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Is this Lies of K?: “Lies of P” game discourse in the context of the South Korean game industry’s longing for a stand-alone game title

19

GG Vol. 

24. 8. 10.

In Korean: https://www.gamegeneration.or.kr/article/8237fbae-ebdd-45ba-b5e4-445769f3b0b9


“Suffice it to say I'm from the country of the morning, beyond the ocean. But I wouldn't be much of a tour guide. All I know about it is their weapons.”

“Lies of P” (Neowiz, 2023) takes place in Krat, a fictional city inspired by the Belle Époque period in Europe. One of the game’s NPCs (non-player characters), Eugénie, is portrayed as an outsider from a distant country east of Krat. She claims to come from the so-called ‘country of the morning,’ with a visual character design that resembles East Asian ethnic groups. Perhaps this character’s story was inspired by the Joseon Dynasty, a kingdom that existed on the Korean peninsula from the 14th to 19th century, which was typified as the “Land of Morning Calm” in the West around the 18th century based on the loose translation of the country’s name in Chinese characters (朝鮮) . In “Lies of P,” Eugénie is described as an expert in weaponry who aids the players on their journey through Krat. Compared to the Belle Époque-inspired mechanical wonders of Krat, Eugénie’s ‘country of the morning’ is envisioned as a distant, warm place. I see that perhaps Eugénie's character reflects the South Korean game industry’s pseudo-expansionism, which seeks to venture into the distanced, admired and imagined realm of core console video games.


Lies of P, the proud “AAA made in Korea”

“Lies of P” was developed by Round8 Studio, a subsidiary of Neowiz Games, one of the leading game developers and publishers in South Korea. Unlike many South Korean games, which are often multiplayer-focused, “Lies of P” offers a single-player action-adventure experience and is classified as a ‘stand-alone’ game. It falls within the ‘soulslike’ genre, known for its high difficulty levels, resource-limited combat systems, and extensive exploration within the game environment—a term originally inspired by the Japanese “Dark Souls” franchise. Meanwhile, the South Korean game industry is dominated by free-to-play mobile games with the so-called ‘lineagelike’ genre, being criticised by Korean players for its extensive dependency on competitive multiplayer modes and toxic microtransaction schemes. The term originated from South Korean games like “Lineage M” and “Lineage 2M” . In this context, for Korean players, “Lies of P” stands out from the South Korean game industry’s norms of malpractice. Therefore, upon its release, the game was praised by local media as a worthy addition to the game industry, capable of “impressing” even “the soulslike fans” and earning its credibility as an “AAA made in Korea”.


* Word cloud visualisation of “Lies of P” in South Korean domestic media coverages (Original source: Big Kinds big data analysis system. Translated by Solip Park.)

To understand the rhetoric of “AAA made in Korea”, we must first consider the regional context and discourse surrounding the South Korean games. As of 2022, video games are one of the most popular forms of entertainment in the nation, with 74.4% of the South Korean population playing some form of games 1). The country has dedicated laws to promote and develop its video game industry, such as the South Korean Culture and Arts Promotion Act. However, gaming is not yet fully acknowledged as a legitimate ‘cultural activity’ (e.g., leisure, entertainment, self-making) in South Korean society but rather as an offspring of a capitalistic ‘business’ (e.g., industry, revenue-seeking, profitability). Tension between Korean publishers and their aggressive game monetisation schemes and gamers being critical of these business practices is rising. Even some individual Korean game developers associate their occupational identity with being a ‘gamer first’ rather than being a game developer, expressing their critical view towards the industry’s business practices. For example, Choi Ji-Won, the director of “Lies of P”, remarked, “I would not have chosen this job if I had to consider realistic factors, like the profitability (of the game)” 2). His statement reveals a tendency to define the occupational role of a game developer while being an active, legitimate member of the gamer community that seeks to promote games as cultural creations. At the same time, South Korea is struggling to compete with the Chinese game industry, which has recorded substantial growth in recent years and has outperformed South Korea in developing and servicing online multiplayer games. Considering these factors, it is unsurprising to see "Lies of P" portrayed by local media as a new alternative that could alter the South Korean game industry – an alternative that could save South Korean games’ future. This is evident in the word cloud visualisation of “Lies of P” (see picture above), which indicates that the game was frequently mentioned by local media with keywords such as ‘MMORPG’, ‘Multiple Access Role Playing Game’, and even ‘Lineage’, despite the game being prominently single-player based.


