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Importantly, the game also had a casual approach that everyone could easily engage with. People loved the feel of attacking the enemies, the detailed graphics, and realistic features. We removed these micro-transaction features from the iPhone and iPod touch versions, replacing them with the use of the in-game currency. For example, there were items which would let you light up dark dungeons, and items that would enable you to move faster when carrying a heavy sword. The items were used to increase the strength of the characters, and were optional. The game was released at 3,000 Won ($3), and users could purchase additional virtual items within the game. The total time taken for Zenonia was about 18 months.Īt what price was Zenonia released in Korea? Then we start on the game design and work on the actual development. What was the process for making the game and how long did it take?īefore we start making a game, we first carry out market and consumer research. The goal was to enable players to experience these elements on the mobile platform. Also players could not hear the sounds that their character makes when walking on snow and shallow water, or see heat waves in the hot desert. Most of the mobile games when we were creating Zenonia did not have real world elements such as day/night, hunger, and weight. Yong Hee Jung: We wanted to create a mobile action role-playing game that could simulate the reality of the real world. Pocket Gamer: What was the inspiration for the mobile version of Zenonia? We caught up with Yong Hee Jung, head of Gamevil's game development department, who was also Zenonia's project manager, to find out more about the game and its transition to iPhone. Originally released as a mobile game in Korea in 2008, it was released for iPhone in May 2009. One of the first titles to successfully meet this need was Korean publisher Gamevil's role-playing game Zenonia.
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This was also the case during the first six months of the App Store, but increasingly there's been an upsurge in demand for more hardcore fare that requires hours of dedicated playing. It's the whole 'waiting in a queue, killing time' philosophy. Conventional wisdom is that mobile gaming is all about bite-sized chunks of casual entertainment.