Gravity's Serious Foray into the Console Market: 'Ragnarok Project'

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Ragnarok is returning. This is not about the various mobile games based on the Ragnarok IP, nor is it about 'Ragnarok 3,' which is currently in its final stages of polish before release. The protagonist here is 'Ragnarok Project,' a single-player PC and console game currently under development by Waycoder.

While the Ragnarok IP has appeared across countless platforms and genres, 'Ragnarok Project' feels different in many ways. As a completely new title based on the IP, it feels in some respects like a remake or a reboot. The fact that it is aimed at being a single-player PC and console game is also noteworthy. Taking on such a challenge at a time when gamers' expectations are higher than ever implies a significant level of confidence.

Nevertheless, the reception from gamers toward 'Ragnarok Project' has not been entirely warm. Because so many series have been consumed domestically, there is a prevailing concern that this will be "just another Ragnarok" and that it won't be much different this time. Gravity is well aware of this. Why, then, did Gravity and the developer, Waycoder, embark on the development of 'Ragnarok Project'? What potential did they see in it.

To answer these questions, we knocked on Gravity's door.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
Daewon Media Manager Jeon Byeong-gyu, Waycoder PD Yang Byeong-jo, CEO Seo Ki-won, Gravity PM Seo Sang-won, and Daewon Media General Manager Kim Hyung-gil ©INVEN

Q. I am curious about the motivation behind starting 'Ragnarok Project.' I would also like to hear the background on why you decided to develop it with Waycoder.

Seo Sang-won = 'Ragnarok Project' is a different kind of work compared to the mobile and online games Gravity has presented so far. We approached it with the mindset that it is not simply a game utilizing the Ragnarok IP, but a game newly reinterpreted through the lens of console gaming.

Naturally, this required diverse capabilities, including an understanding of the Ragnarok IP, experience and sensibility in console and single-player game development, and know-how regarding the platform. After reviewing it from various angles, we found that Waycoder and Daewon Media were the perfect fit.

We decided to work together because we judged that they had experience in various console projects and a high level of understanding of console development. The project is proceeding with Gravity setting the standards for the worldview, IP, and direction of the game, and Waycoder handling the development accordingly.

Q. Gravity could have chosen to develop it in-house, so I am curious why you partnered with an external developer. Also, was there a special reason for choosing Waycoder among several candidates?

Seo Sang-won = The biggest reason, as I mentioned earlier, is that 'Ragnarok Project' was different in nature from what we had done before. If it were an online or mobile game, in-house development would have been an option as you suggested, but console gaming was a major challenge for us, as it had been nearly 10 years.

Rather than forcing ourselves to develop a console game—specifically a single-player package game—we judged it better to acknowledge our shortcomings and collaborate with an external developer familiar with this field.

As for why we chose Waycoder among several candidates, they had proven themselves through their collaboration with Daewon Media, and beyond the business aspect, they showed a high level of interest in the project. Both CEO Seo Ki-won and PD Yang Byeong-jo were users who enjoyed Ragnarok in the past, and above all, we felt their determination to create a great game together, which led us to join hands.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. I would like a general introduction to the project. In what way have you reinterpreted the Ragnarok worldview, and what kind of gameplay are you focusing on.

Seo Sang-won = I would like you to see it as a reinterpretation of the worldview, jobs, and spirit of adventure that Ragnarok Online has built, but with the sensibility of a console RPG. We are developing it with the goal of creating a game where, unlike simply moving an online game to a console, there is a beginning and an end to the story, and players can enjoy party play and various exploration elements densely, just like other console RPGs.

To explain the gameplay, I can use the combat system as an example. We are creating it so that players can feel the core fun by strategically utilizing character positioning, action order, and limited action resources based on a turn-based system.

Q. A Ragnarok aimed at consoles—it feels like it's been over 10 years. It feels somewhat sudden; is there a special reason for developing it at this timing.

Seo Sang-won = We have been releasing games with the Ragnarok IP for over 20 years, but looking back, almost all of them were online or mobile. We had barely challenged the console and single-player package game market. The fact that the console market is continuously growing, domestic game companies are actively jumping in, and our internal deliberations on how to expand the Ragnarok IP all converged, leading us to proceed with 'Ragnarok Project' in earnest.

