Hitting Record DAU: The 20-Year Journey of 'IMO'

Game image

IMO

🏢 DeveloperCom2uS
🏢 PublisherCom2uS
📱 PlatformMobile
🎮 PlayMobile
📅 Release Date2006.07.12
🔧 Keywords#MMORPG

IMO', the mobile MMORPG developed and published by Com2uS, has reached its 20th anniversary this year. In an industry where many mobile games struggle to survive even a single year—to the point where even 'half-anniversary' celebrations have become a common milestone—'IMO' has stood the test of time for two decades. What has been the driving force behind its longevity? We had the opportunity to sit down with Studio Head Kim Nam-ho and Team Leader Lee Yong-jin, who are currently in charge of 'IMO' development, to discuss the secrets behind its 20-year success, share some stories, and look at future plans.

'IMO' Celebrates 20 Years with Its Community, Plans May Event.

▲ (Left) Team Leader Lee Yong-jin, (Right) Studio Head Kim Nam-ho

'IMO' has reached its 20th anniversary. Could you share your thoughts on this milestone.

Studio Head Kim Nam-ho = I believe it is rare for a game to reach its 20th anniversary, even on a global scale. It has been an eventful journey, but I believe we were able to make it this far because our users stayed with us.

Team Leader Lee Yong-jin = Since this is literally a 'game service,' I believe 'IMO' has been able to last this long thanks to the users who are the core of that service. We will continue to work hard, so we hope you will keep supporting us.

A 'Martial Artist' class was added for the 20th anniversary. Could you tell us about the motivation and process behind adding this class.

Lee Yong-jin = We had wanted to add a new class for a long time, but other tasks had to take priority. First, the engine was quite old, making it difficult to implement a new class effectively. We chose to prioritize an engine renewal, and with other considerations like game balance and securing operational funding, the new class was pushed back. However, we developed it step-by-step and were finally able to introduce it for the 20th anniversary. The user response has been positive, so we are open to working on more new classes if the opportunity arises.

You also went through an 'engine replacement' and 'renewal.' Was there anything specific you wanted to show the users through this process.

Kim Nam-ho = We determined that if we wanted to continue operating 'IMO', an engine upgrade was not an option, but a necessity. We spent three to four years on this transition, which allowed us to implement features like high-resolution graphics and expand the range of expressions for new classes. While I cannot say for certain how many more years we will be able to service the game, I want to continue creating a game that provides fun for our users.

I have a follow-up question regarding the engine replacement. Why didn't you release it as a new version, like a remaster? Were there any negative reactions to the changes.

Kim Nam-ho = As you mentioned, an engine replacement can change the feel of controls and gameplay. The development team debated whether to release it as a new game called 'IMO Remaster' or to replace the engine of the existing game. Ultimately, we decided that launching a new game might make users feel a sense of loss or deprivation regarding what they had built up over the years, so we opted to upgrade the graphics of the existing 'IMO.' Once we set that direction, we invited users to provide feedback on the engine replacement. We even intentionally kept certain 'buggy' behaviors from the original game—such as the auto-movement that occurs when you open the inventory and press a movement key—to preserve the original feel.

Aside from existing users, what is 'IMO's' strategy for attracting new players?

Lee Yong-jin = I think the aspects that appeal to modern users are the 'manual controls,' 'PvP guild battles,' and the 'cute pixel art graphics.' To help new users adapt to this content, we are creating an environment where they can gradually fall in love with the game by providing friendly quests and engaging costumes.

Kim Nam-ho = To ensure a more comfortable play experience, we fixed issues related to data transmission from the old feature-phone era, improved the UI/UX for better visibility, and increased accessibility by launching a PC beta version alongside the mobile version.

What is your current position and schedule regarding the 'Ganesha Server'.

Lee Yong-jin = For the Ganesha server, we consider the official service to be one where all servers can play the PC version. Our top priority is ensuring the mobile experience translates well to the PC, and we are currently receiving user feedback and fixing bugs through the beta service. We are also still considering the UI/UX layout. We are aiming for a full service launch in the second half of this year.

In a live broadcast last December, you mentioned macros. Since you are planning a full PC service launch in the second half of the year, what internal measures are you taking to manage these macros.

