G-Star 2024 Highlights: Record Attendance and Major Game Demos in Busan

G-Star 2024: A Gathering of Gamers and Game Makers

1,375 companies from 44 countries participated, ‘highest ever’
Heads of game companies visit the site and compete for new games
Crowds gathered, waiting 2 hours for game demonstration
Low participation from global game companies ‘Ok-E-T’

So, let’s talk about G-Star 2024! Now in its twenties – no, not like a midlife crisis twenty but more like “I’ve just been to my first rave and I can’t feel my legs!” It kicked off on the 14th and ran through the 17th at BEXCO in Busan, South Korea. With a monumental total of 3,359 exhibition booths and 1,375 companies from 44 countries, it was the largest G-Star ever! They say bigger is better, right? Well, with all those booths, I guess it’s a massive buffet for gamers looking for the next hottest title… or just free samples of energy drinks. Anything for those ‘oohs’ and ‘aahs’ when they try out that next big game!

Now, crowds descended like locusts, and I’m not talking about a polite gathering here – it was mayhem. Spectators reportedly spent more than 2 hours waiting to squeeze their thumbs on the latest console offerings. Honestly, 150 minutes for a five-minute game demo? It’s like waiting in line for a roller coaster ride only to find out it’s just a merry-go-round! But hey, good things come to those who wait, right? Unless you’re me, in which case you just get impatient and start pacing to the beat of whatever’s playing in your head.

The VIPs of Gaming

And let’s not forget the big boys of the gaming industry who showed up. Heads of companies like Nexon, Krafton, and Netmarble flexed their muscle and mingled with the crowd. Especially notable was Netmarble Chairman Bang Jun-hyuk’s appearance, making it his first G-Star visit in five years like a celebrity returning to a scene years after being last seen in a blockbuster.

“We must be able to link the world view of good intellectual property rights (IP) with new stories in games,” he said. Honestly, they sound like they’re trying to find a date on Tinder! Let’s swipe right on immersive universes, shall we? Meanwhile, visibly enthusiastic teenagers and kids were there – so many in fact that you could have mistaken the event for a youth convention. It’s literally a playground for future gamers; just replace swings with gaming consoles!

What’s Hot on the Show Floor

And speaking of hot, the Nexon booth boasted the star attraction ‘First Berserker: Kazan’, and the waiting line for its demo stretched longer than the queues in a theme park! You’d think they were giving away free puppies with every play session. Who knew waiting in line could be a competitive sport?

But here’s the kicker: while the event showcased the dynamic nature of the Korean gaming scene with impressive turns towards AI-driven gameplay like Krafton’s ‘Enjoy’ and Netmarble brining us a game based on *Game of Thrones*, many were scratching their heads – “Where are all the global gamers?”

Global Participation: Is It Just Us?

Despite the soaring local interest, global participation was, shall we say, ‘a little shy’? Niantic had a booth – a single, lonely booth for Pokémon Go as if it was opting for an introvert’s meeting! The Chinese and Japanese game showcases seem to put our event in the corner like a kid who didn’t do their homework. “Next time, consider studying abroad, G-Star!”

Industry experts emphasize the sad truth that while Korea’s gamer culture is thriving, foreign interest appears lukewarm. I guess G-Star needs a glow-up to become a truly international sensation. Who wouldn’t want to see a revival that would attract all those big players? This exhibition isn’t just for the locals; it needs to be the riveting fuse that sparks global gaming camaraderie – so bring on those international brands!

Concluding Thoughts

In conclusion, G-Star 2024 was a roaring success! Boasting a grand scale, it showed just how potent the domestic gaming landscape can be, while illuminating the need for better global engagement. Here’s to hoping next year we don’t just have a festival of fabulous games but a full-on international celebration where everyone’s invited. Until then, we’ll just have to keep those thumbs warmed up!

Reporters Jo Yoon-ju and Joo Won-gyu contributed to this performance!

1,375 companies from 44 countries participated, ‘highest ever’
Heads of game companies visit the site and compete for new games
Crowds gathered, waiting 2 hours for game demonstration
Low participation from global game companies ‘Ok-E-T’

Korea’s largest game exhibition, ‘G-Star 2024’, concluded with remarkable success on the 17th. This year marked a significant milestone in the event’s history, featuring 3,359 exhibition booths and participation from an unprecedented 1,375 companies spanning 44 countries. Prominent game developers including Nexon, Krafton, and Netmarble showcased a lineup of highly anticipated AAA-level games, aiming to captivate domestic audiences while positioning themselves for international market success.

On the 17th, the G-Star Organizing Committee announced the successful conclusion of ‘G-Star 2024’, which was held at BEXCO in Busan for an engaging four days from the 14th. The exhibition hall buzzed with energy as spectators of all ages flocked to witness the latest in gaming innovation, including families with young children and college students eager to try new technologies. It was not unusual for attendees to spend the night at the venue or in their cars, underscoring their commitment to experiencing the event fully. Many visitors displayed their passion and creativity by donning elaborate costumes as their favorite game characters, drawing attention on the show floor.

At the core of this year’s exhibition were the high-profile industry leaders who attended. Notably, Netmarble’s Chairman Bang Jun-hyuk made his long-awaited return to G-Star after five years away, using the platform to outline a strategic vision for the future of the gaming industry. Bang emphasized the importance of integrating compelling intellectual property (IP) with fresh narratives across diverse platforms to enhance user accessibility.

