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02 December 2003: "Gravity World Headquarters: New Horizons"
By: Choeki
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FOREWORD
"I'm taking three days of paid vacation in March," I said to my supervisor during
one of our Friday bi-weekly meetings. When she asked where I was going, I told
her I was visiting Korea. "Oh, good shopping there," she said. "Uh, yes," I
responded, "very good shopping..." I left it at that. While it's a little unusual
for me to take time off from work in the middle of a work period, I wasn't entirely
comfortable explaining that it was for personal hobbies related to online gaming.
Nevertheless, I was motivated to make another trip to the Gravity offices in Korea
since there were interesting things afoot in the state of the game at the time, as
well as a need to update the information gleaned from my last visit there.
While I was unable to meet Peter Kang or Christy Kay in person (as they were
leaving Korea for the US), I did correspond with them through e-mail and telephone
calls to set up a meeting with either Rex or Kris Na. When I finally arrived in
Korea, it was finalized as a meeting with Kris Na, the International Marketing
Manager at the Seoul HQ office. At the time, the reasons for the absence of
Christy and Peter, along with the temporary suspension of the International
Ragnarok Online (iRO) beta testing service were shrouded in semi-secrecy - so
I was on a mission to clarify the situation for the general fans, as well as put
a stop to a number of vicious rumors in circulation. However, this was back in
March, so despite the interview a number of issues were not cleared up so I was
unable to write a sufficient article in good faith (not to mention I was busy
with my real job as well). However, as time went by things began to clarify a
great deal - especially after the rather painful growing pains that the iRO
commercial service endured during the first few months of operation (most notably
the plunder of user information from the game servers by hackers).
I cannot claim to be the most unbiased person to ever put pen to paper, but I do
my best to be as even handed as possible when dealing with sensitive subjects.
So without further ado, I present the information from the interview that took
place on March the 23rd, 2003:
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Gravity World Headquarters, located in Shinsa-dong, Kangnam-ku,
Seoul, Korea.
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ANOTHER FOOT IN THE DOOR
I arrived at the Gravity HQ office a bit earlier than the time that was agreed on, but
it turned out that I would have to wait a bit as Kris Na was out getting lunch with a
few co-workers. I had a passing meeting with one of the executives after I accidentally
stumbled into the developer's office space (what used to be the main office floor a year
ago) on the 6th floor and was directed to the new marketing office location on the 4th
floor. I was very surprised to learn that the Gravity offices had expanded beyond two
floors - the company pretty much had run of the entire building. There was also quite
a bit of fancy advertising material on display: the 6th floor foyer alone had a 40-inch
plus plasma monitor displaying illustrations of the second string jobs from the game,
along with a glass cabinet filled with a variety of promotional goods (Poring bottled water,
music CDs, boxed puzzles, art books, etc.).
The International Marketing Office was pretty much vacant when I arrived there, but I was
able to take a few candid shots of various employees enjoying their lunch on the premises
on the way there. In comparison to my last visit a year ago, there were a lot more people
occupying the equally larger work areas. It was getting fairly obvious that the company
had changed quite a bit over the course of a year. This made it all the more surprising
that they set some time aside to answer a few questions from a lowly fan-site operator.
I found out later that the HQ office regularly accepts visitors from the Korean version
of RO all the time - they even have a conference room set up on one of the lower floors
(more on this later). Nevertheless, when Kris arrived we exchanged a few pleasantries
and moved to a conference/presentation room a few doors down and began the interview.
After setting up my equipment to record the interview, I began by agreeing to submit
this article to Kris before I released it. This was done partly to allow him to speak
freely about what he knew and to obfuscate any sensitive information that the company
wasn't comfortable about releasing. We then moved onto updating the information gleaned
from my last visit to the offices. First on the list was the overall plan for the English
speaking market - a rather sensitive issue for may Gravity watchers. Kris responded by
informing me that Gravity was in the process of sending personnel to their newly established
US branch in Marina Del Rey, California. Apparently, the servers for iRO had been sent to
San Diego previously without employees and had been administrated through tele-commuting
from South Korea. While this was a bit of an "open secret" at the time, it was interesting
to hear it directly from a company source. He then informed me that the people being sent
were there to form the nucleus of a dedicated customer service and technical support team
for iRO to help administrate new servers being installed for iRO.