“Lies of P” was portrayed as a pivotal game that could alter the norms of the South Korean game industry. The game is console-based, which is unique on its own from Korea, and it managed to achieve commercial success with 1 million copies sold within the first month of its release. This is unprecedented in the South Korean game industry, which has historically been predominantly PC and mobile-centric. It is also estimated that a significant portion of “Lies of P” revenue, up to 90%, comes from overseas markets outside Korea, which is also unheard of in mainstream South Korean games. It is therefore deemed as, to quote, “setting up a new pathway for the stagnant Korean game market” that is suffering from a post-COVID game economic downfall and a decrease in active PC and mobile gamers 3). South Korean media also highlighted a lesser impact of post-COVID on the console gaming market. They thus praised the success of “Lies of P” as a significant milestone for the future of the Korean game industry towards the promising console market 4).


The media discourse then further moves on to the quality of game design in “Lies of P” and its resemblance to existing soulslike games and their in-game mechanics. In other words, they described how faithfully “Lies of P” follows soulslike design canons while highlighting the game’s better achievements in “optimisation” and “(visual) graphics” 5). For example, the game is described as “a stunning technical achievement” for its “successful multi-platform optimisation, even when some world-class developers struggle to create a high-performance gaming experience on the PC operating system” 6). Others reported that the game also received critical acclaim from overseas for its “neat combat system, unique world setting, and realistic visual graphics” 7).



“Fox Ranger” to “Lies of P” – the journey of Korean stand-alone game


Looking closer at the local Korean media discourse surrounding “Lies of P,” I wondered if there have been any similar cases in the history of South Korean games. One similar case that comes to mind is “Fox Rangers”, released in 1992 by Korean game developer Soft Action. The game is regarded as the earliest PC-based package game made in Korea to reach the commercial market. Soft Action promoted their game by releasing “a playable demo through a PC network (i.e., dial-up internet), allowing players to experience the first in-game level” while emphasising the game's adaptation of “advanced (computer) technology” 8). As such, despite being nearly three decades apart, the releases of “Fox Ranger” and “Lies of P” resemble each other in significant ways, such as playable demos and emphasis on technical achievements.


In the early 1990s, during the release of “Fox Rangers,” South Korean media expressed concerns about heavy foreign dependency in the South Korean game market. The media portrayed the US and Japanese game industries as mainstream, stating that “more than 90% of the (Korean) electronic game market is dominated by Japanese and American products”. Japan was particularly highlighted as a role model for game design and development, where gaming was recognised as a legitimate cultural activity, unlike in Korea. They also elaborated on the early South Korean game software development with a tone of triumph, emphasising its potential significance for the nation’s future export-driven economy and advancing information era. Some praised Nam Sang-gyu, the developer of “Fox Ranger”, as the “man of arms of (our) computer industry” 9). Nam also asserted in one of his interviews that “It is a shame that our land’s children, who cannot yet read Korean properly, are already immersed in games with Japanese Katakana letters”, and advocated for “finding our sovereignty with game software” as “more important than any other types of software” 10). Thus, linguistic literacy in games (i.e., the ability to play games in the Korean language) was seen as a crucial indicator for distinguishing games as “ours” versus “theirs”.


Fast forward to 2023, let’s examine the case “Lies of P”. The game features only English voice-over. Right at the start of gameplay, Sophia, a character in “Lies of P”, calls out to the player from the darkness, saying, “Can you hear me?” I see this illustrates how “Lies of P” aims to break into the global game value chain beyond domestic borders. Indeed, “Lies of P” successfully partnered with Microsoft and is now accessible via Xbox Game Pass, marking its long-awaited entry into the mainstream console platform market that multinational gaming corporations have long dominated.


Finally, the game has achieved legitimacy in using the prefix ‘K-’ (akin to ‘K-pop’ or ‘K-drama’), an abbreviation of ‘Korea’ with cross-regional connotations. In the Korean context, ‘K-’ represents a nuanced term that is distinctly “Korean” yet transcends national borders, being “original enough and also embraced by foreigners” 11).


In essence, “Lies of P” is seen as a game that appeals not only to South Korean gamers but also to global gamers who appreciate the soulslike genre. Moreover, the game is recognised as meeting the expectations of South Korean gamers who have long sought high-quality gameplay besides toxic monetisation while also aspiring to become active actors in the global ‘mainstream’ gamer discourse. For instance, some of the reviews of “Lies of P” on South Korean game news platforms often begin with praise for the soulslike genre itself. Phrases such as “(Lies of P) provided a completely new experience, even though I had never played a soulslike game before” are followed by admiration for the genre itself, suggesting, “As someone new to the soulslike genre, I confidently recommend Lies of P as an entry-level game that anyone can enjoy” 12). Consequently, these reviews position “Lies of P” as an ‘invitation’ that introduces unaware Korean gamers to the unexplored realm of the global console game market, symbolised by the soulslike genre.  