Q. Looking at the video released last January, it looked like the Active Time Battle (ATB) system of the Final Fantasy series. Please explain in detail what kind of turn-based battle you are pursuing. Ragnarok was originally real-time combat; I am curious about the considerations and planning that went into changing this to turn-based.

Seo Ki-won = There might be some misunderstandings after seeing that video, so I should clarify that first. That video was material from the tech demo and prototype stage when we were verifying various combat methods, and it differs from the current development status.

In the early stages of development, we tested various forms. There were SRPGs and ARPGs. We tested several versions, pondered which genre and combat system would maintain the original's identity while still being fun, and after several verifications, we have now finalized the direction as a complete turn-based game.

Yang Byeong-jo = To briefly explain the combat system, it follows a traditional SRPG method where it is divided into player turns and monster turns, and when it is the player's turn, they select the desired character to strategically perform actions such as movement, skills, item usage, and rest.

However, it is not exactly the same. Many SRPGs have a structure where the turn ends once you select a character and finish moving and acting, but 'Ragnarok Project' seeks differentiation here. It is designed to allow multiple actions based on each character's AP, so various tactical plays are possible depending on the order in which you select characters and how you distribute AP.

We also plan to bring out the party play sensibility of the original as much as possible. We are composing skills that clearly reveal the roles of each job, and adding level-linked environmental systems such as attributes, affinities, wall collisions, falling deaths, and functional objects to conventional combat elements like vector-based skill usage and knock-back. The goal is to maximize strategy and tactics, add various variables, and build a diverse combat environment.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. Turn-based RPGs can become boring at some point because your turn and my turn are repeated. How do you plan to resolve this.

Yang Byeong-jo = I can mention QTE elements. However, QTEs do not pop up every time you attack. Since that would inevitably feel tedious, we are testing ways to incorporate them naturally. Basically, we want to bring out the 'feel' of the controls by having them trigger only under specific conditions rather than every time. AP will also be used in various ways, such as saving it to trigger support actions instead of just using it for movement and attacks, which will increase the strategic depth.

Seo Ki-won = In turn-based battles, there comes a moment when watching the enemy's actions becomes boring after a certain point. We plan to minimize these boring sections by allowing players to clear enemies all at once or by adjusting the speed.

Q. It's good that you've kept the strategy, but it seems like there will be a lot to pay attention to during combat.

Yang Byeong-jo = It's not as complicated as you might think. From aiming for the enemy's back for more damage to giving extra damage when colliding with a wall due to knock-back, or making them fall to their death from a high place, we are trying not to deviate significantly from the grammar of existing turn-based SRPGs.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
You can make enemies fall to their death by using knock-back skills on a cliff ©Ragnarok Project

Q. What is the size of the development team currently participating in 'Ragnarok Project' within Waycoder.

Seo Ki-won = Please understand that it is difficult to disclose the exact number of personnel. Key personnel have already joined, and we plan to recruit more according to the mass production and development stages.

Q. Looking at the Steam shop page, you hinted at a narrative centered on choice and responsibility. Since you mentioned responsibility, it sounds like a multi-scenario feel where branches change depending on choices. How do you plan to develop the narrative.

Yang Byeong-jo = There seems to be a slight misunderstanding. The main story of the large branch does not change. Instead, it is a method where minor branches that can be chosen within it are applied. Rather than the flow of the story changing entirely, you can see it as items acquired or dungeons changing depending on the branch, and the story changing slightly.

Q. There is an original comic, and the original game also has a history. Without spoiling anything, I am curious if there are any elements related to the original narrative or elements that people who know the original will be happy to see.

Yang Byeong-jo = Basically, it is best to understand it as a work that reinterprets a specific period of the original as a single-player package game. We have reconstructed a story derived from a specific episode into an independent story, and I think if we mention the main keyword, gamers who have played the original will immediately recognize it, saying, "Ah, it's that story." As such, please understand that it is difficult to reveal it specifically here.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. I also want to ask about the growth system. The original has a growth structure with distinct identities, from the job change system to monster cards and style changes according to stat distribution. What is the method for 'Ragnarok Project'.

Yang Byeong-jo = As it is a party-based SRPG, it is difficult to compose as diverse builds as the original. Since party composition is key, we thought that if we didn't clearly bring out the job characteristics, the genre's unique charm would actually fade. So, we brought in the original's growth system to some extent, but instead of just putting points into stats, we made it possible to build your own combat system by creating various skill modifications. We intend to bring out the fun of combat by allowing the aspect of combat to change depending on the party composition.

