Community Play Event Next Month

Hey TERA Fans! Today En Masse Entertainment released an announcement where they talked about the future of TERA. It's brief and to the point, so definitely check it out right away and let us know what you think!

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Late in January, Bluehole Studio completed a record-breaking MMO beta test in Korea. TERA was literally everywhere, from billboards to bus-stop advertisements to filling screens in cybercafés across the country. Some of our En Masse team were on-hand to experience the excitement—be sure to read about it on our blog. Two weeks later, on January 25th, Bluehole finished the process of bringing TERA to their eager audience with a hugely successful, official game launch.

After hearty congratulations to our colleagues at Bluehole, we here at En Masse went right back to work. After all, our North American audience is champing at the bit to see TERA, and it's our job to bring it to you!

There is a plethora of screenshots, YouTube videos, and forum posts featuring TERA's Korean launch, and we couldn't be happier interest is at a fever pitch. In those videos, you can see the results of feedback from our Focus Group Tests in the game client—from Achievements to controller support to a myriad of game mechanics adjustments. We continue to focus on delivering an incredible game for our audience.

Next month, we're going to host our first game event this year—a Community Play Event to show how TERA has evolved and where it is now. We have brought back everyone who participated in previous tests, and also invited those who have provided thoughtful and constructive feedback within our community (and our contest winners from previous months!)

This event will be an introduction to where we are now, so the community can track our progress in the next few months. Participants will not be under an NDA and can freely share their experiences with everyone. More importantly, this group will help us test another very important aspect of TERA: our game servers.

En Masse hit a huge milestone in January by launching and configuring, for the first time, our final remote game server hardware. Until now, we've used in-house, temporary hardware for our servers. Not anymore! This is the final hardware you'll log into when you join the game. The Community Play Event will help us test this configuration and make adjustments. As you might imagine, bringing a game like TERA to life in North America is no mean feat, and getting our servers right is extremely important.

A couple of months later, we'll host a second event—this one open to a far larger group. This event will help us further refine our server architecture and plan for contingencies. This will also be the first test of our other huge project, the account management and support systems for TERA. More importantly, it will put the game client in the hands of many more people, so they can see the continued progress we've made.

And after that? It's beta time! The beta cycle will be a multi-part odyssey through TERA where players will be able to see the game in its various phases before we launch in North America.

We've got a lot of work to do (and you guys have a lot of playing to do!) so here's to a great 2011. Now, we better get back to our desks!

See you all in-game!

The En Masse Entertainment TERA Team

TIG Open Beta Q&A With BHS

Hello, TERA Fans! Today we have a translated Q&A featuring answers from Hyun-Kyu Park, Executive Developer, Kang-Suk Kim, CEO, and Lead Graphic artist Chul-Woon Hwang.

It's a really interesting Q&A where the developers talk about changes made since the stress test, their vision for the game, battlefields and the political system. Enjoy!


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"TERA's max level to be 50, enjoy politics and battlefields."
- Hyun-Kyu Park, Executive Developer for Bluehole Studio, Kang-Suk Kim, CEO, and Lead Graphic artist Chul-Woon Hwang.

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"TERA is no longer a 'heavy' game."

We are not talking about the client size, we are talking about how easy it is to approach the game and the difficulty of it. Chul-Woong Hwang of Bluehole studio's graphics team and Executive Developer Hyun-Kyu constantly reminded everyone during the 3 day press conference that "Tera is not a hard game."

After the stress test there were many complaints about the difficulty of aiming so the developers increased the hitbox of the crosshairs. They've started to focus on "fun" as well as balance in TERA and they've also tried to make the game look overall brighter through recently released posters.

As a result they've created a more "light" looking TERA which they feel will make the game more approachable. There are many interesting features that have changed for the OBT since the stress test.

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From left Bluehole's Executive Developer Hyun-Kyu Pkar, CEO Kang-Suk Kim, Lead Graphic Artist Chul-Woong Hwang.