The desire for ‘real game’


The enthusiastic reaction to finally being ‘invited’ into the soulslike game genre highlights the inherent division players create between those ‘inside’ and ‘outside’ the realm of global console gaming. So where does this border lie? What makes Korean players feel good or accomplished about playing a soulslike game? To answer these questions, we need to delve deeper into the surrounding context.


In their book “Real Games”, published in 2019, Mia Consalvo and Christopher A. Paul  highlighted a social phenomenon within gamer and game developer communities where they actively distinguish casual social games, claiming they are not ‘real games’. Consalvo and Paul discussed what distinguishes ‘real games’ and identified factors that gamers use to determine a game's legitimacy. The first factor was the game’s pedigree, questioning whether its developers have a history of creating games recognised as legitimate among gamers. The second factor was the content of the game itself, specifically its mechanics and controls. For these gamers and game developers, mobile games that can be played easily with just a few finger taps appeared trivial compared to games requiring complex and sophisticated controls using traditional interfaces like keyboards, mouse, and console controllers. Following this notion, mobile games were often labelled as ‘not real games’. Such socially constructed imaginary frameworks of what legitimises ‘real’ gamers divided those who can play ‘real games’ from those who cannot. This explains why Korean gamers and those familiar with gaming with conventional interfaces generally show their appreciation for “Lies of P” 13).


Let’s now take a closer look at the case of “Lies of P” – is it a ‘real game’? In terms of pedigree, the game’s developer Neowiz is distant from being legitimate among the core gamers. Like most South Korean game developers and publishers, Neowiz have historically focused on online games that are deemed closer to ‘not real games’. Since the late 1990s, the South Korean game industry has predominantly centred around MMORPGs, to quote, “a market biased towards online games distinct from the global market of arcade and home video games”. Notably, a significant portion of Neowiz’s revenue comes from social casino online games such as “Gostop” (Neowiz, 2013), parallel to what is considered a ‘real game’. Therefore, Neowiz’s “Lies of P” is seen as a shed tear of repentance of a Korean online game company that once made games far from being ‘real games’ – and now seeks to break into the console gaming realm.


Let’s also look at an excerpt from an IT news article, titled, “Korea is a gaming powerhouse – but why are Korean games excluded from GOTY (The Game Award for Game of the Year)?” 14). The article exemplifies South Korean gamer discourse that is longing to be acknowledged as an active and legitimate core gamer from the West. The aim is to be legitimised from the outside in order to be legitimised back in the homeland – to have ‘gaming’ become acknowledged as a legitimate ‘cultural activity’ in Korean society. We can see this as they self-describe Korea as a gaming ‘powerhouse’ that has achieved success in the online mobile game business but lacks the ability to be awarded from a prestigious venue. Moreover, while applauding standalone games like “The Witcher” series and “The Legend of Zelda: Breath of the Wild”, they omit to mention Korean GOTY nominee online game “PUBG: Battlegrounds” (Krafton, 2017), seemingly distancing online games from the realm of ‘real games’.


The media discourse further legitimises the soulslike genre and consequently underscores the value of playing the game “Lies of P”. The game is praised to be truly immersive, where not only do in-game characters power up, but players themselves can also learn and hone their skills – enhancing their ability to control further complex and sophisticated game mechanics. In contrast, mobile games that are easily playable with figuretips are disparaged for providing little to no immersion or learning outcomes to its players. It is as if the game experience must be meaningful to be legitimised. This leads to the glorification of the constructed fantasy of ‘true (real) gamers’, those who are physically and cognitively capable of learning and executing complex game control.


