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8.02.2010

Interview with the Producer [RO2: Legend of the Second]

From Heaven to Hell - Ragnarok Online 2
Producer: Jun Jin Soo
RO2, which started its open beta on May 28, 2007, used to enjoy such wide popularity that more than 100 thousand people logged onto the game's biggest fansite - "inven" within a single day, which's really amazing! Meanwhile, it also became the hot search term on the main portals, and was heatedly discussed in numerous online communities.
However, shortly after that, fatal bugs like the server safety problem showed up and made lots of players give up the game. Finally, RO2 scored 1.9 (the lowest score in history) out of 10 by 200 players on "inven", due to its insufficient game content and various operation problems.





Later, as the time went by, various new games sprang up and RO2 was forgotten by players gradually. Though Gravity also had announced to renew RO2, the terrible open beta conducted in 2007 did dissatisfy players and thus aroused few concerns.

But on July 1, 2010, Gravity suddenly announced the renewed version of RO2, namely, RO2: Legend of the Second, with its teaser site made open as well. RO2: Legend of the Second is set to start its first CBT on August 31.

With all the bad parts in RO2 abandoned, RO2: Legend of the Second inherits many typical systems in the prequel RO, like the class transformation system and the card system, and is radically changed. Below is the interview with Jun Jin Soo, who's from Gravity and responsible for the development of RO2. What changes have been made on earth? Let's check out!

RO2: Legend of the Second inherits many systems in RO?
RO2, which started open beta in 2007, bears a very unclear advancement concept, and pays little attention to RO's important feature - diversified advancement routes. Thus, players can only go forward according to the designated route. We hope to embody the various classes' features as we did in RO, and thus make those who've played RO more interested and attract new gamers as well.

We plan to provide 5 playable classes at the very beginning. And players can change to 2nd and 3rd job classes as they level up, which is just the case with RO. 2nd job classes will be made available in the upcoming CBT, and 3rd job classes will be made open after the game is officially operated. Surely, there won't be "2-1", "2-2" job classes or that sort of things any more.

Would you say something about the life classes in the prequel?
In the past, players choosing "Blacksmith" would get very embarrassed during combat, but this has been improved. Each character can now choose from among both the combat classes and the life classes. A total of 8 life classes are being developed currently, and the 4 life classes that are best completed will be made playable in the open beta.

What are the 4 life classes?
Blacksmith, Alchemist, Tailor, and the last one is still not unveiled.

As players claim, from the teaser site of RO2: Legend of the Second, the game is actually the 3D version of RO. Do you agree?
No. Though we do our best to maintain the overall style and storyline of RO for the sake of attracting the RO gamers, the two games still differ from each other in the nature.

Is the character design changed?
Yes, completely changed! You can just check the characters' concept arts shown on the teaser site. The cartoonist Lee Myong Jin, who used to take charge of related work for the prequel, is now working with us. Though it's not like every tiny detail is modified, Lee does work on the character design very actively. We'll try our best to present RO's unique features.

What about the "Tailor System" in RO2?
The "Tailor System" in RO2 is not open to a particular life class, instead, it can be enjoyed by all gamers. Speaking of the clothing customization in the common MMORPGs, players can generally modify the clothes' colors. But RO2's "Tailor System" just allows players to customize the colors and styles of the clothes' different parts.

So, with the help of the "Tailor System", the same dress can still have different looks. Many different types will be prepared, and players can just give their designs directly. Some special life classes like Tailor can just enjoy more diversified skills in this respect.

We also plan to arrange a design contest for players, and the generated excellent designs will be adopted and made public to all players. Notice that iron clothes cannot be customized in the Tailor System, and only the cotton clothes can!

Concept of General Knight "Frontier"

So, isn't it boring for those equipping iron armors?
This used to be a headache for us in fact. But won't it be ironic if iron armors can be dyed at will? Players can wear different clothes when fighting or interacting with others, and can change their clothes freely according to their demands. So, that won't be a big problem.

