'Dokkaebi World' "Features Combat Without Class Restrictions"

'Dokkaebi World' is a 2.5D MMORPG built on the foundation of traditional Korean folklore. It places 2D pixel characters on 3D backgrounds, applying 3D lighting and shadows to the pixel characters as well. Instead of class restrictions, it adopts a deck-building structure where players create their combat style by combining 12 skill types. The game blocks open-world PK on server fields, with PvP taking place only in dedicated matching areas. The original work is the Naver web novel 'Myeolgwi Sudojeon', and the game is set 300 years prior to the events of the novel.

Kakao Games held a media showcase in Seoul on the 20th and conducted a joint interview with the development team. Producer Park Sung-jun and Director Jang Su-min from Supercat, alongside Cha Myung-soo, Head of Business Division at Kakao Games, attended the event. Questions focused on the game's key differentiators, target player base, monetization structure, the scope of involvement for AI assistant 'Myorong', relationship with the original work, and competitiveness at launch.

'Dokkaebi World' opened pre-registration on the 20th ahead of its official launch in October. Below is the full Q&A session from the event.

도깨비의세계 World of Dokkaebi
Joint interview with the 'Dokkaebi World' development team: (From left) Producer Park Sung-jun, Director Jang Su-min, and Head of Business Division Cha Myung-soo ©INVEN

Q. This is an MMORPG based on traditional folklore and dokkaebi. What is the key charm you want to showcase first to players encountering it for the first time?

" It is the graphics. We are using 2.5D graphics, placing pixel characters over 3D backgrounds. Rather than simply placing pixel characters on a 3D background, 3D lighting and shadows are applied to the pixel characters as well. Supercat has long conducted R&D to develop games utilizing pixel characters, and 'Dokkaebi World' is the culmination of those efforts.

Pixel characters have the advantage of making every character stand out clearly. We plan to leverage this strength to better present traditional folklore.

Q. What core content do you hope players focus on and enjoy the most? What is its main differentiator?

" Players can freely combine 12 skill styles and around 90 different skills. You can adjust your combination to suit your situation and the strategy required by the content. We believe building a combat meta tailored to your personality and needs is the game's key differentiator and core appeal.

Q. What target audience are you aiming for in the current MMORPG market?

" It was designed for players who enjoy online MMORPGs. We targeted players who appreciate pixel graphics, a Korean worldview, and the fun of hunting and growing together.
도깨비의세계 World of Dokkaebi
Producer Park Sung-jun ©INVEN

Q. Player communication has become crucial in recent live-service games. How do you plan to communicate and reflect user feedback?

" We have prepared a system called 'Dokkaebi Assembly' within the game. It is a process where players directly submit feedback, and if upvoted, it is delivered to the developers. We are preparing this in a format where developers comment on each submission and transparently share the results.

Q. MMORPG players face high spending fatigue. How does your BM stand out?

" When using the exchange, player-to-player trading is enabled using free currency rather than paid currency. It utilizes a free currency called 'Geumjeon', which can basically be earned in-game. Since the economy revolves around this, we believe it sets us apart in terms of easing the financial burden on players.

Specific details are being finalized and will be revealed sequentially in the future.

Q. It evokes a pixel aesthetic similar to 'The Kingdom of the Winds: Yeon'. Some players might feel the two games are similar. What did you focus on to give 'Dokkaebi World' its own identity, and what does this title mean to you as an original IP?

" 'Dokkaebi World' is based on 'Myeolgwi Sudojeon'. We collaborated with the web novel author from early planning stages to expand the worldview and make the IP feel more multi-dimensional. Those who have read the original work will notice a 300-year time difference between the novel and the game, and we utilized that time gap so players can enjoy a richer narrative.

Since we adapted this IP into a game, it could lead to even more games in the future, and we plan to continuously expand it to accommodate richer stories.

Supercat is a company with a strong foundation in pixel graphics. Looking at our previous titles, we have built many games in pixel art. We hope you understand that we are continuing to evolve this strength to become a developer that can show even more through pixel graphics.
도깨비의세계 World of Dokkaebi
Director Jang Su-min ©INVEN

Q. Are there specific revenue targets or internal benchmarks set for this new release?

" While strong revenue results would be welcome, it is difficult to discuss specific targets or revenue ranking goals. However, we are preparing for a successful launch, and we believe that if we maintain a stable service after release, revenue results will naturally follow.

Q. Competing titles are launching back-to-back starting this month, making an October release relatively late. What makes you confident in its competitiveness despite this?

