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GVO Fails in Korea?
According to some Gamer discussion, using GVO as a failure example in Korea is not suitable.
Reducing eight servers (so many!) to three may seem like diminishing popularity. But if three concentrated servers can keep the interest burning and the company profiting, it is not a failure.
Besides that, sethspeak mentioned that dooming a game that has only started payment around two months is kinda early, don't you think?
To me, if both the players and the company are happy with a game, then it's not a failure. Realistic business judgements and fans' interest will keep a game a long way.
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