![]() Guild and Outpost registries transferred to Wiki. We hope to have it in a decent state soon, so check back regularly! Here We are currently working on finishing a new privately hosted, ad-free wiki for Ryzom. Indeed since the departure of Game Forge France, the game has gone from strength to strength, utilising the feedback from players, and the consistant help from the CS Departments. The feedback site is proving incredibly useful, showing a vested interest by players and what they do, and indeed, do not like in the game.The current owner, Winch Gate is showing that with a little time and focus, much can be achieved. This evidently shows an uncommon feat from companies and developers alike what the players want. Recently players were treated to a new function placed on the left-hand side of the Official Site. Ryzom gives the player the option to learn every single skill in the game, or concentrate on whichever you prefer, for as long as you want or indeed to what depth you prefer. Players are not trapped in the "one class only" situation that most MMO's nowadays place them in. Here Allowing players complete control over everything they do is something not many Online games can quote. Here The game earned the Best Story award at MMORPG.COM's 2005 Reader's Choice Awards. NeL is currently open source and allows anyone to add to it. The game's engine, NeL, was created by Nevrax and licensed under the GPL. Ryzom is labeled as Science-Fantasy by the creators due to storyline elements that are typically found in both science fiction and fantasy genres. In August 2006, the name was simplified to 'Ryzom' for marketing purposes. ![]() The game launched in September 2004 under the name 'The Saga of Ryzom' and received little attention at the time. ![]() Running on the NeL system Ryzom is a massively multiplayer online role-playing game (MMORPG) developed by the independent French studio Nevrax. The world of Ryzom keeps expanding, but it remains being about the same big plot: 'Who are the Kami and the Karavan?' And 'Who do you want to support?' You will have different kinds of missions and means, and little by little players will see that they are having a real impact on the story evolution and the shaping of the world.About | Contact | Projects | Glossary | Forums | NeL | Screenshots | Openings | Current Staff | Winch GateĬategories below link to specific areas of the Wiki, be sure to check each one for the relevant information you seek. It has a bit more in common with Dark Age of Camelot in the way the game pits realm against realm, but in Ryzom the story will play out differently on each server depending on the decisions the players make, the missions they take on and the alliances they make with the two powerful factions in the game: the technologically superior Karavan and the magic-using Kami. The world is always evolving it's not predictable like the world in EverQuest. Ryzom is really about a story and a world in motion, it's not a static world that you just visit and consume and then nothing more happens. At present, creative director David Cohen Corval reckons there are 70,000 players contributing to its current run of beta test, and with the game now due out in September, we quizzed the man (who also doubles as CEO of developer Nevrax, no less) about what makes the difference.Īlthough it has a few similarities, Ryzom has a very different character to those two games. The Saga of Ryzom, however, seems to be having little trouble. After all, it doesn't just need to work - it has to be different enough to stand out from the likes of EverQuest, Dark Age of Camelot, Star Wars Galaxies, Asheron's Call and countless others, all of which are vying for continuous payments from the same core market. Honestly, we'd probably expect anybody taking charge of one to wind up a jibbering wreck, cocooned in a foetal position beneath mountains of over-eager forum thread printouts and barely capable of muttering word likes "NPC" without shaking uncontrollably. Apart from all the usual concerns about quality and stability, there's also the question of server hosting, managing payments and user accounts, and of course the bigger problem of keeping thousands of gamers simultaneously occupied without allowing the fantastical veneer to crack and flying shards of unreality to pierce the experience. ![]() Launching a new massively multiplayer game is a task fraught with difficulty.
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