Alright, here#DY#s the 2nd part!
More friends you#DY#ll be practising your Combos on...(below)
5. How did Barunson come up with some of the ideas for the funny skills used by each class?
"What is humor in games?#DY# We tried very hard to give Dragonica the humor that we conceptualized. There were lots of ideas like humorous action, dialogues, sounds, situations, etc.
But we finally came to the decision that users must be free to create humorous situations themselves. It also had to be quite sensational, as it’s easy to get bored after seeing the same thing many times. So we added the humor to character skills for users to be able to create their own laughs.
Through meetings, (very often in excess of 5-hours in length), we identified certain objectives and skills and then tried our best to squeeze out ideas that are appropriate to them. Very often, we ended up rolling on the floor laughing or accidentally stumbling upon unexpected ideas.
Some time ago, we also collected ideas from the Korean public. Hundreds of ideas were posted, and many of them were applied to the game after our development team and product management team reviewed them. We had so much fun reading users#DY# brilliant ideas :-)
6. Would your creative team be interested in fan-art as a future resource for new clothing and item designs for Dragonica?
Most certainly and definitely. We actually plan to organize this kind of events. The most fundamental idea that our development team shares and bases all initiatives on is the goal that we will work on, decide, and consider various development projects with the ultimate goal of making a game that the gamers want.
7. What was that very first inspiration/idea that led to the creation of Dragonica (and was there an originator)?
We actually didn#DY#t begin with a preconceived idea of a game we wanted. We knew we wanted a game that the gamers and the market would want. Within these basic parameters, each developer#DY#s professional skills and characteristics would be added, to slowly take form as an elaborate game. That was our initial idea and inspiration.
We especially noted that slower-paced RPGs made us feel lethargic and bored.
We could not bear to develop such a game ourselves, so we tried to increase the pace of action. The problem (one shared by many gamers who tried Dragonica!) is that we now expect such a snappy pace for ALL games we play and get bored by those that are slower.
We quickly realized that speed and humor are gamers#DY# favorite features in Dragonica, so we focused on developing more in that direction. Now, they#DY#ve become the defining elements of the game.