Celebrating three Years, Night Crows: "We Will Revive the Core Fun of MMORPGs"

Wemade's 'Night Crows' has reached its 3rd anniversary. While three years may not seem like a long time in the online gaming world, market trends have shifted rapidly during that period. Mobile MMORPGs, which once dominated the market, have stepped down from their throne, with open-world action RPGs quickly filling the void.

Of course, the glory of open-world action RPGs was not eternal either. Now, past their brief heyday, the market has shifted to a landscape where no single genre dominates; instead, numerous genres are carving out their own niches and competing fiercely.

Having endured those intense times and competition, 'Night Crows' is now looking toward the future. We are preparing for a leap forward, going beyond mere survival. To see what 'Night Crows' has in store amidst such rapidly changing trends, we met with Mad Engine PD Yang Hong-seok to discuss everything from past achievements to future plans.

▲ Mad Engine 'Night Crows' PD Yang Hong-seok

What is the future for 'Night Crows' as it marks its 3rd anniversary?

'Night Crows' has already reached its 3rd anniversary. Could you briefly introduce your achievements so far.

"It feels like three years have passed in the blink of an eye. Looking back, every moment was a series of challenges to overcome technical limitations, and it is deeply moving to see the fruits of that labor reaching users not just in Korea, but around the world.

Domestically, we changed the market landscape immediately after our 2023 launch by topping the sales charts on both major app stores and surpassing ₩200 billion in cumulative revenue within seven months. This domestic success translated to the global market. In March 2024, after a simultaneous launch in over 170 countries, we recorded $10 million in revenue in just three days and exceeded 450,000 peak concurrent users, proving that 'Night Crows' is a powerful IP that resonates on the global stage. Based on these domestic and international achievements, 'Night Crows' has reached the milestone of ₩750 billion in cumulative revenue.

While we are happy with the numerical results, what we are most proud of is breaking the limits of visual experience by being the first domestic mobile MMORPG to adopt Unreal Engine 5. The fact that our technical persistence satisfied the high standards of our players and proved that it could become a global standard remains a source of great pride for all of us.

The popularity of mobile MMORPGs has declined in recent years. Why do you think that is?

"I believe it is not that the market situation has changed, but that the standards expected by users have risen accordingly.

To be honest, it is true that many MMORPGs have been complacent for too long with familiar formulas, such as similar monetization structures or competition centered on auto-hunting. As a result, users have begun to feel a sense of fatigue, as if they have seen it all before, even when playing new games. Now, rather than the fun of simply increasing numbers, they want real gameplay where their choices and controls have a tangible impact on the game.

Furthermore, as various genres that offer short, intense bursts of fun have grown, MMORPGs now have to compete more fiercely to capture users' time.

I see this current trend as an important signal that the MMORPG genre must return to its essential fun. 'Night Crows' is also breaking away from past inertia and thinking hard about how to provide players with the joy of direct control and decision-making. Introducing a new combat style through the 'Cestus' class in this 3rd-anniversary update is the beginning of that effort.

In the live-service game market, three years can be short or long. What is the secret to 'Night Crows' being loved for so long.

"The core secret is that we delivered exactly what we promised in the actual game.

Usually, promotional videos before a launch are flashy, but the actual game quality often falls short, leading to disappointment. However, we fully implemented the overwhelming visuals shown via Unreal Engine 5 into the in-game quality that players experience firsthand.

What I am particularly proud of is that even now, three years after launch, the graphics of 'Night Crows' still maintain a unique advantage compared to the latest competitors. We have proven that technical gap not in cinematic trailers, but in the actual gameplay screens players encounter every day, and I believe that has been the greatest strength in providing players with an unwavering sense of immersion.

On top of that, we tried to add sincerity to our service. Even if we weren't perfect, we tried to uphold the principle of quickly reflecting player feedback and communicating honestly when problems arose to build the game together. Finally, by precisely analyzing and preparing for the needs of the global market, we were able to establish ourselves as a globally beloved IP.

It seems 'Night Crows' needs to continue to evolve and develop. What are your thoughts?

"I think it is time to refine the vast amount of content and systems we have built over the past three years and increase their value. We intend to focus on increasing the density of every moment players spend in the game, rather than just adding new things.

