[지스타] From Black Room to Household, Director Jin Seung-ho’s 15 Years | Ruri Web

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Through G-CON X IGC, director Jin Seung-ho, who developed Buried Stars, gave a developmental lecture. In this lecture, which was held on the topic of methods of delivering narrative in a story-based single game, Director Jin Seung-ho wanted to look back on the process from his first game to the present.

And looking back on the parts I tried and the parts I reflected on in this process, what meaning the keyword of choice has in my development history. And see how it has changed.

Line Games Largo Studio, Director Jin Seung-ho

To borrow the speaker’s expression, the path he has been following has been developing and releasing adventure games one after another in the Overground. it was Roughly summarizing it, ‘I was rushing to try something, but I went through a lot of trouble and ups and downs. It was not an easy time.” Along the way, he played 12 games directly, all of which were single-player games. There are eight story-oriented adventures in charge of the director and the screenplay.

Director Jin Seung-ho, who defines himself as a writer (Soo Il-bae) and a game maker (Jin Seung-ho), jumped into game development in earnest with his first title, ‘V-Man’. He joined Hands-on Mobile (MFORMA, MFORMA), which made the hero’s clerk, and started developing it in 2006. V-Man continued to release, but did not achieve good results. Afterwards, Director Jin Seung-ho recalled that he learned a lot while preparing for the next work by being put into the finishing work of Heroic Secretary Zero.

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He started making adventure titles in earnest with ‘Black Room’, which was released in 2008. This is after the company changed its name to EA Mobile after it was acquired by EA. In 2007, Studios Tycoon was being developed, but a title with the same material and the same name was released first, and the first work of the Black Room series started with the sudden release of a few games with a ‘concept I want to do’.

The Black Room, which started with the concept of a storytelling-type room escape game, is the first story he wrote until the end. Tricks and room structures. There was time to think about many things, such as the character. So in 2008, Black Room was launched in the domestic game market.

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● The Beginning – Black Room

Black Room is a title that started from the regrets of the days when flash games were popular. At that time, there were many room escape games made with flash, but there were no characters because it was played from a first-person point of view. There was no causal relationship between the story or the puzzle, or it had an unclear disadvantage. Director Jin Seung-ho went through the process of referencing the movie Souna Cube in order to attach a story here. In a situation where several people trapped in a deadly space are cooperating or feuding and escaping, I thought that I would just attach a story.

In the cooperative part, an item delivery system was put in to make it a game play. If you pass an item to a strong character and use it. It was like the flow of the person solving the problem. This means that in order to solve the problem, attention should also be paid to the individuality of the party. As such, the interaction that changes depending on the story development and the character’s personality is an example of combining narrative and game play.

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A serial murder takes place in a confined place. Elements of the detective style that point out the criminal were also found in the black room. This decision was made with the intention of expressing a dramatic climax rather than the story of leaving the room and surviving.

Accordingly, the story structure is the first story that proceeds according to the criminal’s plan. And this led to a split into a second story in which all the characters were involved in one incident. Telling a story from a different point of view in each episode was an option to increase the volume, but it was also a choice for the desire to try again to escape alive.

In addition, the criminal’s reasoning was designed in the form of taking a choice. This means that finding the culprit can be stressful. And the intention of planning is to give only the feeling of a mystery. Last but not least, it was to succeed even if I lowered the difficulty and to give the pleasure that comes from the choice. These keynotes also affect later works, and the system is gradually upgraded.

The black room was the result of about four and a half years of development, and close to 200,000 were sold. It was a success that exceeded expectations and expectations. Naturally, it led to a sequel to the Black Room.

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● After that – from Black Room 2 to Black Room 4

Black Room 2 maintains and develops the existing framework from the previous work. The development was carried out with the goal of telling a new story by strengthening the story-related system. Therefore, the existing rules and item delivery elements were maintained, and resolution expansion and effects were developed according to device development.

In terms of the story, the main character and the detective character from the previous work are re-appeared, while the two main characters are introduced. We introduced a system in which the route changes according to the progress. The purpose of this was to diversify the progression, but it was also to deliver a specific story gimmick to the player.

