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Games & Commerce
Netmarble shifts focus from new game quantity to post-launch staying power
Netmarble is expanding its lineup of new game releases, but market attention is shifting from initial success to how long revenue can be sustained after launch. Several titles released from March to May did not generate enough results to offset marketing costs, highlighting operational staying power as a key variable for second-half earnings. The company posted first-quarter revenue of 651.7 billion won and operating profit of 53.1 billion won, missing market consensus on profit.
Games & Commerce
Netmarble\'s Sol: Enchant touches MMORPG taboo, operational risks seen as key variable
Netmarble will launch its new MMORPG “Sol: Enchant” on April 24, drawing attention for openly acknowledging features often downplayed in the genre, including gacha, a marketplace, collections and auto-hunting, as well as the possibility of cash-like user trading. The game introduces a three-tier “divine authority” system that grants players operational powers up to selecting updates and business models. It also builds an economy where paid items can be traded, while developers outline controls against abuse.
Games & Commerce
AI, lawsuits and campaigns still fail to stop game hacks
Major South Korean game companies are mobilising AI detection, criminal complaints and user clean campaigns to eradicate illegal programs known as hacks, but results remain limited. As countermeasures become more advanced, illegal tools also grow more sophisticated, and gaps in current laws are cited as a structural constraint. Companies report millions of account sanctions, while users have even formed vigilante-style responses in some games. Lawmakers have proposed tougher penalties and user punishment rules, but debate continues.