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Kris Na, (former) International Marketing Department Manager for Gravity
Current whereabouts unknown
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INTERNATIONAL = CHIEFLY AMERICAN
Kris then went on to clarify that the iRO client was specifically geared towards the American
gaming market despite the "International" label. He indicated that was the principle reason
why the servers for iRO were located in the US - the most important market would supposedly
have the best service due to proximity. Admittedly, while the users from other countries
were important to the game in terms of the raw number of users (and the associated fees
charged for the service), iRO is mainly Gravity's flagship entry into the US computer gaming
market - a place where Korean MMPORGs have failed disastrously in the past (specifically
"Lineage" - the second version of which - "Lineage II" - is now being co-produced for release
in western markets with cooperation from Lord British of "Ultima" fame). So for now, survival
in and of itself is a sign of success. Recent news indicates that Gravity is finally gearing
up for their promised European service (dubbed "eRO" by fans), so it should become more obvious
what the scope of iRO service was meant to be.
However, advertising is still something that is not necessarily a high priority for iRO.
Perhaps learning from the fiasco of Lineage, Gravity Interactive (the "nom de guerre" of the
US branch office) is keeping a low profile, preferring to spend its money elsewhere - more
than likely to improve customer relations and technical support at the office. Kris
indicated that both Kristy and Peter's main mission on their arrival in the US was to
gather intelligence on what media outlets were available to promote iRO. Since they were
still in the process of researching at the time, the HQ offices didn't have a concrete
strategy planned. Nevertheless, Kris did say that they would like to use the existing
computer gaming press (magazines and online news sites) to place advertisements. While
this may or may not have been something they had planned to do once they determined if it
would be possible to do so, now seems to be a moot point. IRO seems to survive and grow -
albeit slowly - through a combination of word of mouth by fans, personal endorsements by
online celebrities (most notably web based comic artists such
as Real Life Comics creator
Greg Dean and Mac Hall collaborators Matt Boyd and Ian MacKellen) and the occasional news
article. While the crisis that evolved from the burglary of user personal information from
the game servers by hackers damaged the games reputation among some of its more loyal fans,
apparently the press generated by the incident inadvertently put the game on the radar
screen of many potential users through the numerous news articles the mainstream press
wrote about it. It was an extremely thin silver lining for a maelstrom, but a small
victory nonetheless.
I asked Kris what he knew about the number of registered users at the time of the
interview, but he wasn't exactly sure as he indicated Christy was in charge of that
information. Luckily I had some data handy as I spoke at length with Peter Kang about
it over the phone prior to my visit to the HQ office. Apparently the projected number
of users for the closed beta testing period was 30,000 accounts, with the reality being
a little under 20,000 users registering altogether throughout the entire closed period.
Presented with this information, Kris was able to estimate that they had probably exceeded
the 30,000-user figure, as it was part of the reason for the go-ahead on the US branch office
plan. He then went on to assure me that whatever form iRO was to take from the creation
of the US branch - whether another beta test, a commercial service or anything else
in-between - that it would be open to all potential users. It was evident that he
personally had very high hopes that this would increase the number of users well beyond
the projected number (whatever the new number happened to be). Although it apparently
did reach close to this number shortly after the commercial service started, it seems a
majority of registered players no longer login to the servers - for a variety of reasons
ranging from being ejected for bad conduct to quit to quitting for personal reasons.
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A 40-inch flat-screen plasma monitor graces the
reception area showing vivid illustrations of 2-3 class character types.
Underneath is a cabinet full of a variety of promotional items locked under glass.
This poring beach blanket was featured prominently in the reception area on a
mystery door. It was later revealed that the door was inoperable and functioned
as an ersatz wall...