Many other influential figures, such as Krafton Chairman Jang Byeong-gyu and Nexon Foundation Chairman Kim Jeong-wook, were also present, exploring booths and actively engaging with new products while expressing enthusiasm for the competitive landscape.

The competition for new releases was intense, with the Nexon booth capturing the spotlight. Visitors were particularly eager to experience ‘First Berserker: Kazan’, a game expansion that broadens the popular ‘Dungeon & Fighter’ franchise. On the second day of the event, individual wait times surged to a staggering 150 minutes, testament to the high demand for game demonstrations. Nexon is preparing to capitalize on the buzz by developing various derivative games based on characters featured in ‘Dunpa’, aiming to sustain interest and engagement.

It’s worth noting that alongside Nexon’s marquee offerings, Netmarble also attracted large crowds with its new release ‘Game of Thrones: King’s Road’, while Krafton’s innovative AI-based title ‘Enjoy’ (inZOI) and Pearl Abyss’ much-anticipated ‘Red Desert’ drew enthusiastic responses from attendees eager to try the latest gaming advancements. Webzen’s collection RPG ‘Tervis’ and HiveIM’s MMORPG ‘Architect: Land of Exile’ garnered praise, indicating a trend of diverse interests among the gaming community.

An industry insider remarked, “This year has highlighted new genres and platforms that Korean game companies previously hadn’t pursued, moving away from a purely mobile-oriented ecosystem. G-Star 2024 has emerged as a remarkable event showcasing this evolution, gathering invaluable feedback from gaming enthusiasts present on site.”

However, it was noted that ‘G-Star 2024’ still largely reflected a domestic focus, with the participation of international game companies appearing muted. Global brands were scarcely visible, with notable exceptions being Niantic, behind Pokémon Go, and a few others such as China’s Griffnine, Google Play from the U.S., and Steam. One industry official commented on the disparity, stating, “Compared to neighboring game exhibitions in China and Japan, foreign involvement in ‘G-Star’ is disappointingly low, which may indicate a decline in the global appeal of the Korean gaming market. For G-Star to evolve into a truly international event, significant progress is essential.”

[email protected] Reporters Jo Yoon-ju and Joo Won-gyu

What are the key takeaways from G-Star 2024 that could shape the future of the gaming industry?

**Interview with Gaming Industry Insider: Exploring G-Star 2024’s Impact**

**Interviewer:** Welcome! Thanks for joining⁤ us today to‌ discuss G-Star​ 2024. It’s impressive to see⁤ that there were 1,375 companies from 44 countries present this ​year. How does this scale ⁣compare to previous years?

**Guest:** Thank you for having me! This year’s G-Star ⁤is indeed a significant leap forward. The 1,375 companies⁢ and over 3,300 ​booths make it the largest ever. It really highlights‌ the growth ⁤of the gaming industry not just in Korea, but⁢ globally. It’s a⁢ testament to the demand for new content and the innovation happening ​within the community.

**Interviewer:** The event saw massive crowds, with some waiting more than two hours for game ​demos. ⁢What does this say about the current gaming culture?

**Guest:** It illustrates just ‌how passionate ⁢gamers are. Spending that⁤ much ​time in line just for a ⁢short demo shows a strong commitment to experiencing the latest in gaming ⁣firsthand. It’s​ like waiting⁣ for a concert; fans are ​eager to get ⁤a taste of​ what’s to come, especially with popular​ titles ⁣like Nexon’s ‘First Berserker: Kazan’ ‌attracting lengthy lines.

**Interviewer:** Speaking of Nexon and⁣ other major ​players, how important is the presence ‌of industry leaders like Bang Jun-hyuk from Netmarble at these events?

**Guest:** Their presence is crucial. Leaders set the tone for innovation and ⁣collaboration within the industry. Bang Jun-hyuk discussed integrating IP with storytelling,⁢ which is vital for creating immersive experiences. When industry giants share their visions, it not only inspires‌ smaller developers but also establishes benchmarks for ‍the ⁣entire sector.

**Interviewer:** Despite the local⁤ enthusiasm, it seems there was lower participation from global companies this year. What insights can you‌ share about this phenomenon?

**Guest:** That’s definitely an area of concern. While the domestic⁢ gaming scene is thriving,⁢ attracting international brands has proven challenging. ‍Events like G-Star need to enhance their global outreach to create a more inclusive environment. It’s essential for these ⁤exhibitions ‌to⁤ not only promote⁤ local talent⁢ but to ​also entice international developers and ​showcase a diverse ​range of⁤ games.

**Interviewer:** Moving forward, what​ do⁢ you hope to ⁣see from future ⁣G-Star exhibitions?

**Guest:** I hope to see G-Star evolve into​ a truly⁢ international event. It would be fantastic to have more engagement from ‌global companies and a diverse⁢ array of gaming cultures represented. Additionally, integrating more interactive opportunities, panels, and discussions on emerging trends could enrich the experience.⁤ Ultimately, ‍it⁣ should​ be ⁢a place where⁢ gamers​ and ​creators ⁤worldwide connect and share their passion for gaming.

**Interviewer:** Great⁣ insights! Thanks ‍for sharing your thoughts on G-Star 2024.

**Guest:** ⁣Thank you! It’s⁣ always exciting to⁣ discuss the future‍ of gaming.

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