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Core and novelty: The rhythm game drawn by 'Platina Lab'

A rhythm game where you clear countless falling notes in rapid succession to complete a song. It has a large fanbase due to its flashiness, and famous games are loved for a long time. A new name has been added to such rhythm games at the PlayXpo exhibition.

 

Kim Tae-joon, CEO of High End Games, who has developed various rhythm games such as DJMAX, introduced his new game 'PLATiNA:: LAB'. By adding interaction with characters together with those who have been active in subculture for a long time, a different kind of fun was emphasized from the existing games. At the same time, he wanted to capture the inherent fun of a rhythm game with more depth than any other game, based on his know-how and understanding of rhythm games that he has been building for over 10 years.

 

What kind of vision does High End Games have for the rhythm game Platina Lab is drawing? We met him at PlayXpo and listened to his story.

 

 

 

"This is the first time the game has been revealed to users. How did you start developing it?"

 

Kim Tae-joon = Personally, I've been enjoying rhythm games for about 20 years, almost since the early days of the genre. Based on my long experience, I started developing the game with the aim of making the most fun game possible.

 

 

"Besides the note clearing operation, the character cheering from the side is also eye-catching."

 

= There are 3 main characters in the game. One of them can be selected as the player's navigator, and is an interactive character. I wanted to give the feeling that it's not a game you play alone, but a character that the player can be with. It's becoming a form where you can enjoy character games and rhythm games together, but so far the development level is not even 50%. I plan to maximize that feeling as I complete the game.

 

 

 

"For now, the character part and the story have their own characteristics, but are you currently focusing more on the music and the action of the rhythm game in development?"

 

= For the time being, I don't think I can even look beyond that unless I create something that satisfies the existing rhythm game users with the inherent fun and completeness of the rhythm game. I thought that I could consider more than that only when I have built up a certain level of recognition among existing users with the inherent fun of rhythm games.

 

"I judged that I would be able to make more aggressive attempts once this foundation is in place. I wanted to have a new form rather than simply following the characteristics of old rhythm games. I also have an idea to incorporate AI into rhythm games. There is also a professor who is doing AI research among the people who are working on the project together. I want to collaborate with the professor's AI research lab to try various methods and game developments."

 

 

"If that's the case for technical attempts, what kind of characteristics are you trying to give it as a character game?"

 

= It's about filling in the story. In fact, I think the story is weak and the synopsis is weak so far. However, in order to empathize with and have affection for a character, it is important to have a solid story. I'm currently focusing on rhythm games, but I'm also working with a writer to create a solid story.

 

"Including these story elements, I want to create a game that focuses on cooperation rather than competition with others. Right now, you can choose and watch three characters, but I'd like to show you a simple faction war-like feeling where people who choose the same character can collaborate."

 

 

 

"It seems like you're trying a lot of new things, including AI and the character part."

 

= I want to include a lot of those parts, but I haven't actually shown them yet, and I don't think users will be able to relate to them. I plan to continue introducing these parts through SNS, websites, and interviews as they become available. Right now, I'm focusing on creating a solid play.

 

 

"You mentioned the progress of development earlier, but when did you actually start developing it?"

 

= I started developing it properly about 3 months ago. The company was only established about a month ago.

 

 

"The playable demo version I saw today was so well prepared that it didn't seem like it was only 3 months."

 

= The project members are mostly from rhythm games and have developed a lot of rhythm games. There are also many people who have been active in subculture for a long time, and they are well integrated and collaborating well. I think that synergy is being created in that area, and development is progressing smoothly. I'm working hard (laughs).

 

 

"Falling keyboard games are common in this genre. It's a genre that users are familiar with, but it's also important to show differentiation."

 

= The reason I chose the vertical drop-down rhythm game was because it has the longest history in rhythm games, and therefore it is a method that is well known to people. I also think it's the most suitable method for rhythm games.

 

"Of course, if I only follow those characteristics, it won't be much different from other games, so I wanted to differentiate it, so I also wanted to show that you can interact with characters using Live 2D. Also, if you play the game, you can divide one song into five parts and create a function that allows you to receive feedback on what kind of play you made in each section. For example, if you assume a 1-minute song, you can cut the section into about 20 seconds and have the character evaluate it. We are also considering voice or cut scenes for the production part."

 

"In addition to this, we have tried to ensure that players can enjoy the game in a familiar way through various systems, while also giving them a newer feeling, so that they can accept it as our game's own personality."

 

 

"As you know from playing rhythm games for a long time, it's a game that anyone can easily try once, but it's also a genre that many enthusiasts enjoy as they delve deeper. It seems important to develop a game that meets the standards of those fans."

 

= Music, as a content itself, is a content culture that is used by everyone, but I think that characteristic is weakened when it is sublimated into a rhythm game. At the same time, there is a very strong fan base that likes this genre.

 

"I think this is because the history of this genre is very long. I think that these people have been playing and experiencing this genre for so long that they are very interested in even the smallest details, and more and more people are finding fun in those areas. I can't help but pay attention to even the most detailed parts, and I'm focusing on those parts during development."

 

 

"What do you mean by detailed parts?"

 

= The most important part of a rhythm game is the sync. I think that the feeling of listening to music and playing it must be completely synchronized, and I prioritized that part the most. I also prioritize making the falling notes come out very smoothly, so I am focusing on these basic situations the most and developing them.

 

▲ Various features planned for gameplay

 

 

"So, you're going to focus on improving the completeness of the basic rhythm game first, and then take care of new things like characters, story, and AI."

 

= That's right. I think that's the right order to make it.

 

 

Platina Lab started production this year, but I know that you've been enjoying rhythm games for nearly 20 years, and you've been developing rhythm games for a long time. I heard that you also developed Tap Sonic.

 

= That's right. I first started developing rhythm games when I was developing Tap Sonic. I also participated in the development of DJMAX. Before that, I worked at Nintendo for about 3 years.

 

 

"You've been developing for a long time, and you've been enjoying rhythm games as a fan for even longer. What do you think is different between rhythm games back then and rhythm games today?"

 

= I remember when I first played rhythm games. At the time, rhythm games were a really sensational genre. It was a game genre that surprised me, saying, 'There could be a game like this.' Of course, the completeness itself may be lower compared to now, but I was greatly shocked by the fact that I could play musical instruments that I always wanted to learn but couldn't through the game. I wanted to play the guitar, drums, and piano, but I couldn't, so I was able to find satisfaction.

 

"I think current users are feeling the same way as me. But at the same time, they also find enjoyment in being able to meet their favorite characters, songs, etc. Interest in subculture is constantly increasing, and I think one of the genres where you can meet your favorite characters and gain satisfaction from them is rhythm games today."

 

"I think these two characteristics have good synergy, so we are developing our current game by taking advantage of that."

 

 

"So, how are you trying to incorporate the characteristics and strengths of today's rhythm games into the game?"

 

= I've always been greedy for game development and had a lot of things I wanted to do, but I haven't been able to do many things for various reasons. Since it's a game that I'm making directly at a company I founded, I think I can try things I've always wanted to do.

 

"Among them, rhythm games are games that can be played by many people, but they also have a strong tendency to be games that you can be satisfied with yourself. I'm also thinking about elements that can maximize that sense of satisfaction. The production or sound effects when you unlock a song, etc."

 

"Furthermore, I'm thinking about elements that can give you a sense of accomplishment along with that sense of satisfaction. Earning trophies or challenges. The satisfaction of the game as a whole is important, but I want to create a game that presents short-term goals consistently by creating tasks that increase the sense of accomplishment by subdividing them for each song or character and encouraging them to be achieved."

 

 

 

"Note design and production are important, but the music is also an essential foundation of the game. How are you preparing for this? I saw the names of other companies such as Shift Up in the demo version."

 

= Rhythm games like EZ2ON and DJMAX have a long history. That much history has been built up, and it has become an IP in itself. On the other hand, we are just starting out. In order to make people look at our game in front of games with a huge history, I thought that collaboration with a great IP was necessary.

 

"I thought that Shift Up was a representative company with a great 자체 IP. I was able to meet with CEO Kim Hyung-tae and CBO Yoo Jun-seok and, with their help, include two songs from the 'Destiny Child' game in Platina Lab."

 

"In addition to this, I think that people will be interested in the game if collaborations with various IPs are made and well-known songs can be played. So I'm going to continue those collaborations in various forms."

 

 

"There are many famous composers who have introduced songs through rhythm games. How is the music work being done?"

 

= There is composer Lee Cheol-hee, who is also famous under the name Forte Escape. He has created many representative songs for DJMAX in the past. He has now left the industry, but he is one of the representative composers that many users want to return. I am also one of the fans who hope for his return, so I went to see him in person and conveyed that message, and I was able to include two of his existing songs in this game. I would like to introduce new songs through our game in the future, and I am going to continue to convey that message.

 

"I also wanted to work with composer Nam Gumin, who is also known as Nauts. Of course, he is still active in the industry and continues to write good songs. I was able to receive a song from him. I am also going to continue to maintain the relationship."

 

"Besides the two of them, there are so many composers and DJs that I want to mention. There are many people who specialize in rhythm games and have really great talent, but there are also people who have few opportunities to be active. I want to work with those people to introduce songs that can satisfy rhythm game users and all game users."

 

▲ Tracks included in the PlayXpo demo version

 

 

"Rhythm game fans must have high expectations. When will there be an opportunity to play the game?"

 

= The schedule I'm thinking of right now is to release it in Early Access by the end of this year. The development is in full swing, so the schedule may change, but I'm going to try to meet that time as much as possible.

 

"I also want to port it to consoles and mobile devices. I actually have experience working at Nintendo, so if I develop the game well, I would like to discuss it in that direction. There were also users at the event who asked about the release of a mobile version, and this is also an area that I am greedy for, and I think I can do well because I have actual development experience."

 

 

"Even on weekdays, the first day, when there are relatively few visitors, many users visited."

 

= I have been in charge of planning and have experienced various SNS and related tasks, so I am thinking about how to get more users to participate and be interested by taking advantage of that experience. Also, what's important is to communicate more closely, so I was thinking that it would be good to make a good game together while talking. I proceeded with that mindset, and I am really grateful that so many people came.

 

 

"You started your own company. Can we expect to see other projects besides the rhythm games you've been developing?"

 

= Personally, I like various genres of games such as fighting games and MOBA. In the long run, I will be able to grow in that direction as well. But the genre I like the most is rhythm games, and the one I've been developing the longest is rhythm games. My biggest goal is to introduce this to users first and give them a lot of fun.

 

"I never thought about running the game for a short period of time from the beginning. Looking at other rhythm games, they have been running for 5 years, 10 years, or even longer. We also want to be loved by users for a long time, and we have the idea of operating it consistently for that purpose."

 

 

"More fans will be visiting PlayXpo in the future."

 

= There are tournaments from Konami, there are many arcade games here, and it's like a festival for rhythm game users. They will come to find and enjoy those famous games, so I hope they will come to our booth and play and give us feedback.

 

"We are making a game that users can enjoy a lot, and writers are collaborating to create it, so we want to give rhythm game users and fans who love subculture a fun experience. Please play the game a lot and like it."

 

▲ High End Games CEO Kim Tae-joon

웹진 인벤강승진 기자
2024-05-24

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