Ragnarok Online Reality of Virtual Pheno
Ragnarok Online Reality of Virtual Pheno
Ragnarok Online Reality of Virtual Pheno
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RAGNAROK ONLINE,
REALITY OF VIRTUAL PHENOMENON
Abstract
Originated from South Korea, Ragnarok Online is an entertainment product in comics and
games which is popular in the world especially South-East Asia. Ragnarok in Nordic Mythology
described as the doom of the gods. In the case above, Ragnarok is used as a background
setting of a comic, which created, by Lee Myung Jin and Ragnarok MMORPG based on that
comic.
Internet is described as a many-to-many medium. Games turn out to be one of the irst
popular settles in the Internet among e-commerce, portals, free advertisers, and sexual
exploitation sites. Online Game becomes a new frontier that could connect people to
interact and play similar game on the same time and Massive Multiplayer Online Role Playing
Game of Ragnarok is one of the best and successful Online Game worldwide. It is one of
the phenomena in online gaming today. Recently, oficial Ragnarok Online Characters (NPC,
Monsters and Players Characters) have developed in quantity approximately 200 and still
have possibility to increase. In international Ragnarok Online provider, more than 120,000
customers connected in 12 servers on real time basis at the same time everyday and this
exclude local Ragnarok Server provided by several countries with similar number of player.
Ragnarok Online is a virtual representation of reality, it creates and represents visual social
semiotics, which became very important element of communication in recent years. As one
of visual product in modern culture, the distance between reality and virtual realm become
closer and sometimes it blurred and formed new realm. A new dawn of community born in
virtual realm and develop in some way that many though it would consume the community
it represented. Is it possible that the characters and environmental design, which is built,
really has the enormous attraction? Or is there something else work behind the surface
such as the representation and online culture. Although there are many contradictions
about the impacts of Ragnarok Online, this paper is endeavors a new insight of Ragnarok
Online, which may have not being researched by others. The combination of online culture
and virtual media design with interactive and inviting visual interface may open wide the
possibilty of encountering new methods and keys of success in designing digital media
through descriptive analysis.
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Table 1-1,
List of Users Worldwide Con-
nected Online (Commercial).
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Figure 2
Visual Language Pyramid
Source:Tabrani.
language is a visual communicaion that
including various angle, distances and relaive
ime, or called space-ime-plane (STP) system.
The STP System especially become basics of
digital ediing, mulimedia and interacive
visual communicaion for its lexibility and ime
dimension. [5]
Figure 3
3. Results and Discussions Juxtaposition of 2 sub-cultures
3.1 Interactive & Immerse Gameplay
Ragnarok Online is a combinaion of two 3.2 Interactive Culture & Representation
dimensional (2D) character design for avatar Game system, which use RPG mode is one of
(representaion of players ID in virtual world) the most favorable type of games beside acion
with three dimensional (3D) generated games. RPG opens possibility of players to
environment. Unlike some other PC games choose and to play a role as a diferent person.
especially online Role Playing Games (RPG), the The nature of RPG and Internet is relaively
controlling system of Ragnarok Online Game is similar, because people could hide their own
the easiest among all. It may be one of the key idenity and pretend as someone else just like
points of Ragnarok Online popularity because in “You’ve Got Mail”, a movie where Tom Hanks
almost all players interviewed menioned this plays a big bookshop owner that threatens Meg
aspect as one of their preferences in playing this Ryan’s bookshop in real world, but in virtual
game. [6] world, he acts as a supporive person that
encourages the girl to ight and carry on. The
The storyline of Ragnarok Online similar to role-playing aciviies represent in both ways
the Manhwa version, but the diference is the and each of them create their own circuit of
players are the Actors in ighing the monsters culture which evocate each other. The virtual
and demons in Ragnarok Online’s Virtual World. world represents the real world, while real
One of the interesing factors in playing this world aterward represents the virtual one such
game and any other online games is the players as shown on Figure 3.