The card system also reflects elements of the original to some extent, but it is not the same. We are building it in a form that changes the activation effects or methods of skills, and we aim for strategies to become new depending on the party composition.

Seo Ki-won = Just as the optimal party composition was different for each dungeon in the original, 'Ragnarok Project' is also set in a direction to maximize party synergy by changing combinations according to the situation.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
Waycoder replied that it is not a method of putting points into the original's stats ©INVEN

Q. The more jobs there are, the more diverse the party synergy and the greater the fun of combinations will be. How much are you preparing.

Yang Byeong-jo = A truly huge number of jobs appear in the original, but we couldn't put them all in. We plan to select and include jobs that can lead combat attractively. Since the jobs that can be included are limited, we intend to compose it mainly with jobs that have distinct characteristics.

Q. Looking at the released videos and images, it still seems to be in the early stages of development. What is the development period.

Seo Ki-won = If we consider everything from R&D to tech demo and prototype development periods, we have currently been developing for about a year. Regarding the video, I will say it again: since it is a tech demo, there are many differences from the current version.

Q. It seems you tried to bring the atmosphere of the original as much as possible. I am curious about the direction of this visual style.

Yang Byeong-jo = As you asked, it is true that we tried to bring the feeling of the original as much as possible. However, we did not stop at simply bringing it as it is. There were many effects in the original, including lighting, that could not be implemented with the technology at the time, and 'Ragnarok Project' aims to show visuals beyond the original by reflecting this.

Character sprites are a prime example. It is the most characteristic visual element of the original, and 'Ragnarok Project' also tries to bring out a three-dimensional effect beyond the original by adding new shaders and lighting, while still being based on the original resources. In addition to this, we are making efforts such as developing additional sprites for better direction.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. The overall visuals of the game feel like HD-2D. Was this intended.

Seo Ki-won = Since the original was 2.5D with 2D characters appearing on 3D backgrounds, it was inevitable that it would feel like HD-2D when lighting was added, regardless of our intention. In fact, we were also somewhat cautious about this part. So, in the early R&D process, we tested ways to reduce the HD-2D feel while maintaining the original's feeling several times, but in the end, we judged that it was more important to maintain the original's feeling and the Ragnarok-like worldview rather than insisting on a visual unique to 'Ragnarok Project,' which led to the current form.

To summarize, I would like you to see it as the visual direction naturally converging there as we expressed the adventure action feel pursued by the original in a modern way, rather than intending HD-2D.

Q. I think you must have also considered making even the characters in 3D.

Yang Byeong-jo = We did consider it, but it was difficult to bring out the feeling of the original sprites. We actually compared a version reinterpreted in 3D with a version that incorporates lighting into 2D sprites like now, and the conclusion was that the current one is better, so we chose the current method without hesitation.

Q. If it's the Ragnarok IP, music cannot be left out. You can tell which region it is just by listening to the BGM of each region. How is 'Ragnarok Project'.

Seo Ki-won = I think we should not overlook the sensibility that you can tell which region it is just by listening to the BGM. So, in 'Ragnarok Project,' we also intend to bring out the musical atmosphere and sensibility of the original as much as possible. However, we are not bringing the original music as it is. We are reviewing the direction of arranging it to fit a console RPG or preparing new original music. The goal is to approach original fans with a welcome sensibility and new users with one completed RPG soundtrack.

Q. You said it contains a specific episode of the original. Please let me know the volume without spoiling it.

Yang Byeong-jo = It starts in Prontera and ends in Yuno.

Q. Daewon Media has collaborated with Gravity through various titles of CRT Games. What preparations are you making for the successful launch of 'Ragnarok Project'.

Kim Hyung-gil: We are paying special attention to 'Ragnarok Project' because we see it as the IP with the greatest global competitiveness among the various titles we have handled so far. If possible, we want to introduce it overseas as quickly as possible, so we are thinking about how to introduce it to overseas partners. Considering the current development speed, we expect a version that can be shown to overseas partners to come out within this year.

In detail, since the popularity of Ragnarok differs by region or country, we plan to promote it centering on regions with high popularity. Since console gaming is a field with a lot to prepare, we aim to prepare as quickly as possible and make decisions preemptively and quickly.

