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Battlegrounds is a new battlefield
Battlegrounds, a new battlefield
Description
Book Introduction
Operating profit reached 1.1825 trillion won in 2024
★Public STEAM's highest number of concurrent users ever★
★PUBG Mobile Surpasses 1 Billion Downloads★


"The success of Battlegrounds wasn't the end, it was the beginning."
Since the launch of Battlegrounds, it has become more intense than the battlefield in the game.
A record of five years of struggles on the real battlefield.

There are no stable organizations, and no eternal bestsellers.
Will Krafton continue to grow? Since the launch of "Battlegrounds," which revolutionized the Korean gaming landscape in 2017, the developers have strived to build on the game's success and fan support, fixing real-world bugs and leaping forward. This documentary reveals their journey, moving from major failures to minor successes, step by step, outside the game.
Management principles learned through Krafton's growth process, reconstructed from 500 gigabytes of emails, calls, meetings, and presentations.
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index
Prologue _ Lee Ki-moon

2017.
No Pause Button: Since Battlegrounds Launch
2018.
A Roadmap for Game Maps: What We Learned After Fast and Diverse Trials
2019.
Back to basics: For the fun of Battlegrounds
2020.
Deleting the Hurdles: Between Best- and Worst-Case Scenarios
2021.
Krafton's Path: Redefining the Word "Us"

Epilogue _ Kim Chang-han

Detailed image
Detailed Image 1

Into the book
· The value of Bluehole's unlisted stock has doubled in the three months since the launch of Battlegrounds.
The battlegrounds trap that sold 4 million tickets was fiercely contested.
For the 200,000 gamers on board, 100 Battleground development staff were rowing from the bottom with their arms breaking.
--- p.30

· Battlegrounds has been rapidly gaining ground in the uncontested, uninhabited world, but the situation has changed.
Looking only at the results, Battlegrounds was a successful success, but there were more and more cases of copycat Battlegrounds, such as Chinese mobile games.
--- p.113

· We had to reflect user feedback, fix issues, create new content, manage servers, and solve optimization problems.
Once I decided what to fix in the morning, I kept typing away at the keyboard until I got off work.
--- p.117

· “To gain speed, you must be able to quickly admit and discard failure.
No one likes to see their hard work go to waste.
(…) You shouldn’t think that everything you do will be successful.
It's better to think that most things will fail and only one or two will succeed.”
--- p.181

· To truly solve the problem, we had to stop everything and start from scratch, but that option never existed in the first place.
(…) It is already too late to go back and change something that is already happening.
I had no choice but to create both old and new things and keep moving forward.
--- p.239

· I suddenly felt regretful that I had worked so hard, gripped by fear and dread, for fear of losing the achievements I had made.
(…) What should PUBG do to become a global game company that continues to grow, rather than just being a random success?
--- p.310

· The first reason for maintaining the principle and culture of ‘recording and sharing’ was transparency.
We value building mutual trust through transparent business practices and communication.
We hoped that members would become more deeply involved in the issue through the process of disseminating information and thinking together.
The discussion and decision-making process was clearly documented and made public for everyone to see.
--- p.390

· “If you just ask me to fill in the numbers, I can do it.
But that doesn't mean we'll achieve our IPO sales target.
“It is important to build a team that increases the chances of success by participating in an alliance.”
--- p.440

· We need to create games that are not aimed at success, games that are fun for players to enjoy themselves, games that have passionate fans who enjoy that fun, and games that are new and innovative.
How? By failing repeatedly and often.
We need to create games through effective challenges and valuable failures.
--- p.528

· Kim Chang-han smiled as he read through the keywords established in the early days of Bluehole, one by one.
"Intensity and craftsmanship," "trial and error and challenge," "accumulation and patience." "Even now, these words still hold true.
“I think that ultimately, the problem is not the vision, but the execution.”
--- p.570

Publisher's Review
"The success of Battlegrounds wasn't the end, it was the beginning."
Since the launch of Battlegrounds, it has become more intense than the battlefield in the game.

A record of five years of struggles on the real battlefield.

“A human being who boards a rocket soaring into the sky must endure, and become stronger as he rises higher.

"How far will you go? As far as you can go!"

Krafton achieved operating profit of 1.1825 trillion won in 2024.
This is the greatest achievement since its founding in 2007.
PUBG: Battleground, a survival shooting game released by Krafton in 2017, recorded the highest number of concurrent users ever on the PC gaming platform Steam, and that record still stands.
Battleground won the Korea Game Awards that year.
The gaming boom continues, and Krafton is set to go public in 2021.
The story of 10 years from the preparation period for founding the company to the immediate launch of Battlegrounds, which changed the global gaming landscape, "Krafton Way" (published in 2021) received as much attention as Krafton's explosive growth.
Starting out as 'Bluehole Studio' in 2007 and changing its name to 'Krafton' in 2018, the name was inspired by the 'Craft Guild', a union of medieval European artisans, and embodies the spirit of craftsmanship and challenge.
Will Krafton's dream come true?

