Ragnarok
Online, the Korean-based online gaming world, has become a hobby and
obsession for thousands world wide. Part of the success, according to
creator Myung-Jin Lee, is that the game is a simulation and not just an
online battlefield. "I've played other online games that are mainly
battle oriented," Lee said at an Anime Expo interview. "The characters
are big, and the first impression is that those characters are very
intimidating. In the world of Ragnarok, the overall look is of a
fantasy land where the characters are happy and cute. That way, you can
interact more effectively without being intimidated by the big battle
characters." Anyone who has tested an online game where they've created
an avatar, wandered in the wrong direction and been immediately
attacked can sympathize with Lee's ideas. "I first decided that the
game would let the characters fight, but when they're not fighting, the
characters can go into town and fight or chat together - that's
something I wanted to have."
Ragnarok
is one of Korea's great cultural exports. The original versions of the
game were influenced by Korean culture, Lee said, but subsequent
versions have been written to appeal to international users and the
fantasy worlds they can appreciate. Like any other intense sport or
hobby, Ragnarok play can get fans involved to the point they seem to
make it their life's goal - but online game players can be
misunderstood in a way that sports addicts aren't criticized. "My ideal
wish would be that people do their normal, daily routines and then play
the game," said Lee, "but I can't say if it's a success or failure that
people are obsessed with the game. I'd hope that people are able to
balance things out." Lee's concept for Ragnarok is that people need to
have a real-world life in order to have an effective on-line identity.
"In the real world, I would hope that people would re-establish their
connections with family members and communicate with them, and in their
free time go online."