Q&A: Gamevil's Bong Koo Shin On Art, Addiction, And Eating Your Game
April 30, 2008 4:00 PM | Simon Carless
[This Brandon Sheffield-conducted interview catches up with what it might be easy to brand the Keita Takahashi of Korea, insane interview style-wise - Gamevil's Bong Koo Shin.
It's a shame that Shin's excellent Nom mobile game series - which is a major seller in Korea - has limited exposure on certain cellphone carriers in North America. Still, we're happy to point at him and grin happily.]
Though not entirely well known in the West, Gamevil's Bong Koo Shin has for years been creating some of the most aesthetically and mechanically striking mobile games in the industry.
What little recognition this innovative South Korean designer has received in the West recently came with Nom 3 being a finalist in the IGF Mobile 2008 Best Game and Innovation in Mobile Game Design.
But what started with a simple gameplay device of turning a cell phone in different directions in Nom 1 (video) soon turned to more intergalactic pursuits, as Nom 2 (for which a postmortem is available on Gamasutra) allowed users to transmit messages into the universe via the Ukraine's space telescopes.
In addition, Nom 3 mused on post-Valentines loneliness with, in Shin's own words, the "sweetness of chocolates and the bitterness of solitude." Gamasutra recently sat down with Shin to discuss the creator's history with blending cell phone gameplay with more creative endeavors.
What followed was a wide ranging and whimsical discussion on Shin's motivation for creating his games and the mechanics of blending art and gameplay, and thoughts on exploiting and taking the addictive properties of games to their (il)logical extremes.




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