Some interesting little tidbits in this interview, like:
It almost seems like, with the wedding system, you could offer the wedding systems from other cultures at a premium, or something like that, so you can have an exotic wedding.
MK: Let me step back for a bit. In terms of localization, I think one huge part of it is the events. I keep saying this, but our business is a service business, not a product business, so one huge part of running multiplayer on the games is that you're running the service three, five, or seven years, and a big part of that is running events. And that's tied to holidays.
Social games are very much about social events - replacing some real-world events, presumably. And why not? It hailed today, for instance. Sod going outside.
There's more too:
I think one of the critical things is going to be how easy it is to add money to your account.
MK: I was just going to say that. You read my mind. Yeah, that's the biggest thing, even for us in North America. We didn't really take off until we got the cards into Target and Best Buy and 7-Eleven.
Over 50 percent of our player base doesn't have access to plastic, between 13 and 17. They just couldn't pay, so we'd effectively lose more than half our business. So that payment side is, I think, one of the biggest battles that people will fight.
The interview assumes a lot of reader knowledge of Maple Story itself, plus the microtransactions environment, and the Korean gaming scene - and doesn't really grill Min Kim on the numbers, which is a pity. 71 mill is a major claim.