(PRWEB) December 16, 2013
The game had been popular in Korea as Escape from Rooms series by Gameday in the period of pitcher phones, but nobody was sure the game would sell well on the global market. The global version of the game attempted to give an impression of “easy and convenient to play” to enhance accessibility of global gamers by removing the story —a factor considered critical of escaping game in Korea— to making the gamers enjoy the thrill of escaping itself, but remaining “heavy” when compared to other escaping adventures on the global market.
The concern looked realized when the game was globally opened on November 11, 2012. Not only foreign but domestic gamers did not show any specific interest in the game. Some of the company was disappointed by the lukewarm response, assuming that their challenge for changing might end in failure. Then, the market began to show minor changes; the game began to get popular in Korea and Japan, and in just four days, reached No. 1 in the genre on Apple App Store of the two major markets of the global mobile games. After the success, it looked like a trip around the world. The game reached No. 1 in the genre and in the upper ranks in the total downloads in major nations such as Russia, England, and Australia. Finally it hit 10 million marks by reaching No. 1 in the genre and No. 2 in the free games in the U.S.A., the birthplace of the Apple App Store on the last week of November, around two weeks of the launching.
With consistent updates, “Doors & Rooms” reached No. 1 successively in Africa and South America. It is servicing 66 stages in seven chapters as of today, reaching No. 1 on Apple App Store in 51 nations.
Why is the game so popular in many nations? It realizes the thrill of “escaping” in the situation of a game, supports various languages, and most importantly, presents communications via several channels with the users for quicker feedback.
When asked of the popularity of “Dooms & Rooms,” a person in Gameday said, “The most critical factor of the popularity may be the game itself; it is designed so that users who are not familiar to escaping genre can access the game easily. And consistently appreciation and quick application of reviews from the customers may be one of the other factors of the popularity. A parent in the U.S.A. sent us a long e-mail after the first content update. He said he thought the game was proper in playing with children and enjoyed it with his 12-year-old son He also recommended the game to friends of his son actively. However, he said he was very disappointed when he played the Chapter 4; the contents were too extremely horrific to play by children. We were somewhat embarrassed. Of course we had expected various reviews and opinions on the game when the game was opened for global market, but we could not imagine a customer complaining the contents of the Chapter 4, for it was designed with a conception of horror from the first. Now we display a warning message before the start of the Chapter 4. It may be a minor thing to game producers, but we learned that we could not estimate all the responses of various users on the global market. Thus, we are making efforts to listen to the voices of our users more actively by activating communities such as Facebook.”
Doors & Rooms is challenging the still-somewhat-strange escaping genre constant and steady, a progress that is being watched.