Play a netmarble game, you would know. I still hope, game improves with new ceo as Korean mobile industry is known for quality gaming but with heavy micro transaction. Hope mcoc don't go in that way
Play a netmarble game, you would know. I still hope, game improves with new ceo as Korean mobile industry is known for quality gaming but with heavy micro transaction. Hope mcoc don't go in that way
Netmarble has owned the studio for years. We're still here. Regardless,, this change won't affect us directly.
I disagree with the negative sentiment here. Replacing the CEO typically means the parent company is recognizing issues with the direction the company (game) is going. Based on the daily stream of complaints on this forum I think it's fair to say most of us agree.
A new CEO coming from the parent / holding company is usually charged with cleaning up the mess, and they are being asked to do it as quickly as possible. Coming from the inside also means you're trusted and given the ability to make larger investments.
Change is needed. Time will tell if this turns out good or bad - but I'll happily take a chance at improvement over the status quo.
I think a new CEO means this game will have more offers lol, I mean its going to be hey how can we make the company more money and Increase downloads. Better drops rates, better in game content and better champs would encourage people to spend more also fair offers but what do i know Kabam seem to have it all figured out.
This is huge news. To be honest, this could go two ways. One way is that they see how many people have been complaining about bugs for months and they decided to get someone else to help clean up the mess. Coincidentally, this month, all of a sudden we actually got updates/hotfixes to fix bugs when usually we'd have to wait a month before a bug would get fixed, if it would get fixed. I'm on the firm belief that they swapped CEOs because the last CEO was more lenient on it. Maybe the new CEO will crack down and help get a lot of these bugs fixed cuz God knows this game has a lot of bugs that need fixed.
On the other hand, it's a Netmarble CEO... and that has me concerned. These are the Future Fight, Seven Deadly Sins, and Lineage 2: Conan Ad guys. I'm going to remain optimistic and assume for the former but I'm prepared for the worst.
This is huge news. To be honest, this could go two ways. One way is that they see how many people have been complaining about bugs for months and they decided to get someone else to help clean up the mess. Coincidentally, this month, all of a sudden we actually got updates/hotfixes to fix bugs when usually we'd have to wait a month before a bug would get fixed, if it would get fixed. I'm on the firm belief that they swapped CEOs because the last CEO was more lenient on it. Maybe the new CEO will crack down and help get a lot of these bugs fixed cuz God knows this game has a lot of bugs that need fixed.
On the other hand, it's a Netmarble CEO... and that has me concerned. These are the Future Fight, Seven Deadly Sins, and Lineage 2: Conan Ad guys. I'm going to remain optimistic and assume for the former but I'm prepared for the worst.
This could go a million ways.
It almost certainly has nothing to do with bugs, unless they are impacting profits, which apparently is not true considering how well Kabam has performed recently. Investors and board members only care about money.
I've worked in the corporate world for more than three decades, and he number of new CEOs I've seen come and go would boggle the mind.
The guy leaving was brought in as a transition leader after Netmarble bought Kabam, and that he stayed this long speaks to his success not failures, IMO.
I want him to start a youtube channel, start an Mcoc account, do crystal opening videos, and make every video title "Kabam CEO 100000000%"
The latest record of percentages is , 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000%
So if he needs any credibility as CEO he has to surpass this limit
“Lee has been involved with Kabam since Netmarble acquired the Vancouver studio and most of the company's assets in early 2017. Since then, he has been president and chairman of the mobile firm.”
not quite the fresh start a lot of people think it is
“Lee has been involved with Kabam since Netmarble acquired the Vancouver studio and most of the company's assets in early 2017. Since then, he has been president and chairman of the mobile firm.”
not quite the fresh start a lot of people think it is
Maybe not but it's a new role with more decision making powers perhaps and ultimately he's going to be the guy who directs the company's vision. Maybe his is different to the previous incumbent. Worth a hope, you never know he might even buff AW rewards.