Expierence the 'lighter' TERA during the OBT

Q. Recently you've changed the genre of the game from non-targeting to free targeting.

The genre we consider TERA, whether it's called free targeting or non-targeting, is a simple tool to differentiate TERA from other games. TERA is an MMORPG with action elements, but the game itself is not an action game. If we call TERA a non-targeting game, many people expect an action game. Throughout the game's various tests, we tried to make TERA easier to get into, adding a lock-on system and many other improvements.

After those changes we also decided to rename the non-targeting system to "free targeting system". Let's be honest free targeting rolls off the tongue better doesn't it? It doesn't sound so negative.

Q. What changes were made after the Stress Test?

We've been focused on balance. PVP balance was the one we worked on the most. We didn't focus on PVP balance before the stress test, so we're taking our time balancing it now. We're also trying to add more fun and balance to PvE.

In addition, we changed the interface around to be easier to use.

Q. It's been difficult for Priests and Archers to hit their targets.

The heal targeting system went through an overhaul. During the stress test, the healing aim reticle was just a small dot, requiring precise accuracy to be successful. Now we have increased the size and made it a circle, meaning if you are slightly off there is a chance the heal will still hit.

The size of the crosshair varies between classes. Since Archers only have to aim at enemies, they have a large crosshair. Priests need to have accurate aim to heal allies so the crosshair is smaller. It should be a lot easier to hit your target now.

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Q. All races are different sizes, will this effect anything in game?

It wil, from attack range to receiving heals, there are pros and cons depending on character size. Some say Elin Lancers will be hard to heal and we are currently thinking of ways to fix this.

Being small comes in handy in other ways, though. Late in the game, there is a dragon that breathes fire. If an Elin gets close enough to the dragon, the fire will just pass over her.

Q. New posters and illustrations give TERA a brighter feel.

Previously, TERA was seen as a very heavy and dark game but during the CBTs we've become a bit lighter. We've tried to appeal to more players by having brighter posters and illustrations.

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End game content will be politics and Dungeons

Q. What are some of the things we'll experience for end game content?

This depends on the phases of the end game. We are thinking level 38 will be the level cap during the OBT and after release it will progressively increase. For now we are thinking it will be level 50. Once you hit level 50 you will be able to experience politics and battlefields.

Q. Many people say Korean games tend to lack end game content.

TERA's end game will follow typical patterns and events, including farming dungeons and other activities made popular by other MMORPG games. We have worked very hard to deliver unique and exciting dungeons but we know that alone is not enough.

That is why we've prepared event type content. An example of a TERA event will be the political system. TERA takes the social aspect of the game very seriously so there will be regularly held political events.

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Q. What types of systems will Battlefields showcase?

The 5 vs 5 battlefield will be a battle between two parties. The map will be simple with a starting point and dueling point with some architect you can destroy to get buffs and such to increase the strategic aspect of it. There will be a commander and you will be able to respawn beside the commander.

What we hope to reach and launch is the 10 vs 10 battlefield. It will include two parties on each side. The map will be capture the flag system. The map will have three flags to capture and the commander in this map will have skills to aid the party, such as dropping a meteor, scanning to locate enemies and other various support skills. Later on we will start to increase the numbers in the battlefield by 15 vs 15, 20 vs 25, etc.

The benefit of winning Battlefields will be PVP gear and guild buffs. In TERA there are both PvE and PvP gear, and you will be able to acquire the PVP gear through Battlefields.

There will also be guild buffs to earn. Guild buffs can only be acquired through battlefields and one of theses buff can increase the exp you gain. We recommend that guilds party up and try to earn buffs.

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Q. There is a possibility that the political system, including the castle and the archon, will only be content for the minority.

There will be 10 Archons after the OBT. If you say they are a representative of a 50 people guild, guild members related to the archons will already be 500. And if you include other guilds that want to become archons, we think there will be enough room for a lot of people to participate. (This was a confusing part, I don't really follow.)

