The anime-style action RPG MONGIL: STAR DIVE not only appeared at G-Star 2024, but also set a record. The game broadcast during the event became the most popular, attracting more than 7,700 simultaneous viewers at its peak. The developers also gave interviews to various Korean gaming publications, including the Inven portal. Therefore, we invite you to read the translation of the article into Russian.
Yaongi’s mascot has received a lot of positive feedback. How was this character created and what role does he play in the game?
Kim Min-kyun: Initially, the project had the working title “Big Cat”, since there were many cat lovers on the team. This is how the charismatic character Yaongi appeared.
Lee Da Hyun: From the very beginning, the team wanted to create something related to cats. After several iterations of the design, we made Yaongi the mascot. In the game, he accompanies the main character and has the unique ability to tame monsters, making him a key element of the taming system.
The dialogue uses popular memes and is quite casual. Aren’t you afraid that this will cause a controversial reaction?
Kim Min-kyun: We tried to keep the spirit of the original while adding fun elements for the demo. However, before the release, all memes and controversial issues will be reviewed so as not to cause discomfort among players.
In the demo version, partners could be attracted through dialogues. How will this be implemented in the final version, and how many characters are planned for release?
Kim Min-kyun: In the demo, we decided to show more characters by adding a dialogue-based recruitment system. We are considering different options, including gacha mechanics, but this is currently under discussion. At the time of release we are planning about 20 characters, paying attention to their quality.
How will the game differ from other projects in the genre?
Kim Min-kyun: We focused on the fun monster taming system featuring Yaonga and easy gameplay. The combat system is designed to be accessible to everyone.
The characters’ actions and remarks seem highly exaggerated. This feeling continues throughout the game, giving it the feeling of a child’s game. Why was this choice made?
Kim Min-kyun: We tried to convey the light and cheerful mood of the original. The themes in the game can be quite serious, but in the story we wanted to maintain the light and dynamic atmosphere of the original source. The production also uses techniques common to animation and other works in this genre.
Which global market are you targeting?
Lee Da Hyun: Monster Tamer has been very popular in Korea, but we still have a lot of work to do in the global market. Based on the response to the demo, the characters have a unique appeal that we think will appeal to a global audience.
The main market we are targeting is Japan. We know there are a lot of action games with immersive elements on the market, so we are constantly thinking about how we can improve our competitiveness. We try to find answers at trade shows like G-Star and other similar events.
The original Monster Tamer had a cult following in the Korean industry. What do you focus more on when designing: preserving elements of the original or modern trends?
Lee Da Hyun: The main value of the original is its vivid and memorable characters. The game, built on collecting characters, achieved success precisely because of this. We intend to maintain this aspect. However, simply copying the original is not enough to remain competitive. We pay a lot of attention to what might be of interest to modern players. At the same time, in addition to preserving the characters, work is actively underway to improve the plot and expand the narrative.
In the game Solo Leveling, auto-combat was added later, after release. In MONGIL: STAR DIVE, are you going to leave exclusively manual controls?
Lee Da Hyun: In the case of Solo Leveling, the decision to add auto combat was made based on internal testing and feedback. With MONGIL: STAR DIVE, we also plan to conduct a number of tests and evaluate player feedback. If modifications are required, we are ready to consider it.
Kim Min-kyun: The original game had auto-combat, but this time we want to focus on the control fun. However, we are not going to make an overly complex system. Our goal is to create convenient and intuitive controls that will be fun for players.
What end-game content are you planning to add?
Kim Min-kyun: The game is still in development, so there are no specific details yet. However, given the charisma of the characters, we are working on content that will allow players to take part in new challenges that play to their strengths.
Solo Leveling’s strength was its original story. What are the narrative advantages of MONGIL: STAR DIVE?
Lee Da Hyun: Yes, Solo Leveling did have a strong narrative foundation. However, creating a story for a game requires more than that. Even in the case of Solo Leveling, we didn’t just follow the plot of the original source, but added many new details in collaboration with the authors.
With MONGIL: STAR DIVE the situation is even more interesting, since it is Netmarble’s own intellectual property. We have a lot of freedom in creating the world, the characters and their story. We can add many more unique elements. By the way, during tests we noticed that players almost never miss story scenes, which is a good sign. We are confident that we can deliver a truly compelling story.
How will combat gameplay differ from competitors?
Kim Min-kyun: We tried to make the tag system special by focusing on the combination of character attacks. This is not just a change of participant in battle, but full participation with bright effects and the possibility of interaction between team members. For example, some characters have group buffs, which adds strategy to team play. We also pay attention to boss battles, so that after stunning the enemy, players can get maximum pleasure from a dynamic and spectacular battle.
The forest setting, monsters, battles – it all seems too standard. Are you planning to stand out in any way?
Lee Da Hyun: The demo we showed at G-Star only covers the beginning stages of the game. Yes, at this stage the world may seem typical. But as the story progresses, players will see completely different locations: from the style of the Joseon era to cyberpunk. Monsters will also fit into these varied settings. MONGIL: STAR DIVE was conceived as a game with diverse worlds, and this will be its feature.
The battlefields seem too small. In addition, despite being multi-platform, the game does not have a jump function. Are there any plans to add it?
Kim Min-kyun: We tried to make the locations so that the gameplay remains accessible and understandable to everyone. This avoids situations where the player does not understand where to go or what to do. The lack of a jump is due to the same considerations. However, we are working to ensure that the adventure elements are still felt in the game.
What would you like to say to the players in the end?
Lee Da Hyun: At G-Star, we showed the game to a wider audience for the first time. For us, MONGIL: STAR DIVE is an important reboot of our own intellectual property, and we sincerely hope that the project will become a success and win the love of players around the world. We’ll be sharing development updates and preparing for release next year, taking your feedback into account to create a competitive and beloved game. We hope for your support and interest.
Kim Min-kyun: Watching the players’ reactions to G-Star, I noticed that many people showed genuine interest in the game, for which I want to thank everyone. We will continue to work hard to please both fans of the original game and new players, and present a truly worthy project.