Simon: That was the sort of endgame content that if you’re not strong enough, you cannot win. But we introduced very freely joining Fortress Siege for the western audience. It's auto-balancing. You just to select the challenge for you to enter the game. Then the balance will be the same, so it depends on strategy. You can easily fight with others and then you can enjoy the content more like not hardcore or fighting but just casually enjoying PvP or something like that.

This is challenging but we try to meet the core users with the end content, Fortress Siege, and Castles Siege, those contents. And also, at the same time, we try to meet the difficulty level by introducing new content every ten level, so that they can keep playing enjoy and also getting some experience to get to that end content.

GP: So that's really interesting them because it's not like some RPGs where you feel like everyone’s making fun of you because you can't do anything, you have to keep going on this specific thing.

Simon: Yes

GP: That's actually really cool because for a mobile game like you said, there's not always a chance to sit down and play a game for hours, for these PvP modes how long are the different fighting modes for those trying to take?

Simon: For example, Fortress Siege fight is no longer than 30 minutes, 15 minutes or so. We try to understand the Western gamers' behavior. Some core users may play two hours a day, but usually, 30 minutes or one hour will be maximum even for our core user, right? So we try to meet their life pattern, life cycle. All PVP must be a very short and also the growth speed is much faster than Asia, Korea, and Japan, because players can not put enough time compared Asia.

That part we have adjusted when we launch this game, we will adjust that.

GP: They will be slightly different?

Simon: Yes. But balance is different and growth speed is different; even the content, we will add more content for the Western gamers, for the core users.

GP: Characters have been changed too?

Simon: And also visual.

GP: So it's not just you guys took the Asian Version and just threw at the Americans.

Simon: Casual games, like other game companies, maybe we can try that, but this is RPG. So as you know to balance, or you know, monetization, even the UI, UX, those things are quite different than Asia. If we're just using the same build for both the Western and Asian users at the same time, we don't think it'll be fully satisfying for most of the market. We just take core fun from here to there, just maintaining the core fun. The other parts - the UI, audiovisual, or some PVP mod, or growth speed, daily dungeon, other things - we try to meet up and culturize to the western market.

GP: It sounds like in that case then you guys are actually going to be actively monitoring how are players enjoying the game, what's going on? You are actually going to be equally balancing the different classes as they fight in PVP and so, right?

Simon: Yes. If you see the Fortress Siege, at the beginning, it looks like just fighting but when you watch that there's a strategy going on; there's a tanker, healer, and the way you attack is quite different by team and strategy, right? It's very strategic to fight in battle. To do that we keep watching the users’ behavior and data in the game balance and we keep adjust the game balance. It’s a quite high operation.

GP: Sound like it’s the hardest thing to balance?

Simon: Yes it's not easy but the lucky thing is I'm in charge of Western market, so the game was a launched in Korea and other territories already. So we have a lot of experience and data already. So, based on this data, we keep and improving the game balance and things

GP: That's good to hear. I think one of the things that games have been doing recently is constantly patching. It is actually good to see you guys are not just like looking at feedback every now and then but you guys are actively monitoring; why is this pattern happening? What class do you think the western market will enjoy playing the most?

Simon: Your definition of class means like...

GP: Like what kind of character?

Simon: I think Human Archer(?), we see the user data right? But in Asia, it's dwarves and elves, it's quite different.

We will see when the game launches; we will see.