Q. I also hear people saying, "Is it Ragnarok again?" It seems like it will be evaluated more coldly than any other game. Aren't you worried.

Seo Sang-won = Ragnarok is an IP that has been serviced for a long time, and since various projects have been carried out based on that IP, I think such a reaction is inevitable. However, I want to emphasize that this 'Ragnarok Project' is a work that is clearly different in nature from the games we have presented so far. While we have released games of a similar nature online and on mobile in the past, 'Ragnarok Project' is significant in that it newly expands the fun and character of the IP into a console RPG. Through this, we want to deliver new fun to users who have experienced Ragnarok online and on mobile.

To do that, I think it is necessary to persuasively convey to users the reason for presenting Ragnarok on console. So, in the development process, we are not stopping at simply utilizing the IP, but are trying to contain the play experience, completeness, and fun that fit the console platform.

Seo Ki-won = That is why we are putting more effort into it. We are conducting QA and inspection closely so that not only development completeness such as content volume but also the original's unique sense felt in the play process is satisfactory. We plan to polish it until the end so that it can give a natural and enjoyable experience throughout the play, from the control feel and combat tempo to the original's unique atmosphere.

Since it is an IP where many users' memories and expectations have accumulated, I think it will inevitably be evaluated more coldly, but we will try to create it while communicating without avoiding that gaze.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. You emphasized communication, but if you are aiming for a release in the first half of next year, are you also planning a demo build or test within the year.

Seo Sang-won = I think we will be able to release a demo build at the earliest at the end of the year. However, this is just an estimate. Development doesn't always go as planned. We are aiming for the first half of next year, but that means we need to have a 70-80% level of completeness by at least the end of the year to keep that schedule. I think we will have to judge this while watching the development progress.

Q. The volume of the game cannot be ignored either. The volume of a $70 game and a $30-40 game will be different. How much is 'Ragnarok Project'.

Yang Byeong-jo = Based on the main scenario, we are envisioning a volume of about 20 hours. This is the volume when only the main scenario is played, and if you enjoy sub-content, it could be more than that.

Q. Looking at the released video, there seem to be many parts that haven't been polished yet. First impressions are more important than anything else, so is there a special reason you released it in a hurry even though it might cause a misunderstanding that the quality is low.

Seo Sang-won = We set the concept of creating it while communicating with users from the beginning of development and proceeded with the project. So, rather than the existing method of releasing it after development reaches a certain stage, we wanted to show the intention of what kind of game 'Ragnarok Project' is and how we will develop it by releasing it quickly from the beginning.

Of course, there is a risk that the first impression might not be good, but since it is an important project to expand the Ragnarok IP to the console platform, we see it as worth offsetting that risk if we can quickly grasp what users expect and what they are worried about and reflect it in the development process. We plan to continue communication starting with developer notes and show the process of gradually increasing completeness.

Q. There must have been various reactions to the game. Was there anything that stood out among them?

Seo Sang-won = Comments saying they are looking forward to it in that it is a console project of the Ragnarok IP were particularly impressive. There was also an opinion that it reminds them of Ragnarok Odyssey, and seeing such reactions, I could get a glimpse of the users' expectations. Actually, it was half worry and half expectation, but there were more positive reactions than I thought, so my shoulders became even heavier.

Q. Please introduce if there was anything most difficult while developing so far.

Yang Byeong-jo = Personally, I think the fun of a game depends on how you make changes in the growth stage. If you are not careful, play can be repeated in a certain section and become boring, so you have to add fun by changing the combat method little by little as you progress, but I am still thinking about how to carry this to the end and how to distribute it.

On the other hand, since elements different from existing SRPGs are included, I am also thinking about how to inform users so that they can easily learn them. In the end, rather than saying there is a specific difficulty, it can be said that the entire process of development is a series of worries.

Seo Ki-won = Personally, it was most difficult when we just started the project. There are many employees in the company who enjoyed Ragnarok, but when we actually talked, the memories and experiences each person recalled were different. I enjoyed Siege War and party play around 2003-2004, so I naturally thought of party play when I thought of Ragnarok, but the employee next to me gave a completely different opinion. It was that the core of Ragnarok is not party play but the 'feel' of solo play. While experiencing that impressions can be so different even for the same game, it took a lot of time to match the harmony on where to place the original's sensibility that 'Ragnarok Project' should pursue. Now that the direction is clearly set, everyone is developing toward one goal.