Lee Yong-jin = Macros generally fall into two categories: 'battlefield macros' and 'hunting macros.' We use a 'board check program' to present suspected macro users with a simple picture-matching test; if they fail, they are suspended. Also, macros tend to target rewards in low-level areas. If we only focus on catching macros, it can hinder the experience for regular users. Therefore, we have implemented systemic improvements to provide rewards that help regular users but offer little value to macro users. Since macro developers are constantly evolving, our team will continue to respond accordingly, and we are preparing countermeasures for the PC version as well.

With the engine replacement and various convenience improvements, can we also expect login support like Google Login.

Kim Nam-ho = Because 'IMO' has been in service for so long, it already had a login system built before Google Login integration became standard. The development team is currently working on Google and Apple login support to make the process more convenient for users, and we plan to introduce it in an upcoming update.

Could you give us a hint about any new elements coming this year.

Kim Nam-ho = I would point to the 'Hunting Ground.' It is content where users from all servers gather in one area to hunt and engage in PvP.

I am also curious about the user base and reactions by region.

Lee Yong-jin = We estimate that about 60% of our users are in East Asia, 10-20% in North America and Europe, and 20% in Korea. Generally, they seem to enjoy MMORPGs that require manual control and have a retro feel. In particular, overseas users seem to appreciate that the in-app purchases are simplified compared to other MMORPGs.

Have you seen any synergy from direct communication with users? How is this close communication reflected in the game, and are there any interesting anecdotes.

Kim Nam-ho = As I mentioned earlier, we held a user invitation event around the time we were considering the engine update. We also took user feedback to improve the inventory and storage systems. Additionally, 'IMO' currently features over 300 types of pets, some of which were previously unobtainable once their event period ended; we created opportunities for players to acquire those pets again. Our development philosophy is to listen to our users as much as possible and reflect their opinions in the game whenever it is feasible. Perhaps thanks to this strategy, despite being a 20-year-old game, our DAU has continued to grow and is currently at an all-time high.

I can share two memorable episodes. One is when an 'IMO' user from Ulleungdo delivered a piece of paper filled with handwritten suggestions. They had organized their own experiences and the feedback from the community very well, and I still keep that note in my wallet. Another is hearing the news that two people who met in 'IMO' were getting married.

As one of Com2uS's long-standing IPs, would it be a good idea to increase the user base through collaborations for the 20th anniversary.

Kim Nam-ho = We have actually done a few collaborations. We have collaborated with our own IPs like 'MiniGame Paradise' and 'Summoners War', and we have also collaborated with third-party products a few times. However, there are no specific plans for a 20th-anniversary collaboration yet.

I believe 'IMO' has a core identity it must maintain. Could you comment on that.

Kim Nam-ho = I think the identity of 'IMO' is that it is a 'game you play' and its 'pixel graphics.' Many MMORPGs demand constant stat-boosting and have many competitive elements, but 'IMO' has level caps and easy experience gain, providing both fun and growth.

Is there any content you want to achieve or try through 'IMO'?

Lee Yong-jin = I am already doing what I wanted to do. Personally, I really wanted to try adding a new class, and we also added content called 'Emoteer,' where powerful builds from each server meet to fight. I thought it would be fun for users from different servers to cross over and battle beyond just their builds, so I am currently working on the 'Hunting Ground' mentioned earlier, which we plan to add soon.

Kim Nam-ho = 'IMO' has been in service since the feature-phone era, and now there are users who don't even know that. My goal is for the PC platform to succeed so well that people eventually say, "Wait, 'IMO' started as a mobile game?" (Laughs)

I understand you are also planning an offline event.

Lee Yong-jin = A 20th-anniversary commemorative event is scheduled for May. It is the largest event we have ever held for 'IMO,' so we hope you look forward to it. It will be held in Seongsu-dong from May 16th to May 17th, and we are preparing a special live broadcast. We have also prepared 20th-anniversary merchandise, so we ask for your interest and attendance.

Lastly, could you each say a few words to commemorate the 20th anniversary of 'IMO'.

Kim Nam-ho = I believe 'IMO' has been able to maintain its service for 20 long years thanks to the affection and support of our users. We will continue to strive to be a 'meaningful game' to repay your support.

Lee Yong-jin = As I mentioned several times during this interview, I believe that for a 'game service' like 'IMO' to be maintained, it is only possible because of our users. I will continue to create content that our users can enjoy for a long time to come.

AI-translated from Korean by NC AI for timely global news. The Korean original prevails, and foreign quotes may vary from exact original wording. [Read Original]

Sort by:

Comments :0

Insert Image

Add Quotation

Add Translate Suggestion

Language select

Report

CAPTCHA