
Trickster Online Interview with
Eugene Kim, the main executive producer of TO team,he also brought us some
exclusive screenshots which feature characters are 3rd Job Characters of
Trickster Online which has not been released in English Trickster Online.

MMOsite.com: Could you start by giving us a bit of background about yourself
and your team? Why did you decide to work on Trickster Online?
Eugene Kim: First of all, it
is a pleasure to have an interview with mmosite.com and I hope that my answers
will be both entertaining and informative to not only those that currently play
Trickster Online but to everyone in general that is reading this interview right
now.
Let me start off by introducing myself. I am the producer and director of
Trickster Online. I have been in charge of creating Trickster Online from
the very beginning, and now, most recently when I moved to Ntreev USA. At Ntreev
USA I serve as the C.O.O. Ntreev USA was established in the fall of 2006, and
facilitates the localization, Support, QA, Community management, development of
future localized content for the English release Trickster Online.
Trickster Online
s development started in 2001 in Korea, which has now grown to a
staff of over 40 members. They each specialize in developing Trickster
Online from all aspects of game design, graphics, and background illustrations
to every small part of the game you can think of. Trickster has been released in
Korea, Japan, Taiwan, China, Thailand and the USA. It has been nominated and
awarded as one of the top online PC games in Japan, Taiwan and Thailand.
I
ve always enjoyed playing games such as Final Fantasy, Dragon
Quest, Chrono Trigger and other classic RPG
s. As I
was playing those games as a gamer, I was fascinated by the heart pounding
experience where I became totally immersed in their worlds. As online RPG
games started showing up with the advancement in computer technology, I was able
to feel the presence of the community, however at the same time I felt very
isolated from the game due to the competitive nature of online games which
forced me to mindlessly grind monsters and quests for hours and hours.
I started designing Trickster Online with the warmth and heart-pounding
experience of console RPG
s in mind
to create that sense of being a part of the game in the world where real people
interact with each other, instead of mindlessly competing.

MMOsite.com: How would you summarize TO? Is there anything differentiating TO
from other MMORPGs?
Eugene Kim: Trickster Online
not only sports some of the best 2D graphics ever created for both PC and
console platforms, but at the same time, it offers many new elements and twists
that separate it from most other MMORPG titles out there. For instance, the
unique Drill System lets players utilize a drill to dig various quest items and
equipments from just about anywhere in the world and offers an alternative to
the ordinary "beat the monster to get something" pattern of grinding. We
also have a Card Battle system, which is probably somewhat self explanatory and
again, offers a new aspect outside of grinding, where players can match their
skills against one another. And of course, there is My Camp which lets you share
your own private space in Trickster, which can be customized, personalized and
decorated to show your creativity, with friends and other Players as well as to
help build a true community, instead of a competition ring.
Lastly, Trickster Online, along with the above mentioned alternative ways to
enjoy the game is also packaged with a robust and in-depth RPG system, and an
immersive overall storyline called Episode Quests.