The first is the redesign of content and reward values. As players' growth stages have changed over time, the sense of achievement provided by each piece of content must also be redesigned. Our goal is to boldly renew rewards that have become too familiar or content that has lost its motivational appeal, creating a virtuous cycle where players can clearly feel what they gain and how they grow through their actions.

The second is to strengthen the inherent joy of gameplay. We plan to consistently deliver the sense that playing itself is fun, by enhancing the fun of manual control elements, raiding party dungeons, or strengthening personalized content that players can immerse themselves in alone. The third is community strengthening. We want to create opportunities for players to laugh and chat more freely in-game by providing spaces like guild hideouts or adding guild-based content. We believe that when fun content operates organically on a healthy reward system, the game's lifespan extends. Starting with the 3rd anniversary, we will show 'Night Crows' evolving into a more robust and substantial game.

It seems you plan to gradually add manual control elements, as seen with the Cestus class. Doesn't that seem at odds with the existing auto-hunting system.

"We intend to continue attempting to partially incorporate manual control elements. This does not mean our main direction is changing; it is a way to utilize them at appropriate points for game strategy and fun. It is a form where manual control naturally blends with the nature of the content, like the previous Guild Dungeon 'Antimene' or party dungeons.

What has the reaction been so far?

"It seems players are actively researching various ways to operate the Cestus class. Even top-tier rankers are actively trying out class changes and experimenting. We are also closely monitoring the reactions. We plan to patch quickly so that players can be more satisfied and truly feel the unique personality of the Cestus.

Some say the mobile MMORPG trend itself is changing. It's returning to the old MMORPG style of in-game play and manual hunting, away from gacha and auto-hunting. What are your thoughts on this?

"Rather than a simple regression, I see it as a process of the mobile MMORPG genre maturing to the next level.

To be honest, it is true that the genre as a whole has been too focused on standardized system growth under the guise of convenience. As the essential joy of gameplay—where users directly think and intervene—has been diluted in that process, I think now is the time for us as creators to reflect deeply on this.

However, modern users are very smart consumers who pursue both growth efficiency and the sense of achievement from direct control. Therefore, the current trend is not about going back to the past, but about demanding a new balance between the convenience of auto-hunting and the agency provided by manual control.

Ultimately, I believe the key to the future lies in how much dense, controllable fun we can provide at decisive moments that determine victory or defeat, without disrupting the user's daily life. 'Night Crows' is also listening to these market voices, and we are thinking hard about how to modernly reinterpret and deliver the experience of being the protagonist who leads the action, rather than just a game one watches.

If users want it, could manual control content be added to 'Night Crows'?

"The possibility is fully open. However, I think it is more important to incorporate it in a way that fits the unique color of 'Night Crows' rather than simply following trends.

In fact, 'Night Crows' has been a game where player judgment and intervention were very important from the beginning. Aerial combat using gliders or large-scale battlefields involving thousands of people are not determined solely by numbers; the outcome changes completely depending on when players choose to act and respond. We have been operating the service while considering the value of that control as one of the core pillars of the genre.

We are also positively reviewing the introduction of content that further emphasizes the fun of manual control, and we are discussing various attempts internally. However, even if we introduce it, it must be in an organic way that does not disrupt the unique worldview of 'Night Crows' or the flow of existing content.

If the direction players want is clear, there is no reason for us not to reflect it. Player voices are the first standard we consider and our most precious inspiration when designing new content.

3rd Anniversary Update: Not Just an Event, But the Start of a Leap Forward

What is the core of this 3rd-anniversary update?

"The keywords for this 3rd-anniversary update are the start of a new adventure and an expanded growth experience for our players.

First, through the new field 'Talasion,' we aimed to provide a higher level of immersion, both visually and narratively. This is not just a space to complete quests, but a stage where a new story unfolds for Ludwig and his party after stopping the conspiracy of the Elomet Order. Through the new environment and visuals that showcase the pinnacle of Unreal Engine 5, players will be able to feel the sensation of going on a real adventure again.

In particular, the new armor 'Coif' that can be obtained in Talasion aligns with the aforementioned realignment of rewards. It is designed so that players can experience the fun of new challenges leading to tangible growth.

