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Arts is currently invested in expanding its presence in Asia and exploring free-to-play business models in the region, including Korea, where it recently acquired online developer J2M. EA partnered with Neowiz in Korea to launch FIFA Online in 2006, which has since seen tremendous success in the regions with over million subscribers. A year later, EA invested $105 million in Neowiz, planning to co-develop four online titles together. Finally,Runescape Gold EA opened its own $20 million Korean studio early in 2008 to focus on developing online games, starting with versions of the NBA Street and Battlefield franchises for the Korean market. Gamasutra recently caught up with EA Korea studio head Danny Isaac to learn more about the challenges inherent for a Western company tackling the Korean market, an audience well-acclimated already to free-to-play PC gaming and high levels of mobile functionality. Isaac discusses why Battlefield Heroes might be a less-than-ideal fit right off the bat for the Korean audience,RS 07 Gold cultural differences in doing business, and his own adjustment process as a game developer in a new territory.Did you anticipate that sports would be this successful in the online space?Danny Isaac: Yeah, I think so. I mean, sports is one of those worldwide things that just translates pretty well. Depending on which type of sport it is, it would depend on how well it does.Deadman Seasonal Gold Obviously in Korea footballor socceris very big. When we originally launched FIFA, we got it just at the right time, with the World Cup coming out, for a new product.

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