340). “Eclipse: The Awakening,” published by Smilegate and developed by Npixel, as well as a new title based on the “Night Crow” IP—published by Wemade Co., Ltd. and developed by Mad Engine—are also scheduled for release later this year.

MMORPGs continue to account for a significant portion of the core new game lineups of major domestic game companies. This is because it is the area where domestic developers are most competitive, and because, if they succeed in securing users, they can maintain revenue over the long term.

The industry also cites the fact that the primary consumer base for MMORPGs consists of people in their 30s and 40s with high purchasing power as a reason for the genre’s enduring popularity. Ahn Jae-min, an analyst at NH INVESTMENT & SECURITIES, assessed in a report last year on *Lineage Classic* that “while people in their 20s post critical comments, it’s those in their 40s with money who actually play the game,” noting that MMORPGs remain a powerful revenue model.

Amid this trend, Netmarble Corporation’s recently released “Sol: Enchant” has successfully established itself in the market. Less than a day after its launch on the 18th, it topped the revenue charts on both the Google Play Store and the Apple App Store. Pre-launch interest in the game was so high that the character name reservation event closed early after only three rounds.

However, not all MMORPGs become hits. Some MMORPGs released last year attracted attention just before launch—with character name reservation events closing early—but quickly faded from the spotlight, with their monthly active users (MAU) plummeting to less than 10,000 within a few months of release. Market competition has become fiercer than ever to cultivate a game into a solid cash cow.

Rather than repeating the typical “Lineage-like” success formula of the past, game companies are now focusing on securing users by emphasizing unique differentiators. In particular, recent new releases are focusing on business models (BM) that eliminate “pay-to-win” monetization elements and concentrate on character progression. “Lineage Classic” by NCSoft, the pioneer of the “Lineage-like” genre, has even introduced a monthly subscription model.

Netmarble Corporation’s “SOL: Enchant” has positioned its “Divine Authority” system—where players become gods and directly influence the game world—as its key differentiator. This groundbreaking feature goes beyond simple character development by granting top-tier players control over the in-game economy and certain content operations.

In-game image of the new MMORPG “The World of Goblins” by Kakao Games Corp. and Supercat, set for release in the second half of the year (Photo: Kakao Games Corp.)

The IP’s world setting is another distinguishing factor. Kakao Games Corp.’s “The World of Dokkaebi” is based on the intellectual property (IP) of the popular web novel “The Demon-Slaying Chronicles” and combines traditional Korean folklore with dokkaebi (goblin) motifs. It further distinguishes itself from existing MMORPG settings by incorporating a retro aesthetic with pixel art graphics.


A gaming industry insider stated, “Although the domestic gaming market is slowing down, the fact that successful titles continue to emerge means there is still a user base in Korea that wants MMORPGs,” adding, “This is the reason major game companies are continuing to invest in MMORPGs.”

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