최근기사

    수리검 액션 플랫포머 ‘이나리’, 13일 스팀 데모 배포 예정

    2026년 01월 10일

    깜짝 OBT로 화제된 버킷플레이 ‘리로디안’, 스팀 넥스트 페스트 참가

    2026년 01월 09일

    [프리뷰] 악마의 영역에서 펼쳐지는 복수와 구원의 서사: ‘VANRAN’

    2026년 01월 09일
    Facebook Twitter Instagram
    인디게임닷컴
    • 인디게임 뉴스

      韓콘텐츠진흥원, ‘게임인재원 쇼케이스 2026’ 13, 14일 판교서 개최

      2026년 01월 08일

      갓라이크 장르의 귀환, ‘하데스 2’ 2025 메타크리틱 선정 최고 게임 영예

      2026년 01월 07일

      게임 과몰입은 일시적, 진짜 문제는 ‘게임’이 아닌 바로 ‘환경’

      2026년 01월 07일

      K인디, 리자드 스무디 ‘셰이프 오브 드림즈’, 글로벌 밀리언셀러 등극

      2026년 01월 05일

      GTA 개발 비용 70%가 단순 노동… AI가 게임 제작 패러다임 바꾼다

      2025년 12월 31일
    • 추천/홍보
    • 인디게임 리뷰

      스토커 시리즈 닮은 인디 FPS ‘프로젝트 실버피쉬’

      2025년 12월 29일

      [VN] 베트남 배달 노동자의 일상을 공포 게임으로 탄생시킨 화제작 ‘Night Shippers’

      2025년 12월 18일

      한국 무속과 픽셀 아트의 만남, ‘전국퇴마사협회’ 19일 얼리액세스 출시

      2025년 12월 10일

      [US] 지옥을 가로지르는 유리 악마의 여정, ‘스케이트 스토리’

      2025년 12월 09일

      [UK] 인디의 끈기와 도전, 13년 개발 끝에 출시되는 SF 기대작 ‘ROUTINE’

      2025년 12월 02일
    • 인디포커스

      EA 퇴사 후 16년, 7명으로 시작해 ‘하데스 2’로 정점 찍은 ‘슈퍼자이언트 게임즈’

      2026년 01월 07일

      [신년기획-2부] indiegame.com 선정, 2026년 주목받는 K-인디 기대작

      2026년 01월 06일

      단 3명이 만든 기적: 인디 개발사 ‘팀 체리’의 성공 스토리

      2026년 01월 05일

      2025 스팀 어워드 수상작 발표: 인디게임 전성시대 열리다

      2026년 01월 05일

      [신년기획-1부] 2026년 K-인디게임 산업 전망

      2026년 01월 01일
    • 공모전/지원사업

      서브컬처·인디게임의 만남, ‘일러스타 페스 10’ 2월 21일 개막

      2026년 01월 05일

      전남 게임기업 총 매출 189.7억 원 기록…목표 180.7% 초과 달성

      2025년 12월 31일

      타이베이 ‘인디 게임 어워드 2026’ 출사표 던진 K-인디게임 대표작은?

      2025년 12월 30일

      인디게임 공모전 ‘네오위즈 인디 퀘스트’ 막바지 접수 박차

      2025년 12월 29일

      충북글로벌게임센터, 2025년 매출 100억 원 돌파…지역 게임산업 ‘새 역사’

      2025년 12월 25일
    • GameCollege
    • English
    • 日本語
    Facebook
    인디게임닷컴
    • English
    • 日本語
    인디게임 뉴스

    Game is a way to reflect and express part of life by Somi

    By 인디게임닷컴 데스크2021년 12월 09일Updated:2022년 01월 31일11 Mins Read

    [What is a game?]

    Fun, play, killing time, relieving stress…

    Beautiful graphics, thrilling action, solid story…

    Shooting, hunting, rooting items, levelling up, and completing quests …

    [What is the game business?]

    Monetization? Target audience? Genre? Development costs?

    How about market analysis? SWOT, STP strategy, and IMC? Global market?

    Those are frequently mentioned keywords and questions for those working in the gaming industry. Such keywords are with no doubt much more meaningful particularly for developers who are supposed to ‘survive’ or ‘succeed’ if possible in this competitive gaming market which is full of major and big players accounting for over 90%.

    However, Somi, an indie developer, tries to communicate with players by expressing the values of life through games while staying away from same and old game design and development. Let’s listen to his philosophy and story about how he could reflect them his own way in the game without being commercially affected as an indie developer while keeping up the pure and unrestricted indie spirit intact.

    Political and social issues in reality

    Developer Somi’s main game title, Reflica, released in 2016, is a mystery game in which you pick up an unknown cell phone and spy on social media accounts, messages, and photos to find the suspects of terrorism.

