Ragnarok Online: A Journey Back to Authentic Online Connections

by : Shigeru Miyamoto

Embarking on a month-long immersion into the venerable MMORPG, Ragnarok Online, a writer rediscovered a unique facet of online interaction, sharply contrasting it with the prevailing norms of contemporary gaming. This journey, initially fueled by childhood memories and a quest for insight into modern gaming's social landscape, revealed that despite the pervasive infrastructure designed for player interaction in today's titles, a deeper, more organic form of connection often remains elusive. The experience underscored a yearning for genuine engagement beyond mere transactional socializing, a sentiment unexpectedly fulfilled within the confines of an older game's design.

The author's adventure began in 2005, captivated by tales of a PC game offering an unprecedented social experience. Years later, equipped with a capable computer and a persuasive argument for a subscription, the journey into Ragnarok Online commenced. This return, two decades after first hearing about the game, was marked by a commitment to play for 30 consecutive days. The game, developed by Gravity and first released in South Korea in 2002, arrived in Brazil, the author's home, in 2004. Known for its grind-heavy gameplay centered on character progression through monster slaying and class unlocking, Ragnarok Online also features PvP and PvE content, alongside a monetization system.

Despite its age, with Brazil only recently receiving episode 17.2, an update from 2019, the Brazilian player base remains robust. This vitality is evidenced by Gravity's initiatives to engage new audiences through content creators and the establishment of an official LATAM server, a significant development two decades after the game's initial release. The author, drawn by the prospect of experiencing a game seemingly out of time, undertook the experiment to play for at least 30 minutes daily over 30 days, aiming to understand both personal gaming habits and the broader implications for online social dynamics.

The initial phase of the experiment was not without its trials. After creating a thief character named Rhydioh on the new LATAM server, anticipating a lively community, the author faced an unforeseen hurdle: repeated account blocks. Undeterred, a third attempt on an older Brazilian server proved successful, where the thief character blossomed into a formidable level 79 assassin. This renewed engagement brought several revelations. The game's structure, a mosaic of updates rather than a seamless integration, became apparent. More significantly, it highlighted a profound missing element in modern gaming for the author: the chance for authentic human connection, a stark contrast to the often isolating experience of current live-service titles.

While modern gaming environments like League of Legends and Valorant offer chat functionalities, and even single-player-focused live-service games like Genshin Impact include communication features, the author argues these facilitate 'socializing' rather than true 'connection.' Sherry Turkle's 2011 work, 'Alone Together,' posits that technology enables a constant state of interaction without fostering genuine connection. This distinction became strikingly clear during the author's time in Ragnarok Online, particularly during the game's forced periods of inactivity for health recovery. Unlike modern MMORPGs, where health can often be regained on the move, Ragnarok Online requires players to sit, a process that can take up to ten minutes, creating unexpected windows for sincere interaction.

These enforced pauses often led to serendipitous encounters. One such instance occurred near Payon Cave, a popular leveling spot. While resting, another player, an acolyte, sat nearby and initiated a conversation, offering assistance. Despite declining the offer to group up, anticipating the player's departure, the acolyte remained, sharing personal gaming experiences. Similarly, in Geffen, after evolving into an assassin and experiencing a setback, a chance encounter with a veteran player led to a conversation about shared game experiences and preferences beyond competitive endgame content. These interactions, devoid of the pressure for ongoing engagement, resembled casual exchanges with strangers on a bus stop bench—brief, genuine, and unburdened by expectations, offering a glimpse into a shared human experience that felt deeply authentic.

Ultimately, the journey through Ragnarok Online became a poignant reflection on the nature of online communities. The game, with its seemingly archaic mechanics, inadvertently provided a platform for unexpected and meaningful human connection. These moments, born out of shared downtime rather than goal-oriented interaction, underscored a broader truth about the digital age: while technology makes us constantly accessible, the quality of our connections often suffers. The experience served as a powerful reminder that true connection transcends technological sophistication, often emerging from the most unassuming circumstances, fostering a sense of shared humanity in the vast digital realm.