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E3: THE MAINSTREAM MAKES ITS CHOICE
We then spoke about what happened at Electronic Entertainment Exhibition (E3). While he
didn't go into very many details about what happened at the event, he indicated that both
the gaming press and the other publishers received them very negatively. Apparently the
press' main condemnation was that the graphics used in iRO were not as impressive as those
in fellow MMPORGs "Shadowbane" or "World Of Warcraft" which also exhibited at the show.
A few noted that it looked interesting to play, but not worth paying money for. However,
Kris stated rather flatly that the main reason was that the game's nature was geared more
towards Asian cultural values rather than western or American ones. I can only guess at
what the specifics of this difference in values can be listed as, but it apparently is as
good a theory as any. It's very telling when the gaming press didn't even mention iRO in
passing in their reporting of E3, much less the mainstream news sources totally ignoring
all the games from all eastern countries other than Japan. Needless to say, this was very
disappointing to the company so they decided not to attend future E3 events. Nevertheless,
it didn't discourage Gravity from giving the go-ahead for the creation of the Gravity
Interactive offices and the commercial iRO service. What it did do however was make them
cautiously optimistic about a chance of success, so they planned accordingly and started
very small. Expansion from that small foundation is completely dependent on how iRO
continues to survive.
The US branch of Gravity - Gravity Interactive LLC - is a registered company in the United
States. Kris stated that the offices are based in their own rented building in Marina Del
Ray, California; near the relocated IDC (Internet Data Center) that was once in San Diego.
Initial capital was spent on purchasing improved telecommunication hardware to support the
new servers in an effort to improve the game play environment, with a priority on hiring
customer support (Game Masters or "GMs") and technical staff. Surprisingly, despite this
bold move Kris took the pains to inform me that in terms of Gravity's overall international
operations, the US (and therefore iRO itself) is not considered a major priority market by
the HQ offices in Seoul. The expectations of the company are actually rather grim: they
don't expect to make much money on iRO at all. However, in order for Gravity to claim
the title of "International Online Game Publisher," it is essential for them to have a
stable base of operations in the US and furthermore, to have some form of name recognition
in the English speaking market in general. Taking things a little further in detail,
Gravity Interactive LLC is actually quasi-independent from the Gravity HQ office in Seoul.
The point to this situation being that the HQ offices in Seoul would not provide any funds
to support the operations of Gravity Interactive LLC - which means that sink or swim, the
US offices are pretty much financially independent of the parent company. However,
apparently internal decisions are left up to the executive staff located in the US led by
Peter Kang.
A while back, there were many rumors floating around that one or several US game publishers
were willing to take the reins and publish the game for Gravity in the US and other western
countries. Kris stated that there were a number of proposals drawn up, but they were all
dropped. Apparently the company felt that they already had sustained enough outside
investment in the game and decided they didn't need the marketing windfall. The belief
that iRO is not a game suited to the mainstream US game market weighs heavily on Gravity
from all supporting evidence, so they shied away from joint offers from domestic US companies.
Kris indicated that Gravity was thinking about soliciting more general western investors, but
stated that plans were nowhere near concrete on the matter.
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A new poster celebrating the additional
second tier jobs to Ragnarok Online.
What used to be Christy Kay's desk in the Seoul HQ offices.
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ANIME AND MANGA: MARKETING THROUGH POP CULTURE
However, this line of thinking lead to more interesting channels of expression. While
the International Marketing Office has decided to divorce the game's connections to the
original Korean comic book "Ragnarok: Into The Abyss" by Lee Myoung Jin - now being
published internationally in English by TokyoPop - they decided that an accompanying
anime would compliment the game well and provide collateral advertising. Since
Gravity doesn't have any rights to the International or Korean domestic edition of
the original comic (although they have a good relationship with the creator), they
have decided that it would be better to create a new storyline around the game itself.