This is huge news. To be honest, this could go two ways. One way is that they see how many people have been complaining about bugs for months and they decided to get someone else to help clean up the mess. Coincidentally, this month, all of a sudden we actually got updates/hotfixes to fix bugs when usually we'd have to wait a month before a bug would get fixed, if it would get fixed. I'm on the firm belief that they swapped CEOs because the last CEO was more lenient on it. Maybe the new CEO will crack down and help get a lot of these bugs fixed cuz God knows this game has a lot of bugs that need fixed.
I have no idea why game players always think this is a possibility when leadership changes happen at the top of the companies that operate the games they play. They have a zero point zero percent success rate with that prediction, for the simple reason that CEOs are many layers removed from any problem you have. They have developers to change things in their games. They have directors to tell the developers what to do. They have producers to tell the directors what to focus on. At the level a CEO operates at, *maybe* they would tell a producer "hey, I notice a lot of players complain about MCOC on the forums. Maybe we should shut down the forums."
On the one hand, a lot of people complain about the game and its direction. On the other hand it is one of the most successful Marvel mobile games with one of the longest track records and that is responsible for over an eighth of our global revenue. So the CEO is going to say hey, Mr. MCOC Producer, you keep doing you, and meanwhile send in Mr. MROC Producer, because we need to talk about what he's going to be doing in April.
The CEO is going to be making decisions about how they try to expand the Marvel IP next, about what direction successor games for their other IP head towards, about what new opportunities exist they should be tackling, about what relationships they should be forming with other partners. Picard does not generally go on the landing party. To the extent that the new CEO makes changes that affect MCOC, they will probably be changes no player recognizes as a change coming from the new CEO. They will be invisible operational changes.
Korean CEO? Netmarble game? Expect more pay to win bundles and more gaps between the rich and the poor. They are doing a wonderful job chasing away their fanbases in their other games. Even Seatin ran off from one of their games after ranting.
Most of Netmarble's games, including 7 Deadly Sins, are primarily Korean/Asian games that are translated to Western markets, while MCOC is a western game that is translated to Asian markets. The two markets are completely different: what western game players find unacceptably pay to play features most asian game players find necessary to spend. It is a question of gaming culture. In the west, the priority is for the game to be primarily about gameplay, with spending something that should have reasonably but not oversized impact. In Asia, the priority is for every dollar you spend to impact your game (otherwise why spend) and equally important is it must impact your game in a way that is visible to others (because that's how you get a return on your investment). There's much less of a stigma in spending in a game.
This happens in reverse. One reason why MCOC failed in its original attempt to expand to China (at least in my analysis) was that even with the microtransactions pumped way up, our game is simply fundamentally not beneficial to spenders enough. It wasn't sufficiently pay to win, so players were reluctant to spend. They tried to make it more "pay to play" because they needed to, but it wasn't enough.
That's just something you have to be aware of when you play games primarily designed for western audiences or games primarily designed for Asian audience. I doubt they would try to turn MCOC into a more Asian-style monetization game any more than they tried to just shove MCOC into China without ramping up the monetization before doing so. You have to know your market.
Korean CEO? Netmarble game? Expect more pay to win bundles and more gaps between the rich and the poor. They are doing a wonderful job chasing away their fanbases in their other games. Even Seatin ran off from one of their games after ranting.
Most of Netmarble's games, including 7 Deadly Sins, are primarily Korean/Asian games that are translated to Western markets, while MCOC is a western game that is translated to Asian markets. The two markets are completely different: what western game players find unacceptably pay to play features most asian game players find necessary to spend. It is a question of gaming culture. In the west, the priority is for the game to be primarily about gameplay, with spending something that should have reasonably but not oversized impact. In Asia, the priority is for every dollar you spend to impact your game (otherwise why spend) and equally important is it must impact your game in a way that is visible to others (because that's how you get a return on your investment). There's much less of a stigma in spending in a game.
This happens in reverse. One reason why MCOC failed in its original attempt to expand to China (at least in my analysis) was that even with the microtransactions pumped way up, our game is simply fundamentally not beneficial to spenders enough. It wasn't sufficiently pay to win, so players were reluctant to spend. They tried to make it more "pay to play" because they needed to, but it wasn't enough.