    Somi was inspired by the main character of his favorite novel ‘The Talented Mr. Ripley’ and started design, but changed the subject to reflect the social issues in Korea at that time. At a time when critics of government policies were blacklisted and oppressed, and it was revealed that the National Intelligence Service suppressed innocent citizens by turning them into spies. The government imported cyber weapons from Italian criminal gangs, and the ruling party at that moment also introduced an anti-terrorism law to give them legitimate monitoring and control rights.

    “Bystander = Accomplice”, expressing the sense of guilt in a game

    In such circumstances, the developer Somi thought a lot about “Is it okay that I am still living well every day just because my life is not directly related with those incidents?’

    Others raise their voices about democracy and justice on the streets, in the National Assembly, and in the field of livelihood, but they do not speak out at all, rather feel noisy. ‘Have I lost my ability to think?’, ‘Am I an accomplice with them?’ The game development was started from those thoughts and questions to express the sense of guilt from the bystander standpoint on these social issues.

    Beginning of the sense of Guilty Trilogy ‘Replica’

    At the beginning of the game, the protagonist and his friend are imprisoned by the National Intelligence Service, holding each other’s cell phones. To prove your innocence, you have to prove that your friend is a terrorist.

    The game starts with the main character having no information about the current situation, and the main character and the gamer are set in the same cognitive situation and developed through a text message from an employee of National Intelligence Service without any friendly tutorials from there. The game is played by the player’s own conscience and choice.

    In the end, ‘Replica’ comes to an tragic end when the latter between the main character, who is designated as a terrorist suspect, and an innocent high school student friend is proved to be the real terrorist. The developer said that after the game’s release, many people asked whether the game’s ending was correct, even though the game’s theme was to criticize the government’s oppression or control.

    However, Somi did not try to define good and evil through this game. Even if the person turned out to be the culprit by oppressing an individual with any cause while ignoring human rights and procedures, can the censorship and evil deeds carried out in the process be justified? He said that he wanted to question his own values and deliver the sense of guilt he felt in the process, and ask whether it is right to try all means and actions just for the purpose.

    ‘Replica’, which was once criticized as a ‘leftist’ by some gamers due to its political meaning, received numerous game awards from indie game-related organizations at home and abroad after its release, and has achieved remarkable achievements in communist countries such as China.

    ‘Legal Dungeon’, the absurdity of the judicial system created by the generation prioritizing performances

    Following ‘Replica’, Somi continued to release ‘Regal Dungeon’, which deals with the story of the judicial system. The game starts with the main character playing the role as a police officer and writing an investigation report. Through a total of 8 criminal cases, 7 to 40 paged investigation reports are reviewed and a decision is made whether or not to prosecute.

    The case of ‘Regal Dungeon’, was developed with the motif of an internal assault by police officers at a certain domestic police station several years ago. They arrested an innocent person and confessed to the crime, and it was revealed that they had been tortured in the process. What is even more surprising is that not just one or two people, but the entire team, including the head of the detective team, was involved in the crime.

    Somi started from the question of ‘what changed people like this, and through an interview with the chief of police at that time, realized that it is the tragedy of the era created by ‘performancism’. For example, arresting a murderer earns 15 points, and arresting a thief earns 2 points. A few years later, the incident was gradually forgotten from people’s minds, but the performance-based administration that occurred at that time has been extended to the whole country, becoming a barometer for police officers’ activities. This means that promotions, salaries, and various HR policies all lead to these achievements and are used as performance grades.

    In a world where some unreasonable police officers arrest old people who collect waste papers in order to increase their arrest performancism or use people who have drunk on the road as bait to catch thieves. The developer said that he wanted to ask people through the game. What other options would you take if you were a police officer in the same system?

    In this motif, the game basically proceeds in a format where the player creates a new structure by recombining meaningful information through extensive investigation documents. Every moment the gamer finds and selects clues changes the narrative, and through this, gamers can compare the results of their own investigations with the real criminal cases.

    It is said that, while creating this game for over two years, the Somi went through many difficulties and sorrows during the development process. While producing it based on actual events and precedents, he had a concern if the developer himself used the pain of others as a material for his creative activities, or whether the game could become a secondary perpetrator and result in other classes of victims. Also, had a concern that it could leave them with another stigma and prejudice.

    Somi vowed to make a game that would at least make sure that the suffering of the victims in the game would not be in vain, and said that he wanted to make an opportunity to think about the suffering of victims, the dangers of crime, and the absurdity of the system that deals with crime at least once.

    ‘Regal Dungeon’ received opinions from incumbent police officers who played the game after its release that it would be good to use the game as a textbook for new police officers at the Central Police Academy. Somi said they were very proud because the police, portrayed in a rather negative way, seemed to better understand the meaning of the game.