Q. If it is one goal, are you talking about the party play experience.

Seo Ki-won = Yes. The Ragnarok I experienced was a game where we formed a party together and did something. Since 'Ragnarok Project' is a single-player package game, you cannot be with other users, but we are developing it with the goal of a game where you can enjoy the 'feel' of party play alone by forming a party to your taste.

Q. As an aside, there is also talk that it reminds people of Arcturus in terms of visuals and being a single-player package game.

Yang Byeong-jo = You might feel that way if you only look at the screenshots, but the entire game, starting from the combat system, is completely different.

Seo Ki-won = The biggest difference is that while Arcturus is a real-time battle method, 'Ragnarok Project' adopts an AP system, so there is a big difference from basic movement and actions.

However, among the prototypes we tested in the beginning, there was a feeling similar to Arcturus. We tried various systems and such results came out, but it was different from the direction we aimed for, so we tore it all down and fixed it, and the result is the current method. Now, that feeling doesn't exist at all.

Q. If it is a single-player package game, the completeness of the story is as important as the combat system. I am curious if there is a scenario writer or an organization dedicated to the story inside.

Yang Byeong-jo = There is a separate person in charge of the scenario. It is someone who was in charge of the scenario of the past Ragnarok, and if I am greedy, I am envisioning a composition where the original Ragnarok and 'Ragnarok Project's' own original story interlock with each other. We will present 'Ragnarok Project's' own original story while keeping the original's historical verification, so you can look forward to it.

Seo Sang-won = Regarding the story, we are proceeding while sharing opinions with the online studio.

Q. Personally, if I were to pick the most memorable element among Ragnarok's combat systems, it is Heal-farming. Will such a unique element be in 'Ragnarok Project'.

Yang Byeong-jo = Since it was such an original element, we intend to proceed in a direction of keeping what we can keep from the original. Rather, I think the fun as an SRPG would be greater if we implemented such parts in 'Ragnarok Project'.

'또그나로크' 아니다, 콘솔 시장 향한 그라비티의 포석 '라그나로크 프로젝트'
©Ragnarok Project

Q. When do you expect the official name to come out.

Seo Ki-won = We are looking at around August or September.

Q. Since it is a console project, it seems there might be a misunderstanding that it is released only on console.

Seo Sang-won = Since we tried to differentiate it from online and mobile, we kept emphasizing console, but it does not mean that it is released only on console. Rather, I would like you to see it as the meaning that Gravity and the Ragnarok IP's console entry is starting.

Seo Ki-won = When people say console game, they tend to think of a single-player package game with a beginning and an end, and we are calling it a console game containing the intention that 'Ragnarok Project' is also such a game.

Q. It seems there are more things to verify than any other game. There must be quite a few gamers who still send suspicious glances, so please give a word of ambition.

Seo Sang-won = We also know well that there are quite a few worried gazes saying, "Is it Ragnarok again?" As I said earlier that we will develop while communicating, if you tell us your honest opinions including such worries, we will try to reflect them as much as possible so that it becomes a game that users want. Please watch over us.

Seo Ki-won = Ragnarok is an IP where many people's memories and expectations have accumulated. I think it should be evaluated more coldly as much as that, and we also intend not to avoid that gaze. If there is anything regrettable, please let us know without addition or subtraction, and we will reflect it as much as possible. In the end, I think the most important thing in 'Ragnarok Project' is not our perspective as the developer, but the reactions of the users who actually play it. We will polish it until the end so that it becomes a game that does not disappoint with completeness that users can feel.

Yang Byeong-jo = I think the most important thing in a single-player package game is the story. I will contain 'Ragnarok Project's' own story and fun so that it does not stay as a part of the original IP.

Kim Hyung-gil: It is a natural flow in a way that a derivative work of an IP that has been popular for a long time comes out. Since Ragnarok is also an IP that has been loved for a long time, I think it is natural that such reactions come out. The important thing is that we must show something new within it. 'Ragnarok Project' can be said to be exactly that kind of game for the Ragnarok IP, and we will also prepare thoroughly from now on so that we can launch it successfully.

Jeon Byeong-gyu: I hope it becomes a game that original fans can also enjoy, and we will also do our best in publishing.

This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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