Once the television series airs, they also want to publish a comic book form associated
with the new story arc. Since the main objective of this is to create an additional
character goods market for Gravity, the target market is mainly Korea and Japan (their
largest user bases). However, after an initial release in northeast Asian countries,
they hope to be able to release them in the west. While apparently it hadn't been
decided exactly who was going to be the director (although it was established that
the person would most likely be a Japanese national), Kris made it clear that the
series was to be similar to the Bandai Entertainment "Dot Hack" series. Although
there were some rumors floating around that a small animated film featuring characters
from the RO series was from a "pilot intro" episode, this apparently was a "one-shot"
short film made to be a game presentation introduction for the Korean Amuse World Game
Expo (KAMEX) a few years ago. An unnamed Japanese production company did the short
film, but Kris assured me that a different Japanese company would be doing the proposed
Ragnarok Online anime. Kris also indicated that despite the changes that the game was
going though along with the proposed anime, that the game's "family friendly" lack of
blood and gore would remain consistent for all versions of the game.
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Microsoft PowerPoint presentation outlining Gravity's
future plans for character merchandising (among other things...).
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RAPID DEPLOYMENT AND EXPLOSIVE GROWTH
We moved the discussion back to the game itself and Kris talked about the customer
support/GM situation for iRO. At the time (and for several months afterwards),
Gravity Interactive was interviewing native English speakers to fill staff positions.
Christy was intended to be the head GM and was supposed to train the newly hired GMs
to do the job of in-game administration and support. It was hoped that it would be
possible to speak with GMs over the telephone as well as visit them in person at the
office in Marina Del Rey. The overall objective was to have the servers staffed 24
hours a day and allow users to interact much more closely with game administrators than
was possible in earlier incarnations of the game. Because of this, the main priority
for staffing of the Gravity Interactive offices was for customer support staff. Since
the prospective pool of employees was the general job market as well as current and past
registered users, they were hoping to give prior notice to certain individuals before
opening a general call for applications (possibly for the volunteers from the E3 show).
Because of the slim financial situation at Gravity Interactive, Kris stated that all
promotional and marketing materials (if any) would remain as in-house production - from
the Seoul HQ offices and then shipped to the office in California. However, they do plan
to hire people to the job at the office in the US - possibly along with a professional
writer - but that remains to be seen. Kris understood that the website and the game itself
suffered from a large number of grammatical and spelling errors, but apparently they would
get around to it in due time. I discussed the effect on credibility that the spelling and
grammatical errors had on the game, but he assured me that things would be different in the
near future. This has proven to be more or less true, as the website is now sporting more
natural English (apparently thanks to the hiring of native English speaking customer
support), but the game still suffers from a fairly large degree of error in the text.
After a brief pause, I asked Kris about the obvious changes to the offices - mainly about
how much they had expanded since the last time I was there. Apparently, the overall plan
is that Gravity Company would take over the whole building. The situation is rather
simple really: the Chairman of Gravity (Jung Byung Gong) happens to own the whole
building. He was renting out other floors to different companies, but the overwhelmingly
positive response that the Asian market had to RO (specifically Japan, Thailand,
Philippines, Indonesia, Singapore, and Malaysia) convinced him to expand Gravity Company.
This expansion included working on new projects to expand Gravity's markets. For
example, Kris stated that they are already in the developmental stage for a new MMPORG.
While it may or may not be "Ragnarok Online 2," apparently there are a significant
number of people working on it. It became clear later that the game being developed
was actually a step in a different direction. The new game, titled "Requiem: Prelude
To Blood," is apparently geared more for adults and has a darker brooding style.
Requiem is set to go commercial in early 2004 in Korea and supposedly is said to be a
"Diablo" style game that was developed with help from "Revenant" developers formerly
from Eidos. There is also a mobile phone games department that shares the same
office floor as the International Marketing office, which apparently has two or more
games already on the Korean domestic market. Finally, Kris informed me about the Overseas
support office - since the RO is licensed in Japan, Taiwan, China, Indonesia, Philippines
and Thailand, there was a lot of technical support that the HQ office had to give since
the local companies that handled the licenses had little experience handling online games.