Just to add, in other games Archons (Lords) were picked by the level of one's military force or power, so a person who enjoys the game regardless of power could never become an Archon themselves. Our goal is to have a system where we reward players who play the game long enough to be able to become an Archon. It will be based one two things, power and the community. There will also be elections to choose the Archon.

If you are a person who knows everyone, there is a high chance for you to be able to become an Archon. So, we don't think this content will be just for the minority.

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Delivering story through cutscenes and dungeons.

Q. How much content are you preparing for the OBT?

We've basically finished the build for the OBT and are currently working on the content after that. We will reveal the update schedule sometime after the OBT. We prefer big updates rather than small itty bitty updates. We will basically have set dates for delivering large content through a schedule.

Q. How much story can a player enjoy during the OBT?

It will be revealed up to the first continent, you will be able see the glimpse of the shadow behind it all and why you are here, who the enemy is and what you have to do. All that will be answered.

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Q. We've heard about server vs server Battlefields. Will that be in the OBT?

Just to give you an idea of battles, everyone within one server should unite and help each other, because everyone in the server is part of Valkyion Federation.

However later on we might make it server vs server, so it will be people battling someone from another server rather than their own.

Q. What have you prepared to tell TERA's story?

The easiest way to do it is with text but players don't read that these days. So what we ended up doing is focusing more on the parts where it would be important in the story. For example we put in dungeons or cutscenes around the important parts of the story. We will also tell our story within the dungeons with cutscenes and even the strategy of the dungeon will be part of the story.

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The most popular classes of Pre-selection are Lancer and Priest.

Q. What was the most popular class during pre-selection?

It is currently still in progress so we can't say for sure but there were a lot more lancers and priests than we had originally thought there would be. Even though there was a lot of discussion regarding the difficulty of the Priest class there still were a lot of people picking Priest. Also many people picked Warrior from clips, most DPS were melee.

Q. There will be popular and unpopular classes, no question about it. What are you going to do about it?

We will have to fix that through balancing. This is one of the things we were afraid of from the get go. We are going to try hard to not have a certain class become horrible and rare to find. We go through a series of effective tests for each class to see their balancing issues.

One of the prime examples this is the Mystic. After the stress test, we've added a new skill for the Mystic. The classes that went through the most change were the archer and the mystic after the stress test.

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Q. How are you censoring names that will be problematic?

We've stopped people from putting in swear words or a few important names from the game. Other than that you can create your name freely, that is why we've allowed 1 letter names. We wanted to give freedom to those deciding their name.

Q. Will the pre-selection server locks be removed after the OBT starts?

Once the OBT launches the numbers will become more stable. Right now we are being a bit strict.

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TERA's Graphics

Q. Your graphics are some of the best of current MMORPGs, what are some of the things that are most important to you?

A balance. MMORPGs have too many things to bring across. When we revealed the game around 2007 we needed a lot of content just to have the basic amount of content needed for a game.

During that process we've tried to bring harmony to those looking at our graphics.

For example if you look at Amani & Barakas, Elin & Popori side by side you will wonder if they are even from the same game but in-game they actually look very harmonized.

From the most recent MMORPGs I think our characters have the most unique appearance out of them all.

Q. Are you going to take advantage of new technology, such as DirectX 11?

We currently have no plans for it as DirectX 11 is supported by Windows 7, Geforce 400 series or higher only supports it. Right now it is not something a massive amount of users have or need.

But TERA uses the Unreal 3 Engine and the whole engine revolves around Direct X 9 technology, though we've developed some things that weren't supported by the Engine. There probably will be improvements and things added in the future to enhance the experience.

Q. If you look carefully at Elins, they have 4 ears.

Elins were designed around a young, lady-like figure. They are a pair with Popori, and originally they were also animal like characters. However we felt pressure while we tried to make different customizing options and just went ahead with a human look. I think some of the confusion left from the change resulted in that.

Q. What are the recommended system requirement for TERA?

Currently we think around GTS 250, from Radeon 4850 or higher will be able to enjoy the game with ease.

