Interview with Hi5 CEO Shiomi Sawa: Evolution of "Bright Kingdom" by implementation of large-scale update and future Hi5 Writer: Chihaya Aso Shiomi Sawa, CEO of High Five Entertainment. Right after the update of Bright Kingdom and just before the check-up of Tendou Online, despite the harsh situation, he passionately talked about his thoughts on Second Impulse. "Second Impulse" , the first large-scale update after the official launch of the MMORPG "Bright Kingdom Online"  on August 18th . A wide variety of content has been implemented, such as changing jobs at level 60, adding a large amount of new skills, and adding more than 100 types of monsters. At that time, when I interviewed High Five Entertainment, which operates the same title, Shiomi Sawa , CEO of the company, said from the beginning that simply expanding the new map, adding towns and equipment items would keep users from getting bored. It's necessary, but I didn't want this update to be just that. He passionately explained that he wanted to provide users with something worthy of the word “Impulse”. So what is it? Find out more in the interview below. ■ I want you to pay attention to the invisible "balance adjustment" part 4Gamer:  The first large-scale update "Second Impulse" after the official service of "Bright Kingdom Online" was finally introduced on August 18th. Looking at the contents of the update, there was certainly a volume that could be said to be shocking. Mr. Shiomi Sawa:  Thank you. Regarding the update name "Second Impulse", I just wanted to give it a name, not just a "large-scale update" (laughs). Nonetheless, I am proud that it is a truly shocking update for a "MMORPG with no basic play fee". 4Gamer:  Since the outline of the update contents is introduced on the official website, here, please tell us about the parts that you want the players to enjoy, such as the parts that you put the most effort into as the operator. Mr. Shiomi Sawa:  In Second Impulse, we are focusing on so-called "enhancement of content" such as adding maps / monsters and class changes at level 60. I would like you to pay attention to "balance adjustment". 4Gamer:  So it's hard to understand just by looking at the game screen, but you can understand it only by actually playing it. How did Second Impulse change the game balance of Bright Kingdom Online? Shiomi Sawa:  While maintaining a game balance that even beginners of MMORPGs can easily play, we respected the opinions posted on the official bulletin board, etc. 4Gamer:  It's abstract (laughs). As a specific example, what kind of adjustments did you make? Shiomi Sawa:  The previous version of Blakin was designed to reach a certain level even in solo play, but we made it so that you can enjoy more efficient hunting if you play in a party. In addition, we investigated at what level the actual players were stagnant and where they stumbled, and worked to solve the problems. 4Gamer:  In my case, the first difficulty was around level 18 when I thought "it's a bit tough", is that common? Mr. Shiomi Sawa:  That's right. Everyone seems to hit the first "wall" when they reach around level 18. In Brackin, you can change classes when you reach level 20, and the job change quests for class changes are also quite interesting. However, it seems that it was difficult to get there, and some people got bored and started training other characters, and some people left Brakin. 4Gamer:  I see, so many people felt that way. Even so, Brakin isn't exactly "masochistic" in comparison to other MMORPGs. Shiomi Sawa:  That's true, but I also thought that it was still a tough balance for people unfamiliar with MMORPGs. So, in this update, we added more than 100 new monsters and shortened the repop interval of monsters to ease congestion in the hunting grounds and realize stress-free leveling. 4Gamer:  Character growth is the core of MMORPGs, but problems such as the large amount of experience points required to level up and the lack of monsters due to the player character's concentration cause great stress to the player... Mr. Shiomi Sawa:  That's right. However, I didn't simply weaken the monsters or increase the experience points recklessly. On the other hand, the time it takes to defeat a single monster is getting longer, and if you look at that alone, you might say, ``The monsters are getting stronger, so it's going to be harder to raise a character.'' It is now possible to fight at a good tempo without having time to catch your breath. Overall, the efficiency of acquiring experience points is quite high. 4Gamer:  I see. In that sense, it has become easier to enjoy party play than before. If the pop rate increases, even if the party's annihilation power is high, it will be less likely that the monsters will wither and become boring. Mr. Shiomi Sawa:  That's right. In addition, instead of concentrating the "troublesome" points for the player around level 20, for example, at level 30, the vehicle system "Call" becomes available, and at level 60, further class changes become possible. The elements that serve as goals/rewards for leveling up are sprinkled.  