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Re: $oe

Posted: Sun Dec 02, 2007 5:53 am
by kuroari
ajsuk wrote:Sooo, your not a fan of Sony then? kk, cool beans. :p
Jayce, i love you :p

i think pav has a point - but sorta .. IRKING ... the way this thread is going.. its a tad too whiny for me to bother posting. so i'm not going to. *nods and doesn't post anything in this thread*

Re: $oe

Posted: Mon Dec 03, 2007 4:24 am
by dlirious
missylee wrote:Ryzom survived for so long, it will survive even longer, i'm sure.
If you love Ryzom, then have faith, it will be ok.
*likes this reponse the best*

Re: $oe

Posted: Mon Dec 03, 2007 9:33 am
by akovylin
*crosses fingers* not soe not soe not soe not vivendi not vivendi not vivendi

Think the best is some mature company new to mmorpg business, then they will have some interest in creating smth new, choosing own way (possibly good one)... soe only makes same same same games with different crap graphics engines :D

The only reaon to have lots of mmorpg titles for compony its to cut expences so - same mechanics, same graphics engine, same support, same designers, sape plots, same storylines, same developers.... I don't see any same mmorpg title (not know much though) - so if someone already owning mmorpg will by ryzom - he will change it to fit its existing titles...

imho but i always believe myself :D

Re: $oe

Posted: Mon Dec 03, 2007 10:06 am
by maccer16
i would rather see sony own ryzom then it die

Re: $oe

Posted: Mon Dec 03, 2007 5:36 pm
by ark014
I could tolerate $OE, or should I say SSOE, only if they keep their filthy hands off Ryzom

Otherwise Ryzom will be turned into a WoW ripoff aimed at 12-year-olds, in the name of corporate profit, by the scum and filth who run SSOE

Thanks,
Amphiaraus

Re: $oe

Posted: Mon Dec 03, 2007 6:29 pm
by storm81
*crosses fingers* not soe not soe not soe not vivendi not vivendi not vivendi
Activision and Vivendi recently fused under the name "Activision Vivendi" and basically this brand new company will gain the leadership in the "mass videogame market" and "fee based games" (sorry for my bad english) pulling down EA. So this can be a bad or good news depends...The fusion will be completed in the first part of the next year. Personally i don't know $oE or Vivendi for what concerns MMORPGs but i think i agree with Somnus somehow as by my side it's the community that makes the game awesome not viceversa

For the italian ppl here here's a link in which you can read something more:

http://www.hwupgrade.it/news/videogioch ... 23469.html

Re: $oe

Posted: Mon Dec 03, 2007 6:31 pm
by setstyle
ark014 wrote:I could tolerate $OE, or should I say SSOE, only if they keep their filthy hands off Ryzom
I agree. I would rather be forced to move on to a different game than be forced to play a ruined Ryzom. Better to have memories of a great game than memories of its destruction.

SoE already proved that its only care is profit, and we all know the current state of Ryzom isn't very profitable -- if SoE came along something would definitely change about that. The game we know and love would most likely cease to exist.

Re: $oe

Posted: Mon Dec 03, 2007 7:36 pm
by alisa112
Well, this is my first MMO, so I have nothing 'better' to compare it to, but I know that in looking around for somewhere to go in case (God forbid) Ryzom dies, I've not come across a single game that feels like Ryzom. Not graphics, not community, not skills, not anything...ANYTHING. And I may only have been here a little over a year, but I definitely felt that Gameforge marketed to a younger WoW-esque crowd (the little marketing they deigned to do, anyway), which resulted in a lesser quality of players. I don't think Ryzom is a kid's game...

Re: $oe

Posted: Mon Dec 03, 2007 7:48 pm
by fiach
LOTRO is pretty good, it has a nice community and a more believable world than some other MMO's, You will NEVER find another game like Ryzom, it doesn't exist, so dont waste time looking for it :)

Re: $oe

Posted: Mon Dec 03, 2007 8:36 pm
by katriell
maccer16 wrote:i would rather see sony own ryzom then it die
Think carefully about what qualifies as death and what qualifies as life for this game.

