Ryzom I believe is the result of a great intuition. When MMOs began to launch I think nobody realized who was exactly the target market. Addressing to mature people was a high risk and Nevrax assumed it. First mature audience doesn't have the physical time, secondly lots of them are still biased against playing as not 'serious' preoccupation (the true serious man makes money, don't play

isn't it, well not always, thanks gods). But the mature customer also has a credit card on his name, and tends to not leave such a game if he gets immersed, in a month, on the contrary the market at this precise moment might be smaller but it is growing, and for certain is much more faithful to the provider, a player can build his imaginary world for years.
From this premise I think are raising all the game features as consequences: The slow pace, the huge complexity of skills, the mixed story that never opposes black to white as such, the mystery, the infinite care for details, in one word, the depth.
Ryzom is a game with incredible depth. You walk on a simple forest today, and your whole attention is on mobs that can kill you; you come the next day and you're stunned by the beauty of the dawn; but you may come the third day and discover what materials are hidden in that ground, and the fifth day and see again what missions an insignificant, wandering NPC can provide; just to come a sixth day and see that the NPC village that seemed the same like all the others bears some particular marks, that it has a history that can be guessed out of small sculptures etc etc.
It is, no doubt, the result of a company that has not - thanks gods again - the power of a big entertainment corporation. There are not hundreds of graphical artists working at it, and they cannot provide huge areas populated by all sorts of all that your imagination cannot create for itself. You don't see 20 servers with hundreds of thousand of people logging. And you cannot expect expansions launched every other 5 months.
But I am happy with this. Not that I don't wish Nevrax to grow and have a mountain of money

but because corporations in such entreprizes work really bad. First consequence is in technical support. When you have 400-500k of subscriptions usually the technical support (which is 'an example for the world here') is the first to be overloaded. People become anxious, nervous, caught with tens of requests for help every minute. And when finally the corporation decides to hire more, they will not have the time and patience to train them.
Secondly the next big issue of big corporations is releasing without proper testing. Ryzom has some bugs of course, never expected the devs to be sort of little infailible popes. But what a big corporation does is usually releasing a 75% finished product and leave the players test for themselves. Works pretty well with kids communities, you know ..
However not having the possibility to come with extended development outside its limits, Ryzom got a depth in detail, in story, in the refinement of the existing skills.
On the other hand - while it was a shock that endangered the community - pvp put pressure on the community, and this pressure made the players dig into the skills they never had to use as long as they dealt only with pve. This is a risk many game producers undergo. A huge portion of their work is disregarded by players as long as they are not forced to discover it and learn how to use it. Maybe melee was only a weird passion of some people if it were not for pvp.
While community has changed (yes, even in these short months since we are here) it was less under the pressure of the pvp as because of the much bigger interests. There is more to lose and more to gain with the OP implementation. And naturally relations among people are no longer so heavenly kind as we found them when we first arrived. But here lays the power of a community: in keeping these tensions under control. And here actually can be seen if the community is just a happening somewhere in a game , or that actually spending together a year or so in this world and contributing to its growth led to a real social group who knows when it is endangered and how to react. This is rather a continous process, future will say more.
There are certainly things to improve, and I don't mean small bugs here and there, or making copy and paste on default actions possible. Harder things like making the level system less rigid, or enriching the graphical options...
But all in all Ryzom is a wonderful piece of work, and at the same time a demonstration: first a demonstration of how good a product can be if their creators are really involved in the making and not only work for a boring job and secondly a demonstration that the adult market is reliable, can build interesting and powerful communities and also provide the company who offer such a virtual world with a long term, faithful sponsorship.
Finally I would say that Ryzom might threspass the borders of the entertaining industry into a world of synchretic art that was never possible till now.