
To make Warface a launch title for the platform. So the concept of this was born, and we designed this over the last few years. They want to play live games in real-time.

It’s a new kind of platform for entertainment, for gamers who want to play with their friends together. GFACE is our social entertainment platform. For us, at that time, the concept of GFACE was born as well. The quality isn’t there, but the way they were doing it, that was the future. Not what we’re doing, what they’re doing. And we started thinking about the strength of the model, what makes this model unique, why is this so big?Ĭevat Yerli: When we saw that, we thought, this is the future. And then we started, basically, the roots of Warface at around the end of 2007. It was primarily in Korea, actually, trying to understand what works there, and understand why it works, how those games work, what kind of models they were applying. And then in 2006 we went out to Asia, and basically try to understand what’s going on. But then we continued our own development on Far Cry and Crysis. So that was the first time we made contact, when we got in touch with free-to-play. Where does this number come from? It was unbelievable.

Then they talked about how big the community is, and how big their user base is - the community was over 10 million - we were completely shocked by that.

We think we’ll bring a really high quality game to free-to-play.Īnyi Yerli: When we had visitors for the first time from Korea, in the year 2001, 2002, like XL Games and NCSoft, with Lineage and such, they came to our office and brought an interesting range of technology. We’re really proud of what we’re doing with Warface.

In that time, it’s become a model that works in other countries as well. Warface has been in the works for more than three and a half years. We started working on Warface not that long afterwards. We thought it was a really interesting way of bringing a game to people, allowing people to play it for free and to purchase virtual goods. We were looking at what was happening in free-to-play in Korea. Three top investment pros open up about what it takes to get your video game funded.īutton-Brown: Well, so we started looking at free-to-play in 2006.