decide their own storyline although the main
plot Players daily aciviies more or less inluencing
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Alvanov Zpalanzani dan Haiz Ahmad, Ragnarok Online, Reality of Virtual.. 69-77
online aciviies and vice versa. It makes the brought from Ragnarok Online in online world.
birth of two sub-cultures towards the game, The most common examples are topics and
online sub-culture and oline sub-culture. Each usages of Ragnarok Online terminology in
sub-culture inluencing each other back and discussions among players that enrich the
forth encircle endlessly. conversaion. Even some of them are acing and
called with their avatar name from Ragnarok
Online sub-culture is based on aciviies and realm because many of their irst encounters
habits, which players do in Ragnarok Online are through the game. They have been known
realm. Beside rule of the game and neiquete widely by their avatar name than their real
(eiquete in internet community) that have name. If they meet oline, name of their avatar
to be obeyed by players, there is also a social is the best way to eliminate the diferences
strata which formed by base level, job level and among players because someimes the age
guild. Everyone can choose his/her posiion range between players is very wide. If they do
and funcion in Ragnarok Online community. this coninually, it will past the inner community
Trading, chaing, conlicing and even couring territory and will spread to wider community
are some of social aciviies that could be that they live in.
performed in virtual world of Ragnarok. The
outstanding virtual world of Ragnarok even Oline sub-culture acivity is usually seen and
promising for who have slight of naughty and increases signiicantly when related events
bad habits to take part, so the presence of game occur such as anime and manga gathering, or
master to maintain the virtual public safety and other visual entertainment exhibiion, such
secure posiive social interacion is essenial as costume play (cosplay) event, where all the
as a consequence. Those who established atendants are encouraged to mimic a game,
and comfortable with Ragnarok realm, are of anime or manga character’s appearance and
course want to set their existence and become costume.
addicted.
3.3 Visual Language of Ragnarok Online
The oline sub-culture is daily aciviies and There are some similariies in universal spirit
habits of Ragnarok Online players are that of Ragnarok Online Virtual phenomenon with
Figure 4
Various monsters and characters customization
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Alvanov Zpalanzani dan Haiz Ahmad, Ragnarok Online, Reality of Virtual.. 69-77
game without having to change their posiion is user friendly. Ragnarok Online is one of
unlike irst person shooter or else. Every object Online RPG game, which has the easiest control
in Ragnarok Online virtual world can be seen system. If the controlling system is complicated,
without wondering the scale or distance, every no mater how good or appealing of a game is it
objects that in front of a character will be placed will certainly being described as failed.
below the character and vice versa. There are
almost none of a slight informaion will not be Other MMORPGs have applied higher
noiced by players of Ragnarok with this kind of technology with higher interface than Ragnarok
visual language. Online such as Final Fantasy Online, Lineage II,
Risk Your Life, et cetera. But none achieve more
4. Conclusions atenion from wider market than Ragnarok
4.1 Gameplay Design & System Online. The game has accomplished awareness
Character Design and Seing Design in Rune from people across target market border such as
Midgard that atracts players are simply yet children and female because almost all games in
beauiful visualizaion. Diferent from Lee the world are created for male teenagers. Some
Myung-Jin’s original & iniial character design, of the games that targeted wider than male
the characters that we played have iconic customers gain some phenomenal acceptance
appearance and in this game. The players have such as The Sims.
almost full authority to decide and customize
the outcome of their avatar appearance with Simple yet fun is the ulimate key of concept
numerous opional combinaions of sex, hair that has to obey in developing a game especially
colour and hairdo at the beginning of the game. online game. Although the development of
The opions do not stop only at the beginning computer and Internet technology is vast and
but also along the game, every player could add become more sophisicated, the core concept of
accessories and other equipment that could successful game is sill unchanged. There are so
make diferences in each avatar. Those design many online games that applied the newest and
and environment seing are constantly updated latest technology but unable to amaze players
with newest technology to minimize bugs and and make them stay in front of computer a litle
errors. bit more. The possibility of players to explore
more with full of enjoyment within a virtual
The possibility to customize their avatar’s world will be just a mere concept if that world
appearance and abundant of secrets and hints, do not applying human factor as gameplay
encourage players to endlessly roam Ragnarok’s constraint.