That's just something you have to be aware of when you play games primarily designed for western audiences or games primarily designed for Asian audience. I doubt they would try to turn MCOC into a more Asian-style monetization game any more than they tried to just shove MCOC into China without ramping up the monetization before doing so. You have to know your market.
The problem is they don't know their market. At all. Look at MROC. Kabam actually thought they could make it work and try to compete with other MOBA games like League of Legends / Dota / Smite / HoN / etc in a mobile version with a low budget graphics and gameplay. Even League's mobile Wild Rift is leagues (pun intended) ahead of MROC.
Korean CEO? Netmarble game? Expect more pay to win bundles and more gaps between the rich and the poor. They are doing a wonderful job chasing away their fanbases in their other games. Even Seatin ran off from one of their games after ranting.
Most of Netmarble's games, including 7 Deadly Sins, are primarily Korean/Asian games that are translated to Western markets, while MCOC is a western game that is translated to Asian markets. The two markets are completely different: what western game players find unacceptably pay to play features most asian game players find necessary to spend. It is a question of gaming culture. In the west, the priority is for the game to be primarily about gameplay, with spending something that should have reasonably but not oversized impact. In Asia, the priority is for every dollar you spend to impact your game (otherwise why spend) and equally important is it must impact your game in a way that is visible to others (because that's how you get a return on your investment). There's much less of a stigma in spending in a game.
This happens in reverse. One reason why MCOC failed in its original attempt to expand to China (at least in my analysis) was that even with the microtransactions pumped way up, our game is simply fundamentally not beneficial to spenders enough. It wasn't sufficiently pay to win, so players were reluctant to spend. They tried to make it more "pay to play" because they needed to, but it wasn't enough.
That's just something you have to be aware of when you play games primarily designed for western audiences or games primarily designed for Asian audience. I doubt they would try to turn MCOC into a more Asian-style monetization game any more than they tried to just shove MCOC into China without ramping up the monetization before doing so. You have to know your market.
The problem is they don't know their market. At all. Look at MROC. Kabam actually thought they could make it work and try to compete with other MOBA games like League of Legends / Dota / Smite / HoN / etc in a mobile version with a low budget graphics and gameplay. Even League's mobile Wild Rift is leagues (pun intended) ahead of MROC.
MCOC is not the best fighting game in the world either, but the observation people didn't make back when it launched is that MCOC is not really a fighting game. It is a game that has side scroll fighting, but that's not the hook of the game. The hook of the game is collecting Marvel champions and using them in content. There was enough interest in a Marvel style game like that for MCOC to get over the hump content depth-wise. But this was going to be much harder with MROC, and its monetization strategy did not help matters.
MROC didn't fail because it is not a good MOBA. At least I don't think that was the strategy. MROC failed because the strategy was to put their own spin on the genre with the MOBA part as a piece of a larger whole with a lot of other Marvel content surrounding it. That's basically the MCOC model. They just couldn't flesh it out well enough quickly enough to hold enough players' attention, and too many other factors were working against them to survive that critical flaw.
Korean CEO? Netmarble game? Expect more pay to win bundles and more gaps between the rich and the poor. They are doing a wonderful job chasing away their fanbases in their other games. Even Seatin ran off from one of their games after ranting.
Most of Netmarble's games, including 7 Deadly Sins, are primarily Korean/Asian games that are translated to Western markets, while MCOC is a western game that is translated to Asian markets. The two markets are completely different: what western game players find unacceptably pay to play features most asian game players find necessary to spend. It is a question of gaming culture. In the west, the priority is for the game to be primarily about gameplay, with spending something that should have reasonably but not oversized impact. In Asia, the priority is for every dollar you spend to impact your game (otherwise why spend) and equally important is it must impact your game in a way that is visible to others (because that's how you get a return on your investment). There's much less of a stigma in spending in a game.
This happens in reverse. One reason why MCOC failed in its original attempt to expand to China (at least in my analysis) was that even with the microtransactions pumped way up, our game is simply fundamentally not beneficial to spenders enough. It wasn't sufficiently pay to win, so players were reluctant to spend. They tried to make it more "pay to play" because they needed to, but it wasn't enough.
