Ryzom
Show Game Details
- Developer: Gameforge
- Genre: Fantasy
- Status: Final
- Platforms:
- Website: http://www.ryzom.com
- Retail Price: Free BUY IT
- Monthly Fee: 14.95
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We journeyed half way around the world to look at this innovative expansion
“We’ve got better since then,” he added. “We figure we have a product that’s strong.” With all that done, it came time to expand in a new direction. With the Ryzom Ring they’re doing just that. However, it was important to them to do something that would not only grow their playerbase, but also add to the experience of those already there. “We’re certainly not intending to throw our playerbase out and get a new one,” Miller noted. “That’s not the way to build anything.” At E3 2006, Game Director Milko Berset showed us these tools and how easy they were to use (click here to read that report). What we saw in Paris was not altogether different. In the two months between viewings they had been polished, but for the most part, there were few major changes. The Paris demo showed off a story more robust than the one at E3. In this Ring created quest, players must lead an army of NPCs against a bandit camp to retrieve stolen alcohol supplies for the village.
On the outskirts of the village, two of the NPCs have plans to attack the village. This demonstrated how players can put forks in their quest. In the fork we were shown, the player sent the army down towards the village, while the player hid himself on a hill above the village. As the player walked down the hill, it triggered the army to attack. This provided a distraction and allowed the player to retrieve the stolen alcohol concealed in the bandit village.
One feature that will not be included is terrain editing. Players must choose from over 200 pre-generated maps of varying styles, including: lakes, jungles, forests, deserts and prime roots (which are underground areas specific to the Ryzom lore). Miller explained this decision as a development priority and an attempt to reduce the amount of patches. Terrain files are large and while it may take only a few seconds to load someone’s quest, it would take significantly more time if you had to download unique terrain. It is also a balance issue, as Miller is leery of the effect on their AI should a player do something entirely unexpected with their terrain. However, long-term, Miller refused to rule it out.
Nevrax hopes that the Ring inspires a large community of quest developers and content sharing. Players can export and share their quests with others outside the game. Berset also noted that one reason he was looking forward to the Ring was that it also enabled players to easily create movies using the game engine. They demonstrated this with their Ring trailer. One plan change since E3 is the decision to make persistent scenarios – ones that stay active when the player is not online – a post-release addition. They had originally intended players to pay a small monthly fee of approximately $4.95 to keep scenarios online 24/7. This would have been especially conducive to using the Ring for guild housing, for example. However, in the interests of doing things right at launch, they decided to push that aspect back a few months. Thus, initially, only the free option of having your scenario active when your client is active will be available.
Miller promised that there would be a direct explanation in their ongoing live story, but refused to elaborate lest he ruin it for the players. On a more technical level, players on any server will be able to access any active Ring scenario through terminals placed in towns. Players can also rate the scenarios to help future gamers sort through them by quality.
Miller explained that the core idea is that if a player spends an hour in the Ring and then an hour in the regular world using the catalyst they earned, they will more than two hours worth of experience in the hour the spend in the regular world. “We have a good control on the rate of consumables you get out of the Ring,” added Miller in response to a question about exploitation.
The Ring also encourages players to play the regular game by making them unlock the items they can use in their scenarios. Simply, their character has to see something in the regular world before they can use it in the Ring. This doesn’t mean they need to be high level, in fact the hope is that this will encourage higher level players to show newer players the world and rewards simple exploration. Both these changes truly tie the Ring to original game. My original concern was that the Ring seemed too artificial and separate from The Saga of Ryzom. Experience catalysts and the exploration elements encourage players to participate in both worlds and while assuredly some Ryzom players will ignore the Ring and some Ring players will ignore Ryzom, the plan Nevrax put forth should bind those two communities together in significant and interesting ways.
“If no one complains we wont know,” admitted Miller. This means that players can potentially make more adult scenarios and so long as they only invite their friends – who are OK with that kind of experience – there will be no problems. “It’s like having a very adult conversation as long as you do it in tells.”
Notable in her absence from the press event was Jessica Mulligan. This industry heavyweight joined Nevrax as an Executive Producer last year. Miller explained that she continues to work with Nevrax on a consulting basis, but was not in Paris at the time of our visit. Once again, the Ring looked very impressive. Nevrax will not share subscriber numbers, but did note that their modest player base – currently spread across three servers – has been growing despite their launch timing and original distribution issues. With the Ring, Nevrax seems poised to grow some more. From what we’ve seen so far, they’re definitely on the right track.
A special thanks to Sébastien Daniel, Milko Berset, Daniel Miller and the entire Ryzom team for playing host to us. You can comment on this article here. |