Virtual world. Occasional events and features
revitalized the will to explore and ind new 4.2 Virtual Community Development
experiences through their own story. Reading Social interacion among players such as
a story is fun, but creaing a story is hilarious. trading, group hunt, virtual disputes, conlicts
In order to do that, players must be given and other aciviies are facilitated by Ragnarok
informaion as many as possible through visual Game developer and always updated based on
language system. market demands. The phenomenon will not
occur only because the fun in virtual world. The
Game system will enhance the sickness of representaion system of Ragnarok Online game
game design appeal especially when the control based on altered realisic social life did not stop
system and communicaion system in the game in virtual world but re-present in real life and
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that is the reason of the virtual phenomenon realm that they play or live in and mix both sub-
started. cultures.
The aciviies in games, which have interacion The aciviies that refering virtual social
between players usually, give some social impact interacions and meanings, are brought to life
both in their habits and ways of communicaion and inluence daily aciviies of online players.
in both game realm and real life. The life in game Juxtaposiion of two realms emerges and may
could act as social isolaion or social inclusion form another representaion and started to
and depends on each player’s decision. It may begin a new circuit of culture. And a game that
create new social aciviies and new form of could give birth to a new culture that represents
community, which could be a way to form self- its virtual world in a real world is beter and more
esteem in communicaion. It may also create likely to create a phenomenon than a game that
social barrier to common social life if a player represents the real social life in a game. It is the
could not be posiioned luidly. reality of virtual phenomenon.
The virtual sub-culture of the game generates 4.3. New Frontier in Virtual Media Design
new visual languages and semioics that Subject
accumulate in virtual realm. The circuit of Internet as the new media somehow opens the
culture using language as central meaning door to the new borderless world to explore.
opens the possibility to create values and Some new theories regarding virtual media,
meanings or visual social semioics. This visual media design, and media applicaion keep
social semioics in virtual realm represents updaing and changing. The mix formulaion
through visual properies used by people in with other subjects such as managements,
virtual realm. Virtual communicaion limited by cultures, and even morale and teology to adept
bandwidth, resoluion of visual interface and the new fronier of Internet. Games are one of
hardware to preserve the connecion. Therefore the tools to explore this new world, to expand
to preserve the communicaion link in virtual the knowledge and understanding about
world, people create visual meanings and this media. The relaively massive changing
values or visual social semioics. In Ragnarok of this virtual media applicaion needs more
Online realm, visual social semioics are created measurements system to develop especially
through emoicons, character properies, and in virtual media design interface and system.
other visual representaions in the game. Certain methodology and terminology seem can
not embrace the size of new world. When we
Someimes in oline communicaion among talk about Ragnarok Online as one of successful
players, those visual representaions and phenomenon in virtual reality, the virtual reality
meanings transferred without any translaion itself has developed elsewhere.
or interpretaion. The juxtaposiion of two
sub-cultures creates a simultaneous transfer of Those combinaion for formulaing general
meanings between both worlds through visual idea or concept to create successful visual
properies that creates new sub-culture, which entertainment product needs further research
is Real life “virtual” sub-culture. A culture that from wider spectrum of subjects such as
represents and merge both sub-cultures that markeing, graphic design, virtual media design,
some expert says “Hyper-realm” is a condiion and culture. We may underline culture in this
when people could not disinguished which subject because this may becomes a basic
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Alvanov Zpalanzani dan Haiz Ahmad, Ragnarok Online, Reality of Virtual.. 69-77
foundaion for understanding keys of virtue in Ramadin, Tendy, et all., 2002. Final Report:
virtual realm. Learning From Pokēmon Design
Phenomenon, Desain Komunikasi
End Note: Visual-ITB and The Japan Foundaion,
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