The second story of 'Krafton Way', "Battleground, Towards a New Battlefield", is a record of those who tried to continue the game's success and the love of fans from 2017 to 2021, going through both big and small successes and taking steps outside the game.
There are no stable organizations, and no eternal bestsellers.
Management principles and methods for success learned through Krafton's growth process.

“We had another problem to solve,
That is also a very complex and difficult problem.”

The problems behind dramatic success and rapid expansion, and the efforts of members to solve them.


“It was impossible to know whether 100 gamers who landed on the ground by parachute would move east or north.
“If there is an intention, there will be a right answer, but Battlegrounds is a game without a right answer.”

Battlegrounds was a worldwide hit.
Now it was time to share the profits.
Actual profits far exceeded the incentive threshold.
“The problem, if there was one, was that no one had any idea how to share this unexpected profit.” The problem did not end there.
As the number of members increased from 591 in 2017 to 2,110 in 2021, noise and conflict also increased.
From selecting collaboration partners to organizational restructuring, corporate image (CI) renewal, internal transfer systems, holiday gifts, lunch money, and commuting times, the process of confronting each issue, reaching conclusions, and executing them is fully documented.


The amount of information the author referenced to write this book, including Krafton's corporate announcement video, board meeting minutes, management evaluations and sales, and email and messenger content, was a whopping 500 gigabytes.
Based on this information, the author conducted interviews with members and recreated the growing pains the company experienced as it rapidly expanded, realistically like a reportage and dramatically like a novel.
There was no correct answer.
Trial and error continued.
Indeed, Battleground's success was not the end, but the beginning.

“From wind to typhoon, from flame to sun
“We wanted to go higher and further.”

To continue the game's success and the love of fans
Krafton's growth story


Players at Battlegrounds were dwindling, another new game wasn't performing as well as expected, members of the alliance and departments were feuding, the developers' capabilities were stagnant, and the company couldn't establish a system that could satisfy its growing membership.
However, Krafton, who “did not want to miss a single one of the possibilities that unfolded that year,” “stood silently for five years in fear and terror, feeling like they would die every day.” Their trial and error will serve as a guide for those struggling on the real battlefield.

▶ Securing Passionate Customers: How to Expand Your Game World
As Battleground traffic declined and competitors enjoyed success, stress within the organization reached a peak.
To create content that can be loved for a long time, we had to increase quality and stability.
Once a world was created, users became accustomed to it and it was not easy to fix it, and even when it was fixed, users would criticize it in droves.
This is because the development was carried out sporadically and no integrated updates were made.
Accordingly, Krafton established a mid- to long-term roadmap, changing the battle environment and the number of players while returning to the core of “simple and realistic play without any unnecessary elements” that is considered a key factor in the success of Battlegrounds.
Enthusiastic customers began to respond.


▶ Be Open to the Possibility of Failure: How Companies Take Off
The expansion of the game worldview soon led to the expansion of game platforms, game service regions, and IP (intellectual property).
The intensity and difficulty of work were increasing, but the decision-making and execution processes were not properly organized.
When results are bad, it shouldn't just end with one person or one team being held accountable.
Problem solving was more important than responsibility.
To solve the problem, a cyclical structure of 'decision-execution-evaluation' was needed.
We introduced a 'dual line' method that does not concentrate decision-making power in one place.
On one side, decisions and actions are made through frequent discussions every day, while on the other side, a supporting role is taken with a slightly longer-term perspective.
It was to quickly repeat the decision-making, execution, and evaluation processes.
There are many companies in the world that are evaluated as 'good', but there is no company that is good for everyone.
“If there are 2,000 people, there are 2,000 ideas.”
It was a preparation to gather the core ideas and move forward in one direction.

▶ Constraints Drive Innovation: How Team Members Become Professionals
The creator speaks through his work.
Krafton people lived as a battleground that was serviced day and night all over the world.
Resources, time, and experience have always been and always will be scarce.
Within those very constraints, Krafton developed a gunfight game.
Battlegrounds brought about unimaginable results.
However, because the success of Battlegrounds was unprecedented, few people were determined to create a second Battleground and achieve success.
Everyone makes choices between challenge and security, risk and reward.
Even the most talented people who were recruited with great difficulty have left the company.
I was also reluctant to propose projects for fear of failure.
They were dissatisfied with the low incentives and salaries and even blamed each other.
Where in the company do the talents who will lead production come from? They say they'll accumulate lessons from failure, but where are they being accumulated? We needed to design a personnel and compensation system that would retain key talent and attract talented new talent.
GOODS SPECIFICS
- Date of issue: March 14, 2025
- Page count, weight, size: 632 pages | 145*215*35mm
- ISBN13: 9791173321139
- ISBN10: 1173321136

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