Jonric: What will your revenue model be in the west? Are you likely to go with free to play like in Korea?
Yei-Seock Kim: So far, we haven't decided on our revenue model for the west. However, we plan to minimize the burden on our users and to maximize their satisfaction. The most likely revenue model at this time is free to play with item sales.
Jonric: How do you address users who contend it's unfair that players willing to spend money gain in-game advantages over those who spend less or nothing at all?
Yei-Seock Kim: From our experience in Korea, I know that although purchased items are designed not to destroy the game balance, it is still a fact that players using them will have some benefits compared to those who don't. However, it is possible to continue playing the game without buying those items, and it's the user's choice whether to do so or not.
The revenue we generate, whether paid or free to play, not only gives us a profit, but also lets us provide users with continuous upgrades and updates, and overall better service.
Jonric: In overview, what is cronous cro gameworld like? Is there an ongoing story element? Are there different types of regions and locations?
Yei-Seock Kim: Basically, CroNous is regularly updated based on its original scenario, which affects more than 80 percent of the game's progress, so it has a clear background story and flow. Presently, about half of the initial storyline has been implemented in the game, which means there is still much more content that can be updated. The current version has 55 areas but it can't still cover the vastness of the continent cronous cro.
Although cronous cro is a fantasy game, the 55 different maps have various landscapes, sizes, architectures, etc. Each area or map is designed with its own monsters or area features so that users may enjoy different experiences. Therefore, they can enjoy fresh, interesting contents every time they play.