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[Translation] An Interview with Bluehole Studio’s Localization Team

Hello, TERA Fans :D Today we have a pretty neat article for you :] Korean translator, Kalsteine and I have come together to translate a This Is Game article featuring Bluehole Studio's localization team.

While you might not find any new news in this article, it is always good to see how much care is being taken to properly localize TERA. The interview features some neat anecdotal stories about some of the cultural differences the team has run into among the regions they're working to localize for and it feels overall very personal.

Check it out below and thanks so much for your translation, Kalsteine!


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Many Korean MMORPGs fill the MMO market internationally, however bringing Korean games to players all over the world includes a lot more than just providing adequate servers and clients. The game goes through a localization process to make international players feel comfortable rather than lost due to cultural differences.

Generally, game localization is the responsibility of the overseas publisher, however Bluehole Studio also has a small, Korean localization team. Currently, the team is working on localization for North America, Europe and Japan as Bluehole's TERA is planned to be released in those regions.

There are no longer regional boundaries when it comes to games and many Korean made MMORPG's eventually debut overseas. Compared to others, Bluehole Studio's localization team is a unique and rare one, so we're interested in taking a look at them. Meet the four employees who are currently working to localize TERA.

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From left to right: Hee-Soo Lee (Team leader), Young-Kwang Kim (North America), Sun-Joo Jang (Europe), Manager Hee-Yun Choi (Japan).


Localization in a Foreign Language


TIG: Normally to the fans in Korea, localization usually means translating whatever it is from overseas to Korean however in this case I heard it was the other way around. Could you introduce your team to us?

Team's Leader Hee-Soo Lee: If you are trying to release a game from a country other than Korea, the word Localization would mean making it Korean. However if you flip that around and bring a Korean game to other countries, the 'Foreign Localization Team' is probably the most accurate way to describe it.

Our team currently consist of 2 members who take care of English, one of each in German and Japanese. The four of us currently oversee each country's localization.

TIG: Normally to be able to localize something you need a very good understanding of not only the country's language but their culture as well. Are there any problems in the localization process taking place in Korea?

Hee-Soo Lee: For example let's talk about the North American version. We first make a rough draft of the game and send it over to NA's Publisher, En Masse. En Masse then takes that rough draft and makes the appropriate changes with their localization team.

Basically, rough drafts are created in Korea and sent over to the countries and then the local publisher takes that rough draft and edits it. They then send that back to once again go through another revewing and editing process here.

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TERA's NA version is being rewriten in English by the team that used to do the writing in D&D.


Young-Kwang Kim (NA): The English version really takes priority for the game's story. NA players consider a game's story a portion of the game's content. With that in mind we are currently working on how we can best convey TERA's story. For example, the story cannot just be told through simple text, but with many background stories for the NPCs and zones. So far, no one has complained that the story is too difficult to understand during testing.

We are mostly focusing on the broad issues of localization which include cultural differences and unnatural sounding words.

TIG: International players are concerned that when someone who is not from their country is in control of their country's localization, they may not consider important cultural differences. In particular, some fans felt that the German version of TERA shown at Gamescom 2010 was merely translated and not at all localized.

Hee-Soo Lee: The version of TERA that was shown during this year's Gamecom was admittedly rushed. Signing a contract with the German publisher and deciding whether or not to show the game at Gamescom were all decided at the last moment. It is true that because of that, we did not have the time to go through cultural localization, especially keeping in mind that German has a very complex grammar system.

We will keep working until both Bluehole and the German publisher are satisfied. If any of the two are not satisfied with a particular feature, it will not be implemented in the game. The European publisher, Frogster, was pleasantly surprised to have any kind of German version of TERA available in such short notice.

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German's grammar is quite complex, so it takes a lot of hard work to translate it properly.


Not just a translation but a localization, created by understanding different cultures.


TIG: What are some of the things you had to be careful with for each localization?