Actually, the other day, a developer came to Japan from South Korea, and if the players weren't satisfied with the balance of Second Impulse, we were discussing further speeding up the repop intervals of the monsters. 4Gamer:  Regarding the previous game balance, is it only in Japan that it's difficult to get experience points around level 20 and character development becomes difficult? Or was it because the Korean players felt the same wall that they made the adjustments? Mr. Shiomi Sawa:  Interestingly, Japan and Korea are quite different in terms of feeling tired and painful. Taking the example of the level 20 barrier mentioned earlier, Korean players tend to quit the game at that stage if they find it boring to play even if they are about to change jobs.  However, Japanese players endure and play until they change jobs, even if it is a little difficult, and they manage to change jobs. Instead, there are quite a few people who burn out, or stop playing at the same time they change jobs. 4Gamer:  I see. In addition to being interesting, I feel like I can understand it very well (laughs). So in the Japanese version, did you prepare goals/rewards at key points in the game? Mr. Shiomi Sawa:  Yes. When we discussed balance adjustments, the developer was trying to focus on how to make the level 18-19 job change process less boring. I wanted to stick to further goals that would keep me motivated. The left column of the photo is "Malone Bandits Hideout", the center column is "Hidden Pass", and the right column is a new map called "Land of Trials". All of them are "party-type dungeons" suitable for party play, so please adventure with your friends. ■ We check all the voices of the players, whether they are happy or harsh. 4Gamer:  Are there any other changes that reflect player feedback? Mr. Shiomi Sawa:  Yes. The reservation system of "Kingdom Quest", which is also the centerpiece of Brakin, has been changed to a more player-friendly specification.  As you know, Kingdom Quest is a "reservation-based quest system" in a nutshell, but reservations for popular quests are concentrated in an instant, and it is not possible to slip into one recruitment per hour. Those who did had to wait an hour for the next recruitment timing. 4Gamer:  Even though it's a reservation system, it's certainly a bit lonely. Shiomi Sawa:  For example, in the popular Kingdom Quest "Find the Gold", we solved that problem by making it possible to make reservations every 30 minutes. Simply thinking, the opportunity to make reservations has doubled, so more players should be able to enjoy the delicious Kingdom Quest. 4Gamer:  …So, if you clear the Kingdom Quest within 30 minutes, you can make reservations for the same quest consecutively, right? Mr. Shiomi  Sawa: You are right. That's a problem, but I don't want to put restrictions on it and deprive the player of their freedom. For the time being, I would like to watch the results of the "reservation system at 30 minute intervals" while searching for reactions in the game and on the official bulletin board. 4Gamer:  Also, this is going to be a little more detailed, but skill delay/recast times have also been adjusted. Mr. Shiomi Sawa:  yes. I fixed that as well. Especially for mages who use magic to fight, the rhythm of their attacks must have changed considerably. At the same time, the power of weapons has also been modified, so each class and battle balance must have changed considerably. 4Gamer:  I actually played the game, but I was a little confused by the recast-related specification changes. If you change the existing game balance so much, won't conventional players complain? Shiomi Sawa:  Certainly, it's a change that forces a review of the conventional play style, so users will be confused immediately after the update, and players who have been playing since the check-up (closed beta test) will actually There are also voices of dissatisfaction.  But for me, updates are more important to understand the trends of the players as a whole and to change the flow of level design. Rather, I would be happy if you could think of this balance adjustment as "the fun of rethinking a new play style." Exactly as the update name suggests, it means receiving an "impulse".  Of course, I'm not going to neglect the visible parts such as "new areas have been added, quests have been added". The battle balance adjustment was done not to deny the conventional play style, but to propose "the fun of rethinking a new play style". For existing players, the tempo of the battle will change and there will be some confusion, but on the other hand, you should be able to enjoy the fun of developing new tactics. 