[Interview] Mabinogi Mobile Still Adventure, Meeting Emotion, Battle is fun

Making Mobile has been knocking on G-Star's door for a long time. It has been four years since it was debuted to visitors in G-Star in 2018. Making Mobile, which returned in four years, was quite different from before. In addition to the overall visuals and graphics of the game, as well as the combat system to the appearance of NPCs that shocked in many ways, it has been improved based on some feedback. Campfires, performances, and various community elements, which have become a symbol of the game, are maintained as much as possible, but the combat system that has been criticized is actually 2.0 compared to the 2018 Making Mobile.

Making Mobile is aiming to launch next year. In that sense, it can be seen that this year, G-Star will be verified once again and then to spur development in earnest. More important than ever, Kim Dong-gun, CEO of Defeat, has a joint interview with reporters. In addition to the adventures and encounters that may be the core of the original, it is 'Making Mobile', which will now pursue the fun of battle. I was able to hear about what would change other than that.

■ The core and emotions are still, the battle is more fun Q. It was released for the first time in 2018 and released in four years. What is the difference between the previous version and this version? And the previous version (2018) also showed community elements, while this version was mainly presented, and I wondered which part of the battle was focused on the battle.

= I first introduced it in 2018, and a lot has changed in the meantime. In more detail, it can be said that it has been improved as a whole to make it a more suitable game for mobile. On the other hand, the reason why the battle was mainly showed was focused on the battle, because I wanted to show it mainly what it did not show last time. You may be wondering what it will look like when you actually launch it, and what kind of battle will be. This demonstration version seems to be the answer.

Q. Unlike the original, there was a clear job. In the original work, there was an opposition to job fixation at the time of talent update.

Mabinogi

= There is an opinion that I don't know how to nurture the game for the first time in the game, so I put my job with the intention of making it clear in the early stages of guiding in this way. Finally, you can choose one of the six classes that contain thieves and poets in addition to the four jobs in this demonstration version. As the class can be changed freely as needed, I think it can be enjoyed in a similar sensation. There is also a former element of each class, so it is possible to learn more and transfer to the desired direction.

Q. Begin still remained, but Duncan returned to his grandfather. I wonder why.

= I trimmed the story a lot and heard many opinions. As it is the first NPC I meet, there were many stories that it would be good to make memories, so I returned to a design close to the original. I'm still looking at a lot, but I'll trim it until the launch.

Q. In the demonstration version, the character's appearance did not seem to change even if the equipment is changed, but I wonder if there is an item that changes the appearance like the original system of the original.

The equipment is divided into two types: equipment that affects performance and fashion equipment that changes in appearance. Naturally, the performance equipment has a unique appearance, but if the fashion equipment remains the same, the performance equipment does not change. These two types of equipment allows you to show off their unique appearance.

Q. 'Reincarnation' is a key cultivation system in the original and is a very important part of the free customization.

= The reincarnation system will enter, but it will not be handled as tight as the original. I want to raise new characters or want to look for such a convenient element.

Q. Is there no cumulative level?

= No. Do not enter.

Q. Looking at the map, a lot of parts have changed. In addition to the system, there are many changes in stories and worldviews.

The story of the original is written until the G3, but it is similar to G3 in Making Mobile. Of course, it's similar, not the same. A little different. Anyway, it is similar to the G3, but it is different from the original. It's similar, but I want you to see it a little changed world. On the other hand, there was a disappointment while making the original, and I was able to solve such regrets through 'Making Mobile'.

The reason why the map has changed is that, as mentioned earlier, it is a little different from the original, and the original movement was not neat. It was possible to go back and forth and go back and forth, so it was confused, so it was necessary to organize such a movement and to organize the map as the area that was not in the original.

Q. Making is indispensable. 'Making Mobile' also has a dyeing system, and if so, I wonder what the difference is compared to the original.

= The goal is to put everything as much as users want. In that sense, of course, dyeing is in. The question is that this is fun. I want to put the dyeing system of the original to be fun, or is it fun to justify the color I want to choose. This part will be trimmed as much as possible until launch.

Q. In relation to BM, the original is also a draw that directly affects performance like an enchant. What is the BM of Making Mobile?

= It doesn't seem to be enough to talk about BM yet. I'm thinking in many ways, but it's not confirmed in this way.

Q. I think there are only six skill buttons, but I wonder if it can be increased later.

= Up to 6 fixed. However, I think that the operation method is different for each class. As an example, the first skill can reduce the enemy's health and treat allies.

Q. The combat system of the original is characterized by a combat system that takes into account the riches of rock-paper-scissors.

= There are two reasons. The first was to be suitable on mobile. The original work was important for one turn, and it was a characteristic combat system that was well-received in many ways, but I was worried about whether it could bring such breathing to mobile. So it's not perfect, but we have built a new combat system to match mobile, using the basis of exchanging and receiving as much as possible.

For example, the battle with the boss is to be a weaker version of how to brake and what skills to connect with the boss when the boss falls down. On the other hand, for another reason, the original combat system was well established in one-to-one situation, but it was designed to design the current combat system by reinforcing it because it was not properly established in a large and Dada situation.

Q. Whenever I level up, I choose one of the three cards to get a growth bonus.

= Level-up card can be easily pulled again. Similar to sharing skill points, you can understand it in a more casual form. If you pick it wrong, you can go back to the past and re-draw.

Q. I said the skill button is different for each class, but I wonder if it can be freely placed, including the skill of the previous job, or if it is still fixed by class.

= It may change in the launch version, but now it does not have such a function to freely place or change the skill. However, changing the performance and effects of the skill will be introduced as a system called skill modification.

Q. Housing elements are also included in 'Making Mobile'. If you go in, please let me know which housing and romantic farms will be closer.

= It's not confirmed yet, so I can't confirm that I'm going to go in, but I'm studying it as a prototype. The launch version is aimed at entering the launch version, and even if it does not enter the launch version, I will put it as much as possible if there is a function that users want in the live service.

Q. It was similar to the original until G3, but it was a story that had many reversals. As it is already well known, I think there will be less shock or fun according to the reversal. How do you solve it?

= It's up to the G3 that I wrote a story myself. No matter how much I study, I think it's not enough than the users, but since I have a new story I wrote different from the original, I hope you will enjoy this after this. I will follow the story of the original story, which was well-received, and show the story of Making Mobile. The big stem is completed.

Q. What is the end content of Making Mobile?

= End content is preparing a raid where large users participate.

Q. Do you have the smelting or blacksmith skills of the original?

= Production system skills are also being prepared. It is prepared to have three stages of gathering, processing, and production in a form that is different from the original, and can be experienced in the demonstration version. Sorting

Comments

Popular Posts