" There are two main factors. First, there is no open-world PK on the server. Through this, we encourage cooperation in hunting zones. Field bosses are not controlled and claimed by a select few; instead, the more players gather, the greater the rewards distributed to a larger number of people. In that regard, we believe we are taking a different path from other MMORPGs.

Second, having no fixed classes and allowing players to express freedom and individuality through skills to build their own combat meta is this game's distinct feature and core appeal.

Q. Looking at the mounts, pets, and brand ambassador selection, it gives the impression that you are also targeting female players. Was this intentional? Also, how is the update roadmap being prepared?

" It is difficult to explicitly label it as female-oriented. We would prefer it if you view it as us preparing extensively so players can enjoy freedom in expressing their individuality and developing their characters.

While we cannot share the update roadmap at this time, we are internally preparing to deliver diverse experiences and differentiated fun continuously after launch.
도깨비의세계 World of Dokkaebi
'Dokkaebi World' hands-on trial zone ©INVEN

Q. During the hands-on session, there were many skills and gear items. Will 'Myorong' provide specific guidance on skill combinations or item enhancements? Also, is the clan member AI in the Tower of Ascension trained separately?

" 'Myorong' will initially be offered at a beta level. Ultimately, we are preparing it so that when players lose direction for growth, it can guide them on which gear to enhance and which skills to nurture. However, since it operates based on logs and it is difficult for AI to provide a flawless service from the start, we expect to offer it at a beta level initially.

The Tower of Ascension AI is not a concept that requires separate training. When you take a clan member's AI into the Tower of Ascension, it takes a snapshot of that character's equipment and growth status up to that point and brings it along. The same applies to sending avatars to Barrier Defense or Yoshin Subjugation.

Q. You mentioned aiming for a user-friendly BM. Specifically, what level of spending are you envisioning? Are monthly passes or season passes being introduced, and at what price points?

" It is difficult to reveal all pricing details here. Basically, we are preparing to offer memberships and passes using a paid currency called 'Yeongseok', and outfits or mounts equipped during the demo are being prepared as standalone items sold in the shop. Growth materials are also being prepared.

How we package these will continue to be evaluated and finalized until launch, and we expect to have opportunities to share details sequentially in the future.

Q. The web novel serialization began earlier this year. Did you collaborate with the author from the initial planning stages before that? Will yogwi (monsters) from Korean folklore appear as monsters in the game?

" Although the web novel began serialization in March of this year, we had been preparing for it long before that, and it is true that we collaborated from the initial planning stages.

In the game, there are many elements of traditional Korean folklore woven in. Various yogwi appear in traditional tales, such as the iconic Bulgasari, as well as shamanic yogwi and mountain deities. Many of these creatures appear in the game.
도깨비의세계 World of Dokkaebi
Head of Business Division Cha Myung-soo ©INVEN

Q. You mentioned that exchange currency can be earned for free. In other games, free acquisition often led to exposure to bot farms. Do you have plans for this?

" Regarding bot farms, our operations team is preparing countermeasures based on the know-how accumulated from servicing previous MMORPGs. In addition to operational measures, we are also working on implementing various systemic features to block gold farming operations.

Q. Recently, games featuring Korean-themed content have been increasing. How competitive do you think this can be in the global market?

" Globally, K-content is gaining popularity not only in K-pop, but also in movies and dramas. As gaming content, we judged that K-content utilizing traditional Korean folklore can be fully competitive and feel fresh. From that perspective, we are continuing discussions and building the game.

Q. If 'Myorong' recommends specific equipment or skill combinations, it could lead to homogenization issues. How did you design its scope of involvement? Will it also recommend paid currency items? How do you plan to narrow the gap caused by differences between the web novel's serialization schedule and the game's update cycle?

" We have designed many spell arts (dosul) that can be advantageously combined for specific content or PvP situations. Although the game provides spell art popularity metrics, rather than treating those preferences as absolute, we believe that optimizing spell arts to suit one's situation and current content, along with researching options, will prevent homogenization and help players create their own combat meta.

'Myorong' is designed purely as an assistance feature for gameplay. Recommendations are based on growth materials obtainable in-game, and we are not planning to recommend items requiring paid currency. Paid currency cannot be directly earned in-game.

Regarding the time gap with the original work, we discussed it with the author for a long time. We established at the start that the game would not bridge the 300-year time difference, and we began building the narrative while coordinating in advance the stories to be unfolded through future updates.
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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