4Gamer:  You can feel the strong commitment. However, wasn't there any fear that players unfamiliar with MMORPGs might not be able to keep up with changes in the "invisible part" of Second Impulse and might withdraw from Brakin? Mr. Shiomi Sawa:  Of course I thought about it. Even just the skill recast problem I mentioned earlier would have been a big shock for the players. However, when I played on the test server myself, I felt that it was easier to move forward, even for characters who had gotten tired of training and were stagnant.  As a matter of fact, the number of simultaneous connections after the update and the number of accesses to the official website have definitely increased. A good percentage of old players who have left Brakin have returned.  In any case, I read emails and official forums as much as possible, so I hope that those who are dissatisfied with the current balance will enjoy it without being too pessimistic. 4Gamer:  It's normal for the game balance of MMORPGs to constantly change, and in a sense that's what makes it so attractive. Even those who are dissatisfied with the current balance should enjoy the new game balance while looking forward to the next changes.  By the way, what elements would you like us to pay particular attention to in the visible part of the update? Mr. Shiomi Sawa:  I would like you to visit the newly implemented town of Uruga. The town of Urga is in a place where it's hard to get to unless your character level is high enough. However, if you defeat the enemy in a suitable hunting ground around level 20, you can get a scroll that can fly to Urga as a drop item. 4Gamer:  I see, so even people who can't reach Uruga on their own can go sightseeing relatively easily. Mr. Shiomi Sawa:  That's right. When a new city is implemented, even if your character level is low, as a player, you'd want to visit it at least once. However, people with low character levels will be killed in an instant if they get entangled in monsters outside of Urga town, so please take care of that at your own risk (laughs). 4Gamer:  Sightseeing on a new map in an MMORPG can be quite risky (laughs). By the way, what kind of map is Uruga and its surroundings? For those who haven't seen the sights yet, please tell us what to see. Mr. Shiomi Sawa:  Urga and the map "Ancient Elf Forest" next to it have a terrain with a noticeable difference in elevation. It is characterized by crossing the hills like hiking, widening the field of view, and creating a well-modulated field.  Also, conventional towns have gates, and the field and town are completely separated, but in the case of Urga, the fact that it is seamlessly built with the surrounding fields is also a new element for Brakin. . 4Gamer:  Come to think of it, the seamless map composition is an element that wasn't present in Blakin. Will it be applied to conventional towns in the future? Shiomi Sawa:  I think that a seamless map structure will be applied to the towns that will be implemented in the future, but there will be no changes to the existing towns. Even in a small town, it seems possible to make effective use of the map by directly connecting it to the field. 4Gamer:  Another big "visible change" is the addition of over 100 new monsters. Mr. Shiomi Sawa:  That's right. As I mentioned earlier, we introduced a lot of unique monsters for those who want to enjoy party play more.  Regarding the appearance, there are so-called "different colors", but subspecies monsters have only appeared in Kingdom Quest so far, so I think it's quite new for existing players.  In addition, there are more interesting monsters in terms of behavioral attributes, such as family monsters with minions, and monsters that do a small amount of damage per hit but deliver quick consecutive attacks. You should be able to enjoy a relaxed battle not only in solo but also in party play. 4Gamer:  I see. Not only does the competition for monsters disappear, but it also makes it easier for players with different levels to play in party play. With the introduction of Second Impulse, the in-game content has been greatly expanded, such as the implementation of small monsters, the introduction of new maps, and the appearance of treasure chests. ■ About the future of Burakin / the future of high five 4Gamer:  It's a good question to ask when you've just implemented Second Impulse, but what kind of MMORPG would you like to see Brakin grow into in the future? Shiomi Sawa:  What I personally think is lacking in the current Bright Kingdom is the communication/community part. I'm very happy that the number of player fan sites and blogs has increased, but it's hard to say that a solid community is still growing.  In terms of communication, the chat interface is simply too difficult to use. We tried to improve usability by adding tabs such as "general guild" and "party" chat to the window, but there are still complaints.  As for the community, in order to register a user who has become friends as a friend, you have to press the button two or three times, which is a wasteful procedure. Isn't the game interfering with my ability to make friends?! Improvements like this are unglamorous, but they should be very important, and we will continue to propose them to the development side in order to optimize for the Japanese market. 