That's just something you have to be aware of when you play games primarily designed for western audiences or games primarily designed for Asian audience. I doubt they would try to turn MCOC into a more Asian-style monetization game any more than they tried to just shove MCOC into China without ramping up the monetization before doing so. You have to know your market.
The problem is they don't know their market. At all. Look at MROC. Kabam actually thought they could make it work and try to compete with other MOBA games like League of Legends / Dota / Smite / HoN / etc in a mobile version with a low budget graphics and gameplay. Even League's mobile Wild Rift is leagues (pun intended) ahead of MROC.
Insightful is given for precise thought in 6 lines of sentence.
Comments
Kabam CEO confirmed
A new CEO coming from the parent / holding company is usually charged with cleaning up the mess, and they are being asked to do it as quickly as possible. Coming from the inside also means you're trusted and given the ability to make larger investments.
Change is needed. Time will tell if this turns out good or bad - but I'll happily take a chance at improvement over the status quo.
To be honest, this could go two ways.
One way is that they see how many people have been complaining about bugs for months and they decided to get someone else to help clean up the mess. Coincidentally, this month, all of a sudden we actually got updates/hotfixes to fix bugs when usually we'd have to wait a month before a bug would get fixed, if it would get fixed.
I'm on the firm belief that they swapped CEOs because the last CEO was more lenient on it. Maybe the new CEO will crack down and help get a lot of these bugs fixed cuz God knows this game has a lot of bugs that need fixed.
On the other hand, it's a Netmarble CEO... and that has me concerned. These are the Future Fight, Seven Deadly Sins, and Lineage 2: Conan Ad guys.
I'm going to remain optimistic and assume for the former but I'm prepared for the worst.
It almost certainly has nothing to do with bugs, unless they are impacting profits, which apparently is not true considering how well Kabam has performed recently. Investors and board members only care about money.
I've worked in the corporate world for more than three decades, and he number of new CEOs I've seen come and go would boggle the mind.
The guy leaving was brought in as a transition leader after Netmarble bought Kabam, and that he stayed this long speaks to his success not failures, IMO.
10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000%
So if he needs any credibility as CEO he has to surpass this limit
not quite the fresh start a lot of people think it is
On the one hand, a lot of people complain about the game and its direction. On the other hand it is one of the most successful Marvel mobile games with one of the longest track records and that is responsible for over an eighth of our global revenue. So the CEO is going to say hey, Mr. MCOC Producer, you keep doing you, and meanwhile send in Mr. MROC Producer, because we need to talk about what he's going to be doing in April.
The CEO is going to be making decisions about how they try to expand the Marvel IP next, about what direction successor games for their other IP head towards, about what new opportunities exist they should be tackling, about what relationships they should be forming with other partners. Picard does not generally go on the landing party. To the extent that the new CEO makes changes that affect MCOC, they will probably be changes no player recognizes as a change coming from the new CEO. They will be invisible operational changes.
This happens in reverse. One reason why MCOC failed in its original attempt to expand to China (at least in my analysis) was that even with the microtransactions pumped way up, our game is simply fundamentally not beneficial to spenders enough. It wasn't sufficiently pay to win, so players were reluctant to spend. They tried to make it more "pay to play" because they needed to, but it wasn't enough.
That's just something you have to be aware of when you play games primarily designed for western audiences or games primarily designed for Asian audience. I doubt they would try to turn MCOC into a more Asian-style monetization game any more than they tried to just shove MCOC into China without ramping up the monetization before doing so. You have to know your market.
He has most likely had significant input on the company since 2017, so his finger prints are already all over the place.
His impact is probably going to be more focused on new ventures.
MROC didn't fail because it is not a good MOBA. At least I don't think that was the strategy. MROC failed because the strategy was to put their own spin on the genre with the MOBA part as a piece of a larger whole with a lot of other Marvel content surrounding it. That's basically the MCOC model. They just couldn't flesh it out well enough quickly enough to hold enough players' attention, and too many other factors were working against them to survive that critical flaw.