He also indicated that they also did the technical support for iRO. For example, one of
the members (Jung-jeh Kim: Team leader: Overseas Tech Support Dept.) is in charge of the
iRO client.
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The kRO server GMs. As of the writing of this article,
total personnel 40 - generally one per server on revolving shifts.
Poster for a new cell-phone based game for the domestic South Korean
market (non-Ragnarok Online related apparently).
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METEING PUNISHMENT AND STIFLING RUMORS
I them moved the discussion onto the sensitive issue of private servers. At the time of
my visit, there were already a few of them operating more-or-less out in the open (ApezRO's
possibly being one of the more famous ones). Kris stated that Gravity was aware of the
issue and also that they wanted to prevent them from operating, but indicated that there
was no realistic way to prevent people from providing unauthorized private versions of RO.
He also stated that from their information that the private servers hosted a very small
number of players at the time, so it wasn't likely they would take action since it wasn't
too serious an issue. However, he went on to say that if any of them became large - possibly
a thousand users or more - they would definitely take action. Nevertheless, Gravity hoped to
draw away potential private server users by providing better service in iRO using better
equipment and bringing upgrades from kRO (the Korean version of the game) faster into the
service.
However, Kris indicated that other than the missing upgrades, the primary reason that
individuals were playing on private servers (as well as on other national servers that
still were not taking payment, such the Chinese service, "cRO") was that they didn't
require any form of payment to play. Despite all this Kris indicated that the Gravity
was choosing to ignore the private server issue until it was big enough to threaten the
official commercial service - which apparently it did eventually. It was reported that
one of the allegedly larger private servers named, "Asgard Online" was neutralized
recently (at least as of October 30th) along with a few others. Since Gravity Interactive
took the pains to register itself as an American corporation, they were finally able to
take advantage of US intellectual property regulatory (IPR) and Digital Millennium Copyright
Act (DCMA) laws and go after US based private servers (apparently where the majority of
private servers are located - or at least where the operators of private servers are based).
While this is a step in the right direction, apparently the remaining private server operators
are doing their best to remain in operation by attempting to ban Gravity Interactive
associated IP addresses from their websites as well as to further cloak their operations
in secrecy.
I then broached the subject of former Gravity CEO/President Hakkyu Kim's voluntary
resignation from Gravity, along with the former marketing department representatives
Richard Yang and Ji Won Kim and apparently a few others. At the time, a majority of the
fansites were worried that the situation was grave due to the belief that a "majority"
of the executive staff left in a mass exodus due to a rumor that Samsung Corporation
was taking control of the game's development. Kris assured me that the situation
had been blown out of proportion due to the fact that only a few people from the
company were well known by fans outside of Korea - and that those well known people
happened to be the ones to leave. He did claim that there were some personal issues
involved, but that there were no hard feelings as the departing employees were now
employed in other endeavors and the replacements were functioning just as well.
Furthermore, he indicated that Samsung Corporation had no bearing on the operation
and policies of Gravity. While he admitted that they provided some investment early
in the project as well as some marketing assistance in the domestic market in Korea,
he stated that Gravity had already repaid Samsung Corporation for their early assistance.
At this time, Samsung Corporation's only action in regard to Gravity is in marketing
efforts in Korea - due to their earlier association through financial investment, Samsung
Corporation feels that if Gravity does well, their corporate stock will increase in value.
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Former Gravity CEO Kim Hakkyu. Currently head of another game corporation
producing a fantasy based MMPORG in South Korea...
Former Marketing Department Assistant Manager Kim Ji-won.
Current whereabouts unknown.