The specific story gimmick referred to here is the development of the new protagonist as the culprit of the case. It is composed of tricks using the game system, like the narrative tricks in the novel. System tricks using gimmicks will also appear in titles after director Jin Seung-ho. Black Room 2 broke the box office success of its predecessor, and at the same time as the development of a sequel was approved, the development period was extended.

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At the time of production of Black Room 3, the development of terminal specifications. It was a time when an escape room planner and an artist joined, so that he himself could concentrate more on the story. The most stable development environment was established, and many attempts were made.

The newly added ‘arguing’ system can be used to confuse NPCs while talking to them. It is designed as a system that makes you go out hard and make dangerous companions. It was different from the normal dialogue, so players could be prepared to anticipate where friction would arise.

But this is at the end of the story. It was intended to directly manipulate the scene in which only one choice was made. The forced choice faced at the end of the story was like a transformation for players who were accustomed to the system so far, and it was possible to give an experience of directly experiencing the changes and decisions of the characters in the story.

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There are other variations besides arguing. In Black Room 3, four main characters appear, each expressing their actions and events through a timeline chart. This was also a kind of trick to tell the story of some characters more than 10 years ago until the end of the game. In addition, the anagram shocked the players by showing how to talk about being a detective character from the previous series.

Black Room 3 was a box office hit that surpassed the previous work, resulting in players curious about the contents of the previous work to purchase and play the previous work. A stable development environment and experienced developers are the background that made these results. This is because there was a story piled up while repeating the sequel.

Afterwards, director Jin Seung-ho started imagining a few things from the question, ‘What would happen after the main characters completely left the room?’ There was a large-scale resignation and the departure of team members who had been working for a long time occurred. Therefore, some of the backgrounds of the aforementioned successes have been initialized and the sequel has been put into production.

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2011. Black Room 4 is a title that has changed a lot with the advent of Android smartphones. The instability created in the new environment and lost development assets affected development. The connection between the system and the narrative has decreased, and the content has not been sufficiently captured. Puzzle difficulty (Samui) and difficult operation. The fading of the initial plan brought by BM, which sold each episode, was noticeable.

Several team members resigned at the end of development, and it was literally chaotic right before launch. In the midst of these difficulties, Black Room 4 came into the world. There were disappointments, but I left the thought that I could produce better results after that. However, as EA Mobile’s policy changed, Director Jin Seung-ho left the company and made the decision to reunite with the organized team.

Then I started taking time to ask myself questions. ‘Who am I who doesn’t make a black room? What can you do? What should I do?’

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● Gray City 1 and 2

In the midst of the question, Director Jin Seung-ho made the decision to put together all the things he has done so far. select. And it was a decision to express the story of identity as a game. It was a composition that encompasses the past and the present, and at the time, I did it because I thought it was something I was good at. In order to create a ‘story after leaving the room’, an actual background location was conducted in Seoul.

this time. The industry has reached a period of reorganization with the for kakao title. Here, director Jin Seung-ho told the story that the compulsion to prove it with the original IP was getting stronger. This is because all companies are putting their best efforts into the Kakao era. Therefore, Gray City 1 turned to an adventure game with for kakao.

According to this decision, gray city 1 is easy. And like a drama. The development was carried out on the basis of excluding complex causality. As a result, the difficulty of the main system decreased. A story about relationships. Reduction and editing of past episodes were brought. A system such as waiting for free was also introduced, but the cut-off point for each mission and the balance of film use were not good.

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Nevertheless, the trick using the system went inside the game. This is the character’s specialty, college entrance. This substitution is not about substituting items or clues, but the content of substituting another person for one’s position is revealed in the final part. The player unwittingly realizes that the criminal is helping the process of creating an alibi. The fact that the image of Daebyeong is film-style was also a metaphor of its own.

After Gray City 1, what did director Jin Seung-ho lack? what you wanted to do He said that he looked back on what he was working hard for. So to complement the gray city and put it to a proper end. I started working on a sequel because of the need for selection and concentration.