    A story about prejudice and hatred toward the marginalized and ignored, and the way people look at them. ‘The Wake’

    ‘The Wake’ is a game about the history of love and hatred, passed down from grandfather to father and son through a diary. The diary deals with the story of a father he met at his grandfather’s funeral and the pain and emotions of childhood arising again by meeting his father. It unfolds as a storyline of finding the writer’s worries secretly hidden in the diary and understanding the contradictory feelings about his family.

    ‘The Wake’ is a game developed to tell stories about people who do not belong to the mainstream or normal categories, prejudice and hatred toward them, and the way they look at them. The developer selected a topic that was becoming an issue in society at the time, and there were a lot of requests from fans to deal with these topics. It is said that they naturally dealt with issues such as sexual minorities and gender. In addition, the game contains the contents of the author’s unhappy childhood, the scars, fears, and life that have not changed to this day.

    Somi said that he had a new experience while reading gamers’ reviews through this game. Usually, when it comes to game reviews, we can mostly see ‘god game’, ‘shit game’, ‘fun or not’, etc. But in the case of ‘The Wake’, its reviews were full of each gamer’s memories, experiences, and family. When it was beta-tested by volunteers, the testers shared their personal stories of the past rather than mentioning what needs to be fixed.

    Somi said that while looking at the reviews about stories of each gamer’s life, he felt that the basic concepts of ‘I am the creator’ and ‘You are the gamer’ disappeared, as well as the boundary between the two collapsing and intersecting. He even thought that each user review was a literary essay with a sincere feeling, and he said that he felt personally very grateful for those reviews sharing their pain in life while reading them over and over.

    Through ‘The Wake’, I thought that the story drawn by the creators and the stories left by gamers could be combined to form another work. Also, He said he felt that empathy and solidarity were possible via the game.

    “Game development is creating a new world, and a reflecting window of the artist as well”

    “Developers are always full of questions about themselves and life…”

    Somi, while developing the Guilty Trilogy, expressed the aspects of the topics she was interested in and worried about, the country she was in, society, and the workplace through the medium of the game, which was a social absurdity, structural inequality, and people who were marginalized due to it. it is said that the guilt of neglecting to do what one can do in these issues was the trigger for the production.

    The reality is that it is not easy to recognize evil disguised as anti-communism and patriotism, and is confused by terror and anger disguised as good. It is hoped that it will be an opportunity for gamers to think for themselves once again in the phenomena that occur in reality by conveying the sense of guilt in such an ambiguous boundary and leaving them to question, ‘Am I really a good person?’

    “During development, we thought we were building a new world through games, and we tried not to lose specificity and unity. Through the work of creating rules by which the world moves with an independent worldview and giving personality and narrative to living things in that world, the lives inside it have no choice but to retain their own views, ideas, and values. In the end, they take their hatred and prejudice with them as well.”

    “It is difficult to find people around me who say, ‘I purposely discriminate against or hate others’. However, there are so many people who suffer from unintentional hate, prejudice, and neglect. I needed to think more about the fact that also I can be a ‘good racist’ and that the game I made may cause pain to someone.

    “I think the most important part is that developers have thoughts and philosophies that are not ashamed of throughout the repeated processes of studying, thinking, questioning, and finally recognizing the real aspects of themselves. I believe that it is the most essential and fundamental way to make a good game that we can truly call ‘culture’.”

    tops
    인디게임닷컴 데스크
    • Website

    글로벌 No.1 게임 강국을 위한 대한민국 인디게임의 미래를 함께 만들어갑니다! #인디가한국게임의희망이다

    Related Posts

    韓콘텐츠진흥원, ‘게임인재원 쇼케이스 2026’ 13, 14일 판교서 개최

    2026년 01월 08일

    갓라이크 장르의 귀환, ‘하데스 2’ 2025 메타크리틱 선정 최고 게임 영예

    2026년 01월 07일

    게임 과몰입은 일시적, 진짜 문제는 ‘게임’이 아닌 바로 ‘환경’

    2026년 01월 07일

    [신년기획-2부] indiegame.com 선정, 2026년 주목받는 K-인디 기대작

    2026년 01월 06일
    Editors Picks

    EA 퇴사 후 16년, 7명으로 시작해 ‘하데스 2’로 정점 찍은 ‘슈퍼자이언트 게임즈’

    2026년 01월 07일

    단 3명이 만든 기적: 인디 개발사 ‘팀 체리’의 성공 스토리

    2026년 01월 05일

    2025 스팀 어워드 수상작 발표: 인디게임 전성시대 열리다

    2026년 01월 05일

    [신년기획-1부] 2026년 K-인디게임 산업 전망

    2026년 01월 01일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    • 홈
    • 회사소개
    • 청소년 보호정책
    • 서비스 이용약관
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.