The new class, Cestus, which we put the most effort into, is a class that symbolizes the value of control we pursue. Beyond the heavy impact, you can enjoy a completely different combat style by switching stances within a single character. This is the result of maximizing the joy of players directly choosing and intervening according to the battle situation.

Finally, we have also prepared a new server for players who want to enjoy intense competition once again in a new environment. This update is not just about quantitative expansion; we have focused all our capabilities on providing a high-quality play experience where players can feel a sense of achievement in their own way.

Usually, 3rd anniversaries end with one-off events, but 'Night Crows' has prepared a large-scale update. I'm curious about the special reason for this.

"Because for us, three years is not just a number, but a time of trust built with our players.

The only reason 'Night Crows' exists today is because of the players who have stayed with us. So, we didn't want to end this 3rd anniversary with just a celebration party. While one-off rewards are important, we thought the most sincere way to repay them was to gift them a wider world where they can continue to be happily immersed.

One-time events are forgotten over time, but newly opened fields, classes, and refined growth systems will continue to add new fun to players' daily lives.

We will continue to respond to players' expectations by being a game where you can constantly discover new goals and fun whenever you log in, rather than a service that only shines at certain times. Please see this update as our commitment to keeping that promise and as a starting line for the next three years.

How has the reaction to the update been, from new and returning users to the general player evaluation?

"Since the update, we have been feeling positive energy that exceeds our expectations, both in in-game metrics and in player reactions.

Most encouraging is the noticeably increased influx of new and returning players. Immediately after the 3rd-anniversary update, the number of new players finding 'Night Crows' increased by over 800% compared to the previous week. In particular, many people have gathered on the newly opened 'Philippus' server, creating a lively atmosphere, and there are many reviews saying that the fun of growing quickly is certain thanks to the unconventional events and abundant rewards.

Opinions expressing satisfaction with the visuals of the new field Talasion and the exhilarating combat style of the new Cestus class are also continuing, which is a great source of strength for the entire development team. We are currently monitoring related metrics in real-time and closely analyzing player patterns. We do not plan to settle for numerical success, but will continue to improve the quality so that the joy players feel can be sustained in the long term.

The Cestus has been added as a new class. Could you explain what kind of class it is and what its points of differentiation from existing classes are.

"The biggest differentiator is that the Cestus is a hybrid melee class where the very grammar of combat changes according to tactical choices within a single class, going beyond mere visual style. It is designed so that by switching stances according to the situation, the role itself on the battlefield changes, rather than just changing a few skills.

First, the 'Taesan' (Mountain) stance, as the name suggests, is a method of gaining an advantage as the battle drags on, based on unwavering solidity. It utilizes the new status effect 'Shatter' to increase the survivability of oneself and allies while breaking down the enemy's defensive capabilities. It will be an attractive option for players who prefer heavy operation, leading battles stably and slowly pressuring the opponent.

On the other hand, the 'Yusu' (Flowing Water) stance is an aggressive style that pierces enemy lines without hesitation, like flowing water. It is specialized in creating instantaneous variables, such as approaching targets while ignoring collisions, or stealing immunity to crowd control (CC) or enemy shields. In particular, the 'Seal' effect, which blocks the enemy's survival means, exerts powerful force in small-scale skirmishes or assassination-oriented play. In conclusion, the Cestus is a class that can be a shield that pushes forward like a tank or a sharp awl, depending on how the player reads the battle situation. I am confident that this tactical depth will provide a new experience for players who prefer strategic fun that is different from existing classes.

Switching stances seems a bit complicated at first glance. Is this also related to manual control?

"You can certainly feel that way. However, once you experience the actual play, you will immediately feel that the structure is designed to be deep, while the controls are intuitive.

While past MMORPGs divided roles through complex skill trees or trait systems, the Cestus compresses this into a single intuitive button called stance switching. Without needing to study complex formulas or settings, you simply choose what role you want to perform according to the battle situation, and the system immediately provides the optimal environment for it.

If the previously introduced 'Cannon' class diversified the combat style as a dealer through tactical conversion, the Cestus goes one step further and implements the fun of switching the role itself depending on the situation.

