GAME JOBS
Contents
From Ragnarok To The New World: An Interview With Hak Kyu Kim
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
KingsIsle Entertainment, Inc.
Concept Artist
 
Red Storm Entertainment, a Ubisoft Studio
Assistant/Associate Producer
 
Wargaming.net
Build Engineer
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Free to Play: A Call for Games Lacking Challenge
 
Cracking the Touchscreen Code [1]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  From Ragnarok To The New World: An Interview With Hak Kyu Kim
by Brandon Sheffield [Interview]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
August 6, 2007 Article Start Page 1 of 3 Next
 

Hak Kyu Kim may not be the most familiar name to Western audiences, but he created one of the most popular Asian MMOs in the early days of the Western online market: Ragnarok Online, which became one of the most pre-eminent online titles both in his native South Korea, in Japan, and elsewhere in Asia - even spawning an anime series and an upcoming Nintendo DS spinoff. Now he's launched his new MMO, Sword of the New World (called Granado Espada elsewhere in the world), with his new company IMC Games.

Gamasutra spoke with Kim at a press event for Sword of the New World, and discussed the roots of the game and its unique visual style, the difficulty of balancing massively multiplayer online games, the success of Ragnarok Online, and politics in MMOs.



When and why did you quit Gravity?

Hak Kyu Kim: I left Gravity in 2002 for personal reasons.

I won’t pry then. How do you think Ragnarok managed to build such a big community in the U.S. before the MMO genre was really popular?

HK: I believe the success was based on timing and graphic style. When the game was launched, the market didn’t have much competition; this was especially true with respect to Anime inspired MMOs.

So for Sword of the New World, how did you come up with such a distinctive style? It seems very different from any of your titles before?

HK: I personally really like Europe. And when I first visited London for the ECTS conference, I was deeply impressed by all the beautiful architecture and the environment and I thought to myself, “I want to bring that to life on the screen.” That’s how everything started for this game. And another thought that I had was this: “I want to own that city.”

And now you do! Are you concerned at all about the MMO market in the US since it’s hugely dominated and it still is not as big as Asia?

HK: I don’t see this as a negative thing. I actually think of it as an opportunity for many of us. Yes, these big titles have contributed to expanding the MMO market, but now there is a greater demand for a variety of games.

How are you marketing your game? Are you planning to go after an existing MMO market or create your own?

HK: The MMO market consists of various types of games, and each type contributes to expanding the overall MMO marketplace. SNW has unique offerings that will set us apart from other games, and by doing well within the category that we create we hope to contribute to further expanding the MMO market.

And how does it distinguish itself from other games?

HK: One key feature that distinguishes this game from all other MMOs is its MCC (Multi Character Control) system. MCC allows players to maximize their party play experience by controlling up to three characters at once. So not only are you able to party play with others, and thus with many more characters, but you can also do it alone.

Another key aspect of this game is its dynamic and fast paced battle system that makes our game more enjoyable for our players. Internally, we call this the “HKPS - High Kill Per Second” feature. We focused heavily on making HKPS unique for this game.

How important do you find story in MMOs? How is your story differentiated?

HK: The story background on SNW is definitely different from other games. While it’s still based on fantasy, rather than involving the typical elves and dwarves in our game, we were inspired by real societies and adventures that could have existed back in the 17th Century when the new world was first discovered.

 

 
Article Start Page 1 of 3 Next
 
Top Stories

image
Keeping the simulation dream alive
image
Q&A: With Neverwinter inbound, Cryptic founds Seattle studio
image
A 15-year-old critique of the game industry that's still relevant today
image
Advanced audio streaming in Unity
Comments


none
 
Comment:
 




UBM Tech