South Korean gamer discourse has been inherently shaped by societal regulations and industrial logic for several decades. Games were initially viewed as addictive substances and harmful entertainment with negative health impacts. But simultaneously, they were also recognised as the nation’s most profitable products, anchoring the nation’s export-driven economy. South Korean game companies aggressively emphasised the economic value of video games to counter societal perceptions of their harmfulness and addictiveness. They criticised regulations as the ‘death of Korean games’ while arguing passively that ‘games are culture’. Despite being an “old and awkward slogan” 15), I believe the message of ‘games as culture’ will still prompt further inquiries into the broader interpretations of ‘then what accounts as culture’ in Korea – and foster a critical understanding of games and gaming in this region. For example, we are now witnessing slow but steady analytical attempts to excavate and rediscover games as historical cultural heritage. So I see “Lies of P” is certainly unique within the South Korean game context that is worth to be further discussed. This would lead to even deeper inquiries to delve deeper into Korean gamers, industry actors, and scholars. And finally begin to critically inquire the core values that underpin the hegemony of ‘real’ versus ‘not real’ gamers in South Korean gamer discourse.





1) KOCCA. (2023). 2022 White Paper on Korean Games. P.6. https://www.kocca.kr/kocca/bbs/view/B0000146/2001838.do?searchCnd=&searchWrd=&cateTp1=&cateTp2=&useYn=&menuNo=204154&categorys=0&subcate=0&cateCode=&type=&instNo=0&questionTp=&ufSetting=&recovery=&option1=&option2=&year=&morePage=&qtp=&domainId=&sortCode=&pageIndex=1#
2) See: Game Chosun (News), [PS10] https://m.post.naver.com/viewer/postView.naver?volumeNo=32855993&memberNo=12478036 (online news article, 30-November 2021).
3) KOCCA. (2023). Korean Gamer Status Report 2023. https://welcon.kocca.kr/cmm/fms/CrawlingFileDown.do?atchFileId=FILE_43e2b6fd-7f4b-46e5-97f4-5717804ae1b3&fileSn=1   
4) See: Business Post (News), https://www.businesspost.co.kr/BP?command=article_view&num=330565 (online news article, 22-October 2023).
5) See: Thisisgames.com (News), https://m.thisisgame.com/webzine/nboard/16/?n=176290#:~:text=%EC%B4%9D%ED%8F%89%ED%95%98%EC%9E%90%EB%A9%B4%20%3CP%EC%9D%98%20%EA%B1%B0%EC%A7%93,%EC%9D%98%20%EA%B1%B0%EC%A7%93%3E%EC%9D%80%20%EA%B2%B8%EC%86%90%ED%95%A9%EB%8B%88%EB%8B%A4. (game review, 14-September 2023)
6) See: Gameple (News), https://www.gameple.co.kr/news/articleView.html?idxno=207420 (game review, 19-October 2023).
7) See: Newsis (News), https://mobile.newsis.com/view.html?ar_id=NISX20220830_0001996358 (online news article, 31-August 2022).
8)  Nam Young (2017). The Korean PC Game Industry in the 1990s: Challenge and Response of the PC Game Developers. 한국과학사학회지(Hanguk gwahaksa hakoeji)
9) See: Kyunghyang Shinmun (News), “新世代(신세대) 그들은 누구인가 (3) SW의 승부사들
10) See: The Chosun Ilbo (News), "우리말로 게임 국산개발 활기” (newspaper article, 15-January 1993. Retreived from Naver News Library digital archieve).
11) Park (2022). Expanding and Contesting ‘K’ : An Analysis of K Discourse of Korean News Reports. Korean Journal of Journalism & Communication Studies, 66(4), 144-186, 10.20879/kjjcs.2022.66.4.005
12) Kukinews (News), https://www.kukinews.com/newsView/kuk202309260243 (online news article, 17-September 2023).
13) Mia Consalvo; Christopher A. Paul, "Facebook Games Were Evil," in Real Games: What's Legitimate and What's Not in Contemporary Videogames , MIT Press, 2019, pp.1-26. https://ieeexplore.ieee.org/document/8877565 [PS13] 
14) See: Appstory (News), https://news.appstory.co.kr/report13261 (online news article, 15-May 2020).
15) Tae-seop Choi, 모두를 위한 게임 취급 설명서: 게임에 대해 궁금하지만 게이머들은 답해줄 수 없는 것들, Hanibook, 2019, p.18.

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(Researcher)

A researcher studying at Sungkyunkwan University, Department of of Korean Language and Literature, with the focus on immersive gameplay prompt from pre-existing canon versus unexpected encounterments. She is a long-time player of Bungie’s <Destiny 2> and excited for <Marathon> reboot.

이경혁.jpg

(Doctoral researcher at Aalto University, Finland)

Born and raised in Korea and now in Finland, Solip’s current research interest focused on immigrant and expatriates in the video game industry and game development cultures around the world. She is also the author and artist of "Game Expats Story" comic series. www.parksolip.com

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