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Gray City 2, a prequel that deals with a story of the past, had advantages in maximizing irony and broadening the worldview, but it resulted in greatly reduced accessibility to those who did not know the previous work. Since there was a limit to the time and cost that could be spent, the episode was divided into 6 episodes, and with 3 parts made, part 1 and 2 were released first, and then the plan was established to update up to 6 parts every month.

The improvisation of the new system is the result of reflecting the concerns of the past. I was thinking deeply about my own choices. Various ideas came together and led to the idea of ​​a system called improvisation. Strictly speaking, it is absurd and has almost no hints to the extent that it is difficult to see it as the content of a mobile service game. It expresses the view that the essence of choice is violence and irreversibility.

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Gray City, which had changed in this way, launched the 2nd part in October 2014, and ended up with the 6th episode update in February 2015. The previously promised content ‘Gray Theater’ was completed and updated in May of the same year.

Looking back on that time, Director Jin Seung-ho made a comment that he tried his best, but he was buried and deviated from the track. As a result, the team was disbanded, and making a game overground was ‘just because it looked fun’. I came to the thought that I couldn’t do it just because I wanted to. From above, the business and development support organization. Because it is something that the development team can complete together. I also thought that the problem of running without looking around was a big problem.

After the reduction of the team was reported, Director Jin Seung-ho experienced a situation in which comments and comments on his work were poured out on the timeline. And this is where the idea of ​​’Berrid Stars’ started.

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● Buried Stars and…

The idea of ​​the year-end awards ceremony murder that I had previously thought about with the concept of using social media for Buried Stars. And it is a title that started from the policy of commemorating the 10th anniversary of the Black Room. Serial killings and criminal detective elements were introduced, and a situation where you could use social media even if you were locked up. The medium was taken as a smart watch.

A smart watch is a trick using a ringtone, as you can see in the early game play. The recording function and the trick using it are melted into the game. By letting players unconditionally open and look at the function, all the elements used in the trick were introduced within an hour of the game starting, and some functions were induced to try.

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As it started from personal experience, ‘Communication Hell’ has also become a characteristic of Berrid Stars. This is because director Jin Seung-ho started thinking about what communication is. It has become a device that shakes the player’s mentality by comparing the ideal communication with the NPC and the communication in real life.

The ranking from the contextual background also became a story of no importance at some point, leading to the thought, ‘Is the ranking important in this kind of situation?’ In fact, the ranking is not reversed, and this perception is shared with the characters and stories. And let the players share.

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SNS gave each account a role within the timeline, holding each account’s settings. Through this, it became a form to be used as a kind of character. The detective character also appeared on SNS, and was set as an outsider who supported outside the place. Someone cares about my well-being. To give the feeling of continuing to talk. Through this, Director Jin Seung-ho said, “We create a situation that cannot and cannot be avoided. I wanted to say that from there is the starting point again.”

In addition to Buried Stars, elements outside the game such as package production. It was also a title that repeated research and attempts to secure multi-platform and development versatility. There were concerns before the release, but it ended with a positive result, establishing itself as a meaningful title, such as winning two awards at G-Star 2020 as well as sales volume.

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Director Jin Seung-ho, who looked back on the past 15 years, said, ‘The person who started the past 15 years without knowing how to do anything properly. I used what I liked as a foundation and made it without hesitation. With a desire to do better. Gradually, he begins to find a theme within himself. There have been minor successes and major failures. At least it was a process that did not stop.”

However, some things have become clearer through this process. It is clear that Director Jin Seung-ho likes this job, and what he likes is something he wants to do better soon. The things I want to do better soon are the things I think I’m not good at right now. It is also a painful task that cannot be satisfied forever. So, ultimately, we conclude that liking work = painful work. It is said that it is painful because it is something I love.

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Director Jin Seung-ho is currently preparing a new project ‘House Hold’ that attempts new changes. He explains the house hold, “while satisfying the greed of unraveling the story in genre and system. Fun and critical performance. We will continue to strive to achieve sustainable and scalable achievements while exploring capacity building.”

And sending cheers to those who are walking on the path that they had to go, nevertheless, he concluded the lecture with a promise and a request to start walking once again on the ‘road that had to be taken’, which is full of worries and choices.

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By Jeong Pil-kwon, staff reporter [email protected]

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