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GRAVITY INTERACTIVE
Changing the subject, I asked Kris about the situation that iRO was laboring under shortly
before the departure of Peter, Rex and Christy for the US. While I had a general idea of
the situation at the office, I was dealing with some conflicting information between the
conversations I had had with Peter Kang and online discourse with Christy Kay. Kris was
nice enough to clear up this information for me. At the time, it was unknown just how many
GMs were handling the iRO servers during the open beta period. Peter had indicated that
Gravity hired two native Korean nationals to support Christy in day to day operations, but
Christy had indicated that she was handling all the GM operations by herself (in-game
patrolling, answering all the e-mails, etc.). Apparently both had happened, as well as a
little bit more... There were two new GMs hired for iRO, but shortly after they were
brought on they were shipped off to other countries to assist in operations for new
servers (Thailand being one of them). Because of this, Christy usually had to take care
of all the customer service activities by herself - although she did get some assistance
from other GMs from other national versions of RO if she was overwhelmed.
Nevertheless - once the US office of Gravity got the green light - Peter, Christy and Rex all
left for the US in order to set up the offices. While Kris mentioned earlier that they may
have been looking for advertising outlets while they were there, the idea of finding a
domestic US publisher for assistance was out of the question. As far as Kris put it, "I
think at this time, we will not have any plans to give our games to any other US company
at this moment. We have decided to do completely it on our own." In order to achieve
these ends, the Seoul office gave a small amount of capital to the US team in order to
establish Gravity Interactive, but would not provide any future financial assistance.
This meant that Gravity Interactive was forced to survive through its only source of funds:
user subscription fees. In order to encourage the spread of the game through word-of-mouth
channels, as well as bypass any associated drains on finances through retail packaged sales
of the client (as the contracted offices do in Japan, China, and other countries), it was
decided that the iRO client would only be available through online download. Furthermore,
in the beginning subscription fees would only be accepted through online credit card payment,
then in the near future through online payment systems (possibly PayPal) and eventually even
money orders through the mail.
As for the location of the offices themselves, Kris wasn't aware at the time exactly where
the offices would be located as Peter and company hadn't found a suitable office by then.
However, he did state that Internet Data Center (IDC) was being relocated nearby and that
it would definitely be in Los Angeles County, California. It was later independently
established that the offices were located in Marina Del Rey, California. However, Kris
indicated that there was some apprehension to making a public announcement as to where exactly
the office was located - mainly because they didn't want people who were angry at Gravity to
show up. While I found this idea to be humorous (I had a surreal vision of demonstrators
picketing the front door), Kris indicated that angry players had a tendency to show up at
the offices of the other versions of RO - especially the Korean one. He cited a specific
incident where one individual came to the Seoul office complaining that all the items in
his account had been deleted due to the game's software being corrupted:
We searched our databases and saw what happened - his items were in his inventory
(at one time), but were unloaded to a different (person's) character. We had no
idea whether he did it, of if he was hacked. But he just claimed that his items
were lost due to our program (being) corrupted. He actually came to beat people
up in our office... So we called the police. So now we have a guard on the fifth floor.
Kris then went on and talked about how many of the people playing the game took it
very seriously; citing rising online game addiction as a real problem in South Korea.
While I assured him that it was unlikely that such a scenario would unfold in the US, Kris
indicated that an incident similar to the one in his anecdote would not have a chance to
happen.
Finally, I asked Kris if there was anything he wanted to announce to the iRO community in
general. He had this to say:
Well, I know that the service... the quality of the service has not been so good in the past...
and since we are tying to do our best, we're trying something new now, because in the past
all the time that we tried the network was out, now we're giving it a different try. So
we are having our own office there, we're sending our people over there to publish...
and the iRO servers will be more stable and I hope we'll be able to give better support and
services in terms of quality. I'd like to ask to the users to give us one more chance.
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Christy Kay, current Gravity Interactive iRO Head GM.
Gravity HQ office meeting room. This is where players can
discuss account issues with kRO GMs in person.
Vity - Gravity HQ's company pet. Apparently a permanent fixture
on the roof.
