Dear ,
Hello, everyone. I'm Eleanor, the writer of the Special MazM Letter.
This is a special newsletter for MazM supporters only. :)
In the Special MazM Letter, we will focus on some of the topics covered in the previous MazM Letter in more detail, or introduce content that has not been released on SNS or in previous newsletters exclusively to supporters.
The first content is an interview content. We would like to introduce MazM supporters to more detailed stories about MazM through interviews with our internal team members, or stories related to our upcoming titles.
As the first interview subject, we have prepared an interview content with Birdy, who leads MazM! We will talk about MazM and the next project we are preparing for in two parts.
So, let's start! |
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Interview - Birdy (MazM Boss) 1st episode |
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Q. Can you introduce yourself briefly?
A: Hi, I am Birdy, the founder and Boss of MazM. |
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Q. MazM has been consistently creating story games. How did you come up with the idea for MazM?
A: I thought it would be great to introduce classic literature works as games. I came to think so because I learned about the Gutenberg Project(https://www.gutenberg.org/). |
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The Gutenberg Project is a project that began in 1971 to digitize classic works that have fallen into the public domain.
In recent years, it has become increasingly difficult for people to access classic literature. Most people only know a small fraction of these works through movies or musicals.
I believe that games are a powerful medium that can help people experience classic literature in a new way.
Games can make classic literature more accessible and engaging for a wider audience, including teenagers and young adults.
I also believe that games can help people learn about the history and culture of the world. By experiencing classic literature through games, people can gain a deeper understanding of the world around them. |
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Q. Wow, that's a really unique approach. What values do you hold important when making games?
A. Games have been a source of entertainment and development for humanity for centuries. At its core, games are meant to be fun.
However, as content continues to evolve, games are also being called upon to play a more diverse role. Creators are exploring new ways to use games to educate, inform, and even inspire.
I believe that games have the potential to be more than just a source of entertainment. They can be a powerful tool for personal growth and development.
Our games, for example, are designed to encourage players to think critically and reflect on their own lives. After playing "Jekyll & Hyde," players may be inspired to explore their own dualities. After playing "Fechika," players may gain a new appreciation for the sacrifices made by Korean independence fighters.
I hope that MazM games will be remembered as games that challenge players to think, learn, and grow. |
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Q. Your stories are inspiring, but I can imagine that it has not been easy to follow your vision. What has been the biggest challenge you have faced so far?
A. The complexity and commercial nature of games have been a major challenge for us. Each game takes over a year to develop, requiring a team of people from a variety of disciplines, including planning, storytelling, art, music, programming, and testing. This has led to significant time and cost investments, which in turn has put pressure on us to generate higher profits.
This has been our biggest challenge, as we need to balance the need to generate profits with our desire to maintain the high quality and artistic integrity of our games. We are still looking for solutions to this challenge, and we are committed to finding a way to continue making games that are both enjoyable and meaningful. |
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Q. I can imagine that it is not an easy challenge. What ideas are you currently discussing to address your concerns?
A. Recently, we have been discussing the idea of taking a completely different approach to mobile gaming.
Mobile gaming has had a period of explosive growth, but it has shown signs of slowing down or even decline since the COVID-19 pandemic. We believe that this is due to a number of factors, including a backlash against the commercialism of mobile games and the rise of alternative content.
We think that it is better to focus on creating more games that are meaningful and enjoyable, even if they are not as profitable as some other mobile games. We are considering releasing our games as premium apps, rather than freemium apps with in-app purchases.
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Q. Thank you for sharing that. It wasn't an easy topic, I'm sure. My final question for today is: what is MazM's vision for the future?
A. We have two main directions for the future.
First, we want to release games more often for you.
To do this, we will release shorter works than our previous games. This is also because we received a lot of feedback that the overall length of "The Phantom of the Opera" and "Pechka" was too long. In terms of the game's theme, we will try to deal with literary works more often. Occasionally, there may be webtoon-based games or history-based games.
Second, we want to strengthen our communication with MazMians who love our games.
As you may know better if you are receiving our newsletter, we plan to continue to increase our communication with you through newsletters. We will also increase our communication on the MazM Discord so that we can hear more of your opinions and share more of the news that you are curious about more often.
Please continue to support and cheer for MazM in the future!
Thank you. |
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Did you enjoy this interview?
It was a chance to hear Birdy's honest answers about MazM's history and future direction, even though it was short.
So, what is the next project that MazM is preparing, in line with its new direction?
Stay tuned for the next special MazM Letter interview - Birdy 2nd episode :)
Thank you!
Eleanor says, πβπ |
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MazM β 2023. MazM All Rights Reserved.
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"You can be even grater and shoul be." |
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