This is not just to make the controls difficult, but a result of our thinking to give players the joy of strategic judgment. While maintaining the grammar of convenience that 'Night Crows' has aimed for, you will be able to feel the thrill of shaking up the battlefield with your choices at decisive moments much more intensely.

As an aside, 'Legend of Ymir' also recently added a martial arts-style 'Rune Fighter.' Did you share ideas with each other?

"Not at all (laughs). We were also surprised that a similar style of class was added around the same time. The two games are independent projects with completely different development entities, and they are building content independently according to their own worldviews and planning directions.

However, as creators making games in the same genre, I think it might be that our process of finding answers to what new action fun users are craving today happened to converge around the same time. I see it as a result of each development company interpreting the market trend that wants heavy impact and the beauty of control in their own way.

For 'Night Crows,' we focused on implementing tactical depth through our unique stance-switching system. Please see this as a kind of pleasant coincidence and an interesting phenomenon that shows how high the players' expectations for martial arts-style classes are.

Philippus' has been added as a long-term independent server. It seems like a measure for new and returning users who might struggle among veteran users. What is the reaction so far?

"A much hotter and more vibrant atmosphere than expected is continuing.

The biggest appeal of the new Philippus server is the fairness that all players can start a new history from the same starting line. New and returning players who felt burdened by the high walls of existing servers are settling in quickly by competing and cooperating with colleagues at similar growth stages.

In fact, looking at the metrics, the positive evaluation that they felt an overwhelming sense of growth in a short period of time, coupled with unconventional growth support events, is dominant. We see this as a very meaningful result in that it provided an environment where they can enjoy the essence of growth and war—the core fun of 'Night Crows'—densely from the beginning, rather than just a shelter to avoid existing users.

We plan to spare no effort in detailed operation and support so that players on the Philippus server are not alienated and can sufficiently survive and grow within an independent ecosystem.

One year of independence is an exceptionally long time compared to existing servers. I'm curious why you did this. Also, I'd like to hear if you have any plans to open the server sooner if users want it.

"The gap with the existing ecosystem that has emerged as the service marks its 3rd anniversary is difficult to bridge with simple rewards. We judged that a time of maturity is absolutely necessary for their own community and competition structure to solidify so that Philippus players can fully enjoy their inherent sense of achievement without outside interference.

The minimum of one year we promised is, in that sense, a Maginot line of stability that protects the growth of our players. Since hasty server integration could damage the value of the efforts Philippus players have built, we are not currently considering shortening the promised independence period itself.

Instead, we plan to manage Philippus in detail so that it can become a dynamic world in its own right during that one year. We will fill the internal fun densely by activating group-level competition within the Philippus server or through operations that keep pace with the growth stage and environment of that server.

At the same time, we will also implement flexible countermeasures that respect players' choices, such as limited server transfers that allow those who want to move to a wider battlefield after gaining sufficient self-sufficiency to join existing servers. By providing the most suitable service for the environment each server is in and the growth speed of the players, we will do our best to ensure that the unique fun of 'Night Crows' continues everywhere.

It seems follow-up updates are also prepared. Besides the new battlefront, could you introduce any roadmaps you are preparing.

"This 3rd-anniversary update is just a starting point for a new leap forward. We plan to focus on strengthening the communal fun that is the essence of MMORPGs, as well as new battlefronts that can continuously satisfy players' desire for growth.

As part of that, we are preparing social motions and guild hideouts. We will not stop at simply adding character movements or providing space, but aim to complete a sense of belonging where players can share their emotions more richly and strengthen guild-level solidarity. You will soon be able to meet a more three-dimensional social experience where you can celebrate victory with colleagues in the hideout after a fierce battle and devise the next strategy.

Along with this, we are sequentially preparing large-scale content that can maximize the tension of battle and the fun of cooperation. Our goal is not just to increase the amount of content, but to expand the depth of the experience felt throughout the play.

We will inform players of the specific schedule and details as soon as they are organized. We will move forward without stopping so that players can always discover new goals and feel the pride unique to 'Night Crows' in the process.
This article was originally written in Korean and translated with the help of NC 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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