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Anime Expo
Ragnarok Online
2004

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."