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FINAL MOMENTS IN GRAVITY HQ
Our interview concluded, so Kris conducted an abbreviated tour of the offices for me as I
took some candid photos. As the company had grown quite a bit since the last time I had
visited, the company's internal policies had also changed. For example, I was not allowed
into the developer's room, the web team room, or the mobile games division room and was
not allowed to meet with any employees from those divisions as well. I did however meet
Gravity's company pet (mascot?) "Vity" who lives on the roof of the building and revisited
the old "GRAVITY" office foyer (now in disuse) that now plays host to a life-sized Wormtail
and Muka plush instead of a Poring and Poporing. Kris was also nice enough to wrangle a
few promotional items left over from the KAMEX show that year for me - a very large coffee
table puzzle of the winter promotion poster, a copy of the official "FanArt" book and two
corporate desk calendars.
Shortly before leaving, I also had the opportunity to ask Ree Kwon-Il - the main client
programmer for iRO - a few technical questions about the game that were posted by Library
of Prontera forum residents:
1. In terms of the client, the security features (such as data encryption) are
currently already circumnavigated by hackers, what are the plans in terms of
preventing such occurrences from happening again in the near future?
Currently we are not concentrating on Data encryption, as I think it can be broken
again. First of all, we're concentrating more on packet encryption rather than the
client itself. It's been delayed because we have a lot of other work to do at the
moment. We do plan to address it in the future.
2. Since the game is in beta at the moment, does that mean that the server and
client side code not optimized?
The code is all optimized, as is the Korean RO and other versions. There is no
100% optimization, but it will be optimized more. The client and server data (for iRO)
is the same optimization level as the other versions.
3. In terms of the lag that the game suffers between players in other countries
as well as within some locations in the US, what is specifically causing those
lag issues? Is it hackers bombarding the servers with packets or is it a benign
technical issue?
First, there were many hacker attacks (DDoS), so the servers were getting slower,
slower and slower. Second, our bandwidth use went up 100% (from 30% for normal service)
so the DDoS attacks were drowning out the actual users. For the players outside of the
US, the distance between the server and their computers may have been the main issue.
Check the ping rate to see how the connection speed is. In the future, we're moving
the Internet data center to LA and we're trying to increase the capacity to at least
10X the current capacity. Now there will be server managers right beside the servers
watching the servers 24 hours to prevent hacker attacks (Denial of Service of "DoS")
and other hacking attempts (breaking into the database, sending trash packets to
overflow the server to gain control of the servers, etc.). All these hacking
attempts make the servers slow. The number one issue for the lag is hackers.
In short, it will be very different when we re-open service.
4. For the client, what determines what kind of patch will be released and how often?
All patches go on the same timeline as the kRO version, but the iRO version will be
always behind as it follows the improvements. It's the company's decision rather
than any iRO manager's opinion (Peter Kang, etc.), although their opinions are
taken into account.
Once our question and session answer was over, Kris indicated that he had some
business to attend to so he left. I left shortly afterwards and spent the rest
of the day shopping.
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The mobile phone game division office - from the outside.
Ree Kwon-il - iRO main client programmer.
My obligatory pose with the over-sized stuffed monsters in the foyer.
The poring and poporing from the last visit were relocated to the Gravity Interactive
offices in the US.
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AFTERWORD
So now, 8 months after my actual visit I finally finished the writing of this article.
Considering the length of time it took me to write it, I doubt I would be much of an
asset to a professional magazine. Nevertheless, it was a kind of a blessing in disguise
as I was able to see certain elements that were obscured at the time unfold slowly over
the course of time (specifically the naming of the "mystery game" and actually seeing
the private server issue being dealt with). As I stated in the beginning, I may not be
the most unbiased writer to have ever put a pen to paper but I do my best to try and
present a fair and balanced view. However, considering my personal opinion on how things
have gone so far... I'd say pretty good considering the obstacles that had to be surmounted.
Other than the one widely reported disaster, it seems that pretty much everything is going
to plan. At the least, I admit I'm curious to see what comes of the animated series.
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A promotional image of Ragnarok Online: The Animation.
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