4Gamer:  People who actually play games are very sensitive to the usability of such interfaces. It's also true that a slight sense of incongruity in the control system can easily lead to major dissatisfaction. Mr. Shiomi Sawa:  That's exactly right. We don't just want to provide Japanese versions of titles that were developed overseas, but to remove that sense of incongruity, we're going to put ourselves more in the eyes of the players and make an effort.  It was decided that Brakin would be commercialized in Japan before Korea, but since the development is being done in Korea, the timing of the update will always come first in Korea. Japanese players tend to say that after all, the Korean client was corrected first, and the Japanese service just brought it in, but even the Korean version of the client is the basis for the correction proposal. What is there is the voice of a Japanese player. We will continue to provide feedback to the developers, so we would like Japanese players to be more active in providing information. And we want you to believe in us. 4Gamer:  By the way, how long is the update time difference with the Korean version of the client? Mr. Shiomi Sawa:  We are catching up in about two weeks. Language localization is the main focus, but we're also fine-tuning things like monster pop times and the amount of experience earned for Japan.  Since it's a big deal, let's touch on the future schedule. In Second Impulse, the vehicle system "Call" and the shoulder-mounted monster "Little monster" were introduced, but in the future we plan to introduce a pet system separately. 4Gamer:  "Third Pet"? By the way, what kind of pet would you like to have? Mr. Shiomi Sawa:  I've heard that it's a new vehicle system, but there are still a lot of undecided elements, so I can't talk about it in detail. However, Cole, the foal, is a little lame, and since it's a horse or a donkey-like animal, I think the next one will be a cool horse like Tenma. Also, unlike a little monster, the vehicle system may become a pet that fights with you. Anyway, please look forward to it.  Also, at the beginning of autumn, more than 10 types of in-game music will be replaced, and the theme song that plays on the title screen will also change. At the same time, the 3D modeling of NPCs will also match the pictures displayed in the game. I think that we will be able to make an official announcement soon, so please look forward to this as well.  The "Japaneseization" I've been talking about from the beginning is not only about balance, but also about the appearance and the audible aspects, so I'd like to appeal this as a major update. 4Gamer:  While you're talking about the future, I'd be happy if you could tell me about "Tendo Online" and "Arias Story"... Shiomi Sawa:  Regarding Tendou Online, as already announced, we plan to check up (closed beta test) from September 12th to September 19th and brush up (open beta test) in late September. doing. Tendou Online is already in service in South Korea, and the client is a stable version, so the test period will be a little shorter. The official website will be launched soon, and the official service is expected to be around mid-October.  As for the aria story, I want to incorporate about 50% of the ideas from the high five side. The official service will be released by the end of the year... If possible, I would like to release it at the time when it will be a Christmas present.  Also, apart from that, I can't talk about the details yet, but I plan to announce the next new work by the end of the year. 4Gamer:  The title of the 4th game...? It looks like it will be a big turning point for high-five entertainment around the end of the year. In addition to the new titles, I have great expectations for future updates for Blakin. Thank you for today. The upper part of the photo is the concept art of "Tendo Online", which will be checked up (closed beta test) on September 12th. The lower part of the photo is a screenshot of "Arias Story", which is scheduled for official service within the year.  In the MMORPG market, where new titles appear one after another and disappear without notice, the key to preventing players from leaving is how smartly the player's voice = request can be incorporated into the game. However, if you are swayed by a voice that is sometimes whimsical and sometimes a little selfish, you will eventually get tired of it.  "The highlight of this update is game balance adjustments and... horses," said Mr. Sawa with a laugh. However, contrary to that tone, it may be that this update made such a bold balance adjustment because I wanted to grow Bright Kingdom into a long-lived, high-quality MMOROG.  What kind of result will Mr. Sawa's reading that players will follow if we continue to provide really interesting things even if the existing system and game balance are broken once? The future of Bulakin and the future of high-five entertainment is likely to continue. (Writer: Chihaya Aso)