Back in MapleStory 1, some people felt that progress was slow, so they would go on private servers to speed things up. How do you feel about also the tweaks and the system you've made this time around? Generally, the level progression is truly fast. Really fast. Maybe a week, basically getting to level fifty will take MapleStory 2 Mesos. However, the difference there is MapleStory 2 has. You reach max level, When you complete of the epic quests at the story.
However, the matter is we have multiple courses, and the main story is shared among of the courses. Players that worked on their one [personality ], we don't want them to undergo the story for all the courses. We're creating a variety of ways to level up. XP is dispersed into all of these, whatever you would like to do.
Can you speak to the localization process? When you consider localization, you tend to consider dialog sequences in RPGs and getting phrases around and interpretations of particular idioms in different languages. But especially for MapleStory, what would be the challenges that are unique? Is it heavy on dialog, or is it in design?
Well, because MapleStory is an MMORPG, it has a lot of text. And since we are translating it into numerous languages, for example certain languages such as German are very long, trying to match that into the present UI is very difficult. And we also have a lot of VO [voiceovers] in the sport, so having all of the files ready at the time, lining up the actors and the studio period, it is all very planning-heavy. We definitely need to work on accessing voice files, game resources, and all of that. And this was a really good collaboration because they could fix lots of this, and the amount of text avenues we have is about half of what is in MapleStory 1, which, again was in service for thirteen years.
I started my career at Nexon, but for a couple of years I moved to work for different companies, and generally we [Nexon] spend a whole lot in localization. We have a really strong group, and their process is copy editing-heavy. What we've seen from some of those matches that we have serviced in the past was essentially, outsource and localize and only put it in the game. Although we expend tons of cash to interpret everything sometimes the translation is sort of messy. We have a big copy editing team which plays with the game to make sure the story feels right.
What is one thing you want to add about bringing MapleStory 2? We have been trying a very different strategy. I mean, it's entirely different, because when we started watching MapleStory back in 2005-06, our team was very little, very transparent, and we tried to do anything we could to fulfill our players. At a point through the years, we focused on expansion. And it was miserable to view MapleStory losing more of its participant base gradually up to last year. But we are finally going back to our origins. And starting this year, we are in fact seeing the increase in the audience for MapleStory 2 and 1. We have been stepping up our game and seeking to become more transparent and participate more players, with our programmers, our publishing staff.
Thus, what I certainly wish to emphasize is that our approach going forward will be different compared to the last few years: to adhere to our roots, focus more on participant communication and equilibrium. That's why we're actively conveying, we're avoiding pay-to-win, since in the event that you don't say that out loud, there'll be plenty of gamers who remember MapleStory and will say Nexon equals pay-to-win Official Site. I believe I am just very excited for MapleStory to grow. I joined the company and came because I really like the game and it has been so great to see that the community and brand especially.