Between those states is undeath, exemplified by Star Wars Galaxies. Supposedly, prior to the CU+NGE, SOE reported 250,000 subscribers. Now, while SOE no longer reports subscriber numbers for SWG, it is guessed there are only about 25,000 left.

Granted, even 25,000 is massively higher than any population Ryzom has ever had. But, consider these factors:

- SWG always had an extremely well-known name and lore going for it.
- SWG had and has boxes in stores.
- I don't know how SWG is marketed, but just being on Station Access with several exemplary run-of-the-mill MMOs (including favored scapegoats EQ and EQ2) probably lends it an audience, some active and some potentially active, who believe the changes were for the better because SWG became more similar to the other game(s) they play and are accustomed to.

- Ryzom's lore is unlike anything in the MMO genre.
- Ryzom's features, in total, are unlike anything currently extant or under development in the MMO industry.
- Ryzom has no box in stores, except in rare cases.
- Ryzom has had very little marketing, leaving its population renewal to word-of-mouth and its placement on various MMO listing websites. An upheaval of negative word-of-mouth would send it to the grave.
- Many of Ryzom's players are refugees from SWG, who preferred oldschool SWG and prefer the current features and mechanics of Ryzom.
- Ryzom is one of few MMOs that can be considered an alternative to oldschool SWG. Admittedly, I'm not sure how SWGEMU will affect this.
- Ryzom's community has long been famed for being one of the best. To some extent, this has remained true in-game right up through the present, even considering the past changes and issues that have created friction and deterioration among the community.

At this point I'd like to note that the primary cause of Ryzom (or any game) having a decent community is the game itself. There may be rare exceptions to this idea, but generally, the weaving of features, mechanics, marketing, etc. and the whole formed by that determines what kind of people will enjoy a game. Development direction has already had effects on this community. Therefore what kills or half-kills the game does similar to its community.

Ryzom isn't a niche game just because it's rather unique and hasn't had much marketing. Due to its ensemble of features, it has supported a small, relatively good community...and naturally alienated the majority of MMO players. Thinking about those MMO players and what position the games they play likely occupy in their lives, I reached the idea that part of why Ryzom is niche to an unprofitable degree is that, when people come home from work or school, they tend to be tired, stressed, maybe feeling a deficit of personal power, and disinclined to do anything that requires what may be perceived as more work.
So easy, relatively mindless games like WoW that, in return for the "achievements" you are railroaded to, shower you with gratification, are popular.
Ryzom, on the other hand, is much less easy and demands some degree of brain work as you figure out what to do, how to do it, and pursue relatively long journeys to the goals you lay.

Some people do enjoy what Ryzom offers. But they are few. The number of them who hear of Ryzom are even fewer, the number of those who actually try it are further less, and the number who stick with Ryzom rather than chickening out when they realise it is truly different are infinitesimally few. Even within that niche, there are various playstyles, various backgrounds, and various opinions, which sometimes conflict as is natural anywhere.

There is a choice to be made, at every crossroad presented by development, whether in small developments (like what to write in quest dialogs) or large ones (whether to implement outposts and in what way with what rewards). This choice involves asking whether you want to please your current playerbase or reach out for a different, semi-mythical sort who might join your game if you implement something a certain way, and furthermore which playstyles within your playerbase it is safe to focus on. It also involves whether you preserve a particular vision or allow development to stray from or even give up on that vision; it's not only the end-results of development that matter, IMO, it's the vision driving them. Another consideration is how the development at hand might affect the current community, and if the current community is a good one, whether one feature or another might shift it toward a degradation, either by changing the game's atmosphere with regard to how players are encouraged to treat each other due to their own needs and wants (ever wondered what kind of community we'd have if dappers were much more valuable?) or by attracting a different, lesser-quality audience.

I and others do not believe SOE is capable of making that choice properly and with due consideration, in the context of Ryzom or any other unique/niche game.

For Ryzom, the price of making careless changes to the game would be undeath. And for Ryzom, with its already-small population and its existing community type, plus the fact that everyone who wants to play another sort of game is probably already playing such a game, undeath would lead to death or deeper undeath...certainly not life.