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Ryzom Article

MMO PC Article by Jon Blyth

16 December, 2008

Page 2 of 3. <- Page 1Page 3 ->

Hour 2: Stanzas

Region chat quote of the hour:
"Looking for active players to recruit, with no aspirations of grasping any knowledge of any Ryzom mechanics, just powerlevel and quit after 2 weeks. Please contact me."
"Ahaha"

As most reading this will know, every attack in an MMO has its upside and its downside. A powerful move will often have a long cooldown, or have its effects spread over a length of time, or be prone to counter or cancellation. Some moves only become available to you after certain other events - a parry or a critical strike, for example. Balance dictates that potency has to come with a price.

Ryzom dissects this into the Stanza system. On one level, it's a work of gameplay genius; you don't just buy moves, you buy credits and options. Options are the good effects of a spell: fear, slowing down, damage. Credits are the penalties that justify them. Say, a magic spell will generally drain your sap (Ryzom's mana), and a physical attack will drain your stamina.

Once you've levelled up your crafts, you can buy credits and options separately, and use them to make your own moves. You can trade in the cost to stamina for a health penalty. You can trade in the cost to sap for the condition that you can only cast the spell after a critical hit, or take extra damage to the item's durability. You can't afford all of them, so you're forced to specialise, and this is where Ryzom makes up for the otherwise level playing field.

There's a downside to this, and that's transparency. The visual clues that allow you to learn and react to events quickly in more established MMOs are gone. Its easy to tell you're fighting, say, a Shadow Priest in WOW, and WAR has visually distinct classes. Here, you can't tell what options your enemy has, or what their actions might be doing to them. It's unique, impressive, and terrifying. You can see why people who've managed to get their head around it declare their love for this system. You can also see why PVP isn't so popular.

'Ryzom' Screenshot 3

Hour 3: Grouping Up

Region chat quote of the hour:
"The trick with Ryzom is knowing when to hide like a coward and when to run like a sissy."

Combat isn't easy, and creatures have an eBay-style coloured stars system, replacing the more common red-for-hard, green-for-easy. 3 Green Stars will always mean Level 21-30. As a result, you generally discover which creatures are beyond your abilities by getting killed by them, and if no-one resurrects you, there's a substantial penalty on your future experience.

So, you learn quite quickly that it's useful to team up. As I came to the end of my training mission chain, I'd been told to kill some "Goo Heads". These guys roam in teams of four - any attempt I'd made to melee attack them had been met with immediate death. My pleas for a group in the Region channel were answered quickly - more quickly that the fairly slow-paced chat would suggest.

Soon, I was standing with a new friend, and getting taught how to solo groups as a fighter. The taunt ability is the key. Not just a tank device for pulling enemies off a friend, it also gets people to chase you further. My friend ran off, pulled a Goo Head (and this suddenly feels like I'm talking about a clumsy sex act), and we killed him together. So, it was my turn - I snuck up to within 20 metres, taunted my quarry, and ran like a flailing, motorised idiot. Problem: I got killed.

'Ryzom' Screenshot 4

Simply put, it's hard. And a lot of your time will be spent avoiding combat. In response to this, I decide to avoid combat and try my hand at making some boots.

Hour 4: Crafting

Advice of the hour:
"Don't try to learn everything all at once. Some people do that, and they only last two weeks. It's too much."

Checking my levels, I notice that I'm completely lacking in one area - crafting. The manual says it's vital to the game, and yet it's the one thing without any visual clues to draw you into it. Use a dagger, gain Fight. Use acid, gain Magic. Double-click on a glowing mound, and you're Foraging. But Crafting is arcane, tucked away behind a slightly unfriendly menu, and fairly unintuitive.

To Page 3 ->

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Comments: 1-20 of 20 in total

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iokthemonkey
16/12/08 @ 14:56
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It sounds very "European."
jstar
16/12/08 @ 14:58
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It would be much more interesting if you wrote articles about games rather than reivewed them. Wacking numbers at the bottom just causes argument and completely devalues the preceeding words. I feel I have a much better idea of Ryzom now than I ever did from any review of it I've read.

On a slightly different note - I read Tom's article about the Eurogamer top 50 and the fact that the editors column was meant to reveal a bit more about games journalism. Well here's one thing - games journalism is predominantly not journalism at all it's reviewing, which is very different. Articles like this qualify as journalism and you should do more of them.

JohnnyWashnGo
16/12/08 @ 15:06
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Too much hard work !
Wendelius
16/12/08 @ 15:14
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I covered Ryzom before launch and played it a bit after launch. There was indeed a justified sense of bugginess and lack of completion back then. But it also felt exotic and different. The stanzas are a very nice gameplay element. Use "lego blocks" to build the attacks, debuffs and heals that you want. The game was sluggish and lacking in content back then though. Many areas were only opened after quite a while.

I guess this would not be an issue nowadays.

I'm nearly tempted to go back. But so little time and so many games...
seasidebaz
16/12/08 @ 15:29
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If Albert Einstein and Gary Kasparov started punching each other in the dick, no-one would suggest it was the new chess.

Quite true, but they WOULD suggest it's the new cock fighting...
Skurmedel
16/12/08 @ 15:32
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I liked this article, and I agree with jstar. Do away with the score and let the text speak.
orakio
16/12/08 @ 15:42
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Me and my PA friends played Ryzom back in 2006, with a healthy crowd. We thoroughly enjoyed the starting island, and it seemed we found a winner there. Regrettably, the actual world beyond seemed so void of life we gave up the game after less than a month.. Still it had great potential!
Gaol
16/12/08 @ 15:45
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5 hours and you've probably completed all the content.

Not wanting to be harsh, but I tried for a while back and there was bugger all to do. It's a nice looking world with some nice touches (little things like fireflys around lights at night time)... it's perfect maybe for role players, but doesn't have any direction. A good guild is crucial if anyone is trying it, which isn't a problem given the community it enjoys.

It might well work as a free to play, and I'm somehow glad it's still running. They're a nice bunch.
Buggs
16/12/08 @ 15:53
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Agreed that scores lead to arguments, but do you not see any value in them?

If I'm looking for a new game to buy but I don't know what I really want, I can go to the review section, sort all the reviews by score, highest to lowest and work my way down the list, reading each to judge then if it sounds like something I'd like. At least this gives me a good starting point as the ones with the highest scores are likely to be the ones I'll enjoy the most. Without the score I would just have to traipse through every review, one by one and I hope I get lucky.
Edited 1 times, most recently on 16/12/08 @ 15:54
Azazel
16/12/08 @ 16:12
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^ The man has a point.
Krelle
16/12/08 @ 18:12
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The score itself is not the problem.
But dickheads like oursleves