Culture clash
Posted: Tue Apr 18, 2006 10:05 am
I wrote this note to my guild (Eleytheria) 2 months ago just before I left the game. After the weekend there is a lot of introspection and probably time this was made public.
When I look back over then ten month playing Ryzom, I spent far more time doing treks, boss hunts, helping people and having fun. I never really tried to become rich or the best in anything. Whenever my money went below 500K, I would go and dig for a three or four hours and earn another 500K dapper.
With the outposts and PvP content there is a big incentive to get you levels as high as possible, or else you lose your battles, maybe your outpost. This was counter to my play-style although as guild leader I started making an effort to improve my melee and offensive magic skills so that I could lead the defence of our outpost. The grinding was boring without a good team and being able to chat.
We had a gift-culture, where there was plentiful never ending materials. We exchanged goods and got to know each other. Without the pressure of earning money we tried to outdo each other in a friendly way by making the best equipment, taking down bosses and taking part in competitions and events. Although there was plenty to do we could pick and choose what we did. In this environment role-play thrived and was the basis of many events. In my limited experience this seems unique for any MMORPG game and probably accounts for its attraction for those who don't want the same old style of quests and levelling.
The outposts and FvF brought in a different culture of being the best; best guild, best fighters, best faction, best materials. The goals are focused and precise: to reach level 250 with supreme equipment and the best boosts. There are a limited number of closed and unique resources only available from the guilds that own them. The limited resources are designed to be fought over. In such a goal oriented environment role-play has little place, neither do events that are not related to maxing out. There are a lot of games with this style and people are familiar with the aims. Someone coming from a 'conquest' style of game may grab onto these familiar concepts and not see the larger scope of SoR.
The problem is that the two cultures are incompatible. In the gift-culture we could pick an choose what we did, we had control over our lives. Under the outpost and FvF we are faced with adverse external influences, things we cannot control, such as fear of being attacked, not controlling the times, not knowing how big the attacking force is or how many allies will turn up.
As I see it, the flaming in forums, the in-game antics, the bad feelings are symptoms of people under stress. You can try and fix the forums, prevent the game exploits, expel guild members or smooth over relations, but until the source of stress is resolved there will continue to be problems.
When I look back over then ten month playing Ryzom, I spent far more time doing treks, boss hunts, helping people and having fun. I never really tried to become rich or the best in anything. Whenever my money went below 500K, I would go and dig for a three or four hours and earn another 500K dapper.
With the outposts and PvP content there is a big incentive to get you levels as high as possible, or else you lose your battles, maybe your outpost. This was counter to my play-style although as guild leader I started making an effort to improve my melee and offensive magic skills so that I could lead the defence of our outpost. The grinding was boring without a good team and being able to chat.
We had a gift-culture, where there was plentiful never ending materials. We exchanged goods and got to know each other. Without the pressure of earning money we tried to outdo each other in a friendly way by making the best equipment, taking down bosses and taking part in competitions and events. Although there was plenty to do we could pick and choose what we did. In this environment role-play thrived and was the basis of many events. In my limited experience this seems unique for any MMORPG game and probably accounts for its attraction for those who don't want the same old style of quests and levelling.
The outposts and FvF brought in a different culture of being the best; best guild, best fighters, best faction, best materials. The goals are focused and precise: to reach level 250 with supreme equipment and the best boosts. There are a limited number of closed and unique resources only available from the guilds that own them. The limited resources are designed to be fought over. In such a goal oriented environment role-play has little place, neither do events that are not related to maxing out. There are a lot of games with this style and people are familiar with the aims. Someone coming from a 'conquest' style of game may grab onto these familiar concepts and not see the larger scope of SoR.
The problem is that the two cultures are incompatible. In the gift-culture we could pick an choose what we did, we had control over our lives. Under the outpost and FvF we are faced with adverse external influences, things we cannot control, such as fear of being attacked, not controlling the times, not knowing how big the attacking force is or how many allies will turn up.
As I see it, the flaming in forums, the in-game antics, the bad feelings are symptoms of people under stress. You can try and fix the forums, prevent the game exploits, expel guild members or smooth over relations, but until the source of stress is resolved there will continue to be problems.