Hee-Yun Choi (Japan): One of the areas in TERA is called 'Cave of Cannibals' and in Japan they wanted this area renamed. We really had no idea that in Japan it was culturally forbidden to say the word 'Cannibal'.

Things like that are the things we do; changing content that does not fit the culture. We try to do extensive research before we implement anything that might be offensive to a culture in the game.

Sun-Joo Jang (German): Germans are very sensitive to the word 'Race' since the World War II, but in MMORPG's the word 'Race' is commonly used, so we are currently trying to figure out what to call races in German instead of just using the word 'Race' in German.

Hee-Soo Lee: The North American version has a similar problem. In this case, it wasn't text but a symbol. Within the game there was a symbol, the Star of David, but because of cultural differences and even possible hositlity towards the game if it were to be included... we removed it and changed it to a different symbol.

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TIG: From the sound of it, the team spends more time understanding cultural differences rather than translating.

Hee-Soo Lee: It is true that we are careful about cultural differences more than anything. To be honest, it is hard to categorize the difference between 'Localization' and 'Culturalization'.

TERA's localization is more than a simple translation, word for word. We want to make it easier for players around the world to understand the game without hitting cultural walls.

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TIG: Is it fair to assume that you guys are making the drafts through different versions of the client or trailers and reviewing/editting them?

Hee-Soo Lee: That's correct.

TIG: Tell us about the typical revision of a draft.

Sun-Joo Jang: This does not happen often but there is one particular instance involving the German version we can talk about. During the Gamescom trailer, there is a narration that says something like "when you play the game there is a beautiful ambience from the surrounding nature." However the rough draft of the German translation read something like "Nature's noise."

When it was first written in Korea, it was suppose to mean soothing chirps of birds and the rivers flowing down, but in German it was simply written as the noise made by nature. It ended up being changed to something else but there are different ways to express certain things between cultures. When trying ot make it sound beautiful, it sounded kind of stiff and dry in German.

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Hee-Yun Choi: In Japan's case, Korea and Japan both use Chinese characters with our own pronounciation but there are some things that can sound similar as one sound of the chinese characters could have multiple meanings. Because of that there was a place called "Tooshin's Hill" Now Tooshin means 'God of War' but in Japan it came out as 'To throw one's body.' This is because similar sounds can have different meanings.

Our intention was to give a strong and courageous feeling and instead it came out to be a very sad and depressing sounding zone. So, we ended up changing that to the correct meaning. Korean versions do use Chinese characters but we only use the sound of it not the actual letters and because of that these kinds of mistakes are often made.

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Cultural differences between the East and the West are important to note.


TIG: So, choosing the right words for each region carry as many problems as the actual variety of the different languages themselves?

Hee-Soo Lee: The Korean words used in the game sometimes carry different meaning, because of that we try to find the difference and fix the problems. For example there is an area called 'Garden of Dawn', in the Korean version we went for more of a Garden feel.

However in North America and Europe, it gave out more of an Island feeling so we ended up changing the name to 'Island of Dawn'. In the Japanese version they use the same meaning as the Korean 'Garden of Dawn'.

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TIG: It looks like there is a huge difference between the East and the West.

Hee-Soo Lee: It is true. In the process of looking for cultural differences, we ended up changing some of the NPC's names. For example, the names "Paul" and "Bob" are kind of like Korea's Chul-Soo and Young-Hee as they are very common names in both of their own countries.

Young-Kwang Kim: We get a lot of feedback on changing the monster's names. For example in the beginning level we have a monster race called 'Hooka'. Since we made the name 'Hooka' up we just sent it just like it.

However in North America, the name 'Hooka' sounded similar to the slang word 'Hooker' so we changed it. This is why it is important to understand the culture of the country you're localizing for.

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BabaHooka, Leader Hooka, Club Hooka


TIG: Do you also change the story to cater to the local culture?