It's announced on the teaser site that the card system will be integrated in the game. As the extremely low card dropping rate is always criticized by players, will the renewed RO2 inherit such a low rate, maybe 0.0001%?
No (lOl). We'll adjust the rate. As long as you work hard, you can get your desired cards. We also don't like the dull, repeated work. Players can use the cards to enforce armor sets and apply special skills, just as they do in the prequel. Additionally, with the cards, they can also play certain mini-games. In a word, cards will play a very important role in the renewed RO2.

Will the systems featured in RO2 like the "weapon leveling" system and "multi-class" system be inherited?
No.

What about the members of the renewed RO2's development team? Anyone from the former team?
No, none of the former team members remains. The current development team consists of 62 members, most of whom are new.

RO2's expansion into the overseas market was heatedly discussed when it debuted. After such a long time, is this still being considered?
Yes, the cooperators are very confident of us, and are all waiting for the right time. Since last October, we have begun to share with them RO2's redevelopment details. Besides certain videos, we also informed the cooperators of the results of the game's alpha test carried out last April, and let them experience the game directly.

We've received many related suggestions, like designing appropriate game content according to the particular operating areas. Such suggestion is of vital importance actually, and we've taken it seriously since the early development stage.

It's said that you're working with the China-based Shanda on the browser-based version of RO?
The game's schedule won't be confirmed till the end of this year or the beginning of next year. We formerly heard that the browser game would start its open beta in June, but it even had no closed beta test before that. Additionally, the game was originally set to be operated in South Korea. By the way, Lee Myong Jin will also work on the browser game's development.

The server safety problem and bugs found in RO2's first open beta were really a headache. 
Yes, so this time, we'll never launch open beta till the server stability is guaranteed. We'll try our best to improve the server stability, and get rid of bottlenecks particularly. We'll also improve the in-game systems, and solve the unsmooth running problem caused by the great number of gamers. Theoretically, all these can solve the lag problem basically, and make one server able to support 20,000 simultaneous online gamers.

Will Unreal Engine 2 still be adopted?
No, we'll switch to GameBryo. This is the most often used engine in Gravity in fact, and can thus facilitate our work. The PC system requirements will also not be that high, which can guarantee the game's easy export overseas. As RO has been served in over 60 countries and regions around the world, the adoption of GameBryo will bring us more favorable matters.



RO2's high popularity is partly attributed to Yoko Kanno's music, right?
Our 5-year contract with Yoko Kanno still has several years to run. We were licensed to use 150-200 songs of Yoko Kanno at the time when RO2 just entered its open beta. Now, we'll choose and adopt some songs in conformity with the game concept. In the meantime, our sound team will also make some more music.

What about the game's schedules?
The renewed RO2 will start its first CBT on August 30. Its open beta will be launched as soon as possible if the server stability is good enough, but will be delayed in case of any problems. Personally, I hope the game can enter its open beta stage within this year. But we still won't forget the past mistakes.
So the game's official launch will depend on its first CBT, which can be regarded as a "Stress Test".



"The open beta will never be launched till the server stability is guaranteed."

What game content will be unveiled in the CBT and open beta?
We plan to set the level cap at 30 in CBT and 50 in the open beta, with 3 big cities, 9 areas and 3 instances made open as well. At the time of the game's official operation, the PvP elements like guild wars will also be made available.

The game's interface will also be designed as user-friendly as possible. For example, players can enjoy the features like "Quest", "Helper" and so on.

The interaction among players instead of PvP is the key of RO actually. So, we're also considering the recent hot Social Network Service system.

Anything you want to tell the RO2 fans?
It's been long since RO2 debuted in 2007. The game used to dissatisfy players and have many weak points in the service. We have conducted many discussions in our company during the long period, and finally manage to bring forth the fruit now.

After the launch of the game's teaser site, we've received lots of criticism from players. But there're also many players who support and encourage us greatly, which is to our surprise and makes us more confident. We'll continue to take players' suggestions seriously and produce satisfactory games. Thanks!


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