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Gameplay: A satisfactory and standard production As a title made within the classical Korean MMORPG framework, the core UX is similar to that of other Korean MMORPG, including character design, storyline, career system, raids, etc. However, there are not many innovative areas in the core gameplay and UX.
Recently a player asked me a question regarding my game balance philosophy, and while I can often respond to queries by pointing to some previous article, despite all my writing and no doubt occasionally touching on related topics, I had yet to explicitly do any sort of summary of the philosophy behind my gamedev work.
So this is this tough balance between being really super fast and building something really small and iterative and getting data soon and deciding what to do. Now, that moved to beta, then it's moved to Alpha, now it's moved to first playable. You need the UX to work. Now it's moved to concepting.
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