Hee-Soo Lee: TERA was always meant to be a game for everyone. In order for the story to be properly implemented without an issue in other countries, we avoided referencing Korean culture and instead created some things that slightly resemble them.

One story can be really interesting and fun to players overseas but may end up confusing Korean players.

Young-Kwang Kim: For example, take a look at the idea of Love. It's true that Love knows no boundaries, however sometimes it is hard to fully understand how the East thinks of love compared to the West. We always take things like this into consideration before we begin work.

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TIG: What has been the most challenging region to localize for?

Sun-Joo Jang: All of them are fairly challenging in their own ways but German is particularly difficult. German grammar is very complex, containing many rules that Korean does not; the genders of words have posed a particular issue for us.

For example, we have to take into consideration when a male NPC is speaking to a female player. Some people think the German language is very stiff and emotionless but in actuality it has a lot of variety and room to show emotion.

One Translator assigned to one region for maximum efficiency.


TIG: Since one person takes care of one region all by themselves, I think it might put a lot of pressure on the team.

Hee-Soo Lee: We currently have 2 team members working on English because the North American team has gotten really large, but it is not that much different from one person working on it. We have envisioned TERA as an international game, so we have been working on localization from the beginning.

I think it is the most efficient way to do this with one person on the localization team, because people have their own style of how they speak the language. Because of that, having more than one person on the job would be confusing and would end up giving the words a messy style.

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TIG: That must be a lot of work, especially only four people on a team to localize many different regions; you seem to lack manpower.

Hee-Soo Lee: The things we localize are system messages and contents for developers to understand. Conversations and quest logs are all being localized by each of the local publishers. We create a draft and discuss with the publishers and come to an agreement.

TIG: Lastly, what do each of you want the local communities to think of TERA?

Young-Kwang Kim: For the North American version, I would like a player to mistake it for being North American made even though it was made in Korea.

Sun-Joo Jang: I think everyone would want the same thing. Of course just translating the text would hardly feel like a game developed in your country if the design and the atmosphere of the game were very oriental. I personally would want TERA to be considered an Eastern version of WoW.

(Editor Note : Bluehole's localization team said, after researching internationally released games, WoW was considered by players to have a perfect localization in many countries including Germany. That is what was meant by this statement.)

Hee-Yun Choi: I also want the same, I would like people to find entertainment in just the texts alone that we localized.

Korean fans don't really read the words in quest texts or dialogs, but I would like the local players to find enjoyment and be engaged in the story alone. I wish to bring out more enjoyment of TERA through perfect localization.

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TERA Online – Gamescom 2010

Name: TERA Online Release date: TBA Platform(s): PC Publisher(s): En Masse Entertainment and Frogster Interactive Pictures Developer(s): Bluehole Studio

TERA Online – Gamescom 2010

Name: TERA Online Release date: TBA Platform(s): PC Publisher(s): En Masse Entertainment and Frogster Interactive Pictures Developer(s): Bluehole Studio

TERA Online – Closed Beta KEYS

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Formal signing of licence agreement for TERA at Gamescom

Good morning, TERA Fans! Today I woke up to find the news that the license for TERA has been officially signed over to Frogster Interactive today at Gamescom in Cologne, Germany.

In the Press Release, CEO of Bluehole Studios, Gang-Seok Kim, recognized how important the European gaming market is and noted that the company opted to work with Frogster Interactive only after a very extensive search.

You can check out the full press release and find a gallery of pictures of the formal signing below!

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Formal signing of licence agreement for TERA at Gamescom

Frogster board and Bluehole CEO seal the deal for the European licence
at the Cologne games show


Berlin, 18th August 2010: Frogster and Bluehole kicked off Gamescom in Cologne this morning by officially signing the license agreement to publish TERA in Europe. Gang-Seok Kim, CEO of Bluehole Studios, Inc. and Frogster board members Andreas Weidenhaupt (CLO) and Dirk Weyel (COO) signed the marketing and distribution contract for the highly ambitious MMORPG project on the stage of Frogster's stand in Hall 9.1.

In a formal statement surrounded by colleagues and press, Gang-Seok Kim emphasized the significance of the European market for TERA. Korean developer Bluehole will work closely with Berlin based publisher Frogster to complete and promote the title, and chose Frogster for their proven knowledge of the European market and wide expertise in the MMOG sector, he stated. Andreas Weidenhaupt, Frogster's Chief Licensing Officer, said he was proud that the company had emerged successful after intensive rounds of negotiations and was delighted: “to have acquired one of the most exciting MMOG projects for Europe with TERA.” Both partners showed confidence that they will be able to take the title to the top of the genre and firmly establish it there. Frogster announced the formal signing of the contract for the rights to the European license to TERA on 14th July this year.

“We carried out thorough market research in our hunt for a European publisher and, after careful consideration, we opted for Frogster. With Frogster we want to establish TERA as one of the top titles in the premium segment of the online-roleplaying sector”, said Gang-Seok Kim highlighting the high ambition for TERA's development and marketing efforts. Andreas Weidenhaupt thanked Bluehole for the vote of confidence: “Bluehole Studios have developed a premium title with TERA that will dominate the genre for years to come.” Dirk Weyel added: “The innovative content and absolute demand for quality will see TERA set the benchmark in the genre. With a massive expansion of personnel and dedicated teams
working on TERA, Frogster is paving the way for marketing and operations at the very highest level.”

For more info, interested parties can already sign up to the TERA newsletter on www.tera-europe.com.


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Formal Signing of Licence Agreement for TERA at Gamescom

Good morning, TERA Fans! Today I woke up to find the news that the license for TERA has been officially signed over to Frogster Interactive today at Gamescom in Cologne, Germany.

In the Press Release, CEO of Bluehole Studios, Gang-Seok Kim, recognized how important the European gaming market is and noted that the company opted to work with Frogster Interactive only after a very extensive search.

You can check out the full press release and find a gallery of pictures of the formal signing below!

Quote

Formal signing of licence agreement for TERA at Gamescom

Frogster board and Bluehole CEO seal the deal for the European licence
at the Cologne games show


Berlin, 18th August 2010: Frogster and Bluehole kicked off Gamescom in Cologne this morning by officially signing the license agreement to publish TERA in Europe. Gang-Seok Kim, CEO of Bluehole Studios, Inc. and Frogster board members Andreas Weidenhaupt (CLO) and Dirk Weyel (COO) signed the marketing and distribution contract for the highly ambitious MMORPG project on the stage of Frogster's stand in Hall 9.1.

In a formal statement surrounded by colleagues and press, Gang-Seok Kim emphasized the significance of the European market for TERA. Korean developer Bluehole will work closely with Berlin based publisher Frogster to complete and promote the title, and chose Frogster for their proven knowledge of the European market and wide expertise in the MMOG sector, he stated. Andreas Weidenhaupt, Frogster's Chief Licensing Officer, said he was proud that the company had emerged successful after intensive rounds of negotiations and was delighted: “to have acquired one of the most exciting MMOG projects for Europe with TERA.” Both partners showed confidence that they will be able to take the title to the top of the genre and firmly establish it there. Frogster announced the formal signing of the contract for the rights to the European license to TERA on 14th July this year.

“We carried out thorough market research in our hunt for a European publisher and, after careful consideration, we opted for Frogster. With Frogster we want to establish TERA as one of the top titles in the premium segment of the online-roleplaying sector”, said Gang-Seok Kim highlighting the high ambition for TERA's development and marketing efforts. Andreas Weidenhaupt thanked Bluehole for the vote of confidence: “Bluehole Studios have developed a premium title with TERA that will dominate the genre for years to come.” Dirk Weyel added: “The innovative content and absolute demand for quality will see TERA set the benchmark in the genre. With a massive expansion of personnel and dedicated teams
working on TERA, Frogster is paving the way for marketing and operations at the very highest level.”

For more info, interested parties can already sign up to the TERA newsletter on www.tera-europe.com.


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Letter to the Community by a Frogster Representative

Good morning, TERA Fans! Today, Frogster Interactive's Director of Project Management, Danatros took to the official TERA forums to address some of the community's concerns about the news that Frogster will publish TERA in Europe.He directly addresses the topics of TERA's European subscription model, censorship, server hardware, customer service, and community management.

Possibly the best piece of news to come from this community address occurs in the final point, where Danatros explains that Bluehole Studio, En Masse Entertainment, and Frogster Interactive plan to post all new information at the same time so that all three communities will be equally as informed. He also mentions that all three versions of the game will run the same game versions, which is amazing to hear.

Check out the full address below!

Quote

Hello TERA Community,

Before I start to talk about the topic of this letter, I would like to say “thank you” to every fan who is already active in this forum. Everybody here at Bluehole, Frogster and En Masse knows that the community is the heart of an MMO.

For TERA, En Masse will take care of the North-American community and Frogster will concentrate on Europe to prepare everything for a great gaming experience in an English, French and German version. Our combined goal is to support all TERA fans in the best possible way, because triple-A games deserve triple-A services, and that is what we all want to achieve.

After we finished reading all the new threads concerning the partnership between Bluehole and Frogster, we saw that there are many open questions, so we discussed everything within the last days and I would like to start answering some of the topics now and continue within the next days.

1. Free-to-Play or Pay-to-Play
We will publish TERA in Europe in a pay-to-play model. TERA is designed for a subscription model, so the game will be operated as a pay-to-play MMO all over the world. So no one needs to be concerned that TERA will be a free-to-play game in Europe.

2. Questions about possible censorship / PEGI +13 / USK 12+
It’s not our goal to cut or reduce the TERA experience in Germany or any other country where Frogster holds the rights to publish TERA. We won't censor something if we are allowed to keep it in. We love TERA just the way it is, just like you do. We don’t want to change a single pixel of this great game. But I am sure you can understand that we have to stick to the existing law in Germany and other European countries like any other publisher. We will keep you updated on this topic, but so far we believe that nothing has to be changed for Europe.

3. Questions about servers for TERA in Europe
We are working closely with the developers at Bluehole Studio on this matter. This includes specific details about the best possible server hardware for TERA in the EU. Both Bluehole and Frogster want to be sure to offer servers that deliver the best performance for the players in Europe, while En Masse is taking care of this in the US. As the combat system is based on manual evade and targeting, it is really important to choose high-end hardware in order to secure a fun and stable playtime for all customers of TERA in EU, US and the territories covered by the other partners of Bluehole. This is one of the most important parts of the contract between Bluehole and Frogster, so you don’t need to worry about receiving less powerful hardware than US players.

4. Questions about our Support Team for TERA
There will be a special 24/7 professional support team. This team will be in place just for TERA players and no other Frogster games. I really think that a triple-A title like TERA needs not only fantastic graphics and superior gameplay, it also needs the best possible Costumer Support and Community Management available. That is the reason why we will create a complete team separate from all other products in order to have many dedicated specialists available who work only on providing the best English, French and German support to TERA customers. To achieve this, we’ll continue to hire new and experienced staff.

5. Questions about Community Management and information to the players
We know that it is very common for some publishers to deliver information, patches and other stuff for each territory on different dates. Bluehole, En Masse and Frogster already agreed that we will post everything on the same day, providing all users with the same information and the same game versions.
So let me tell you, we are all looking forward to bringing you the best service possible for TERA. You’ll be supported by a team who will be responsible only for you, the TERA community in Europe.

Thank you again, and stay tuned for more information.

By the way, in August there is one of the largest gaming conventions in Europe, Gamescom, so we invite everyone to visit the TERA booth and talk with us if you still have open questions. We’re looking forward to showing TERA to the world and the European player base and answering all your questions.


Kind regards,

Daniel Ullrich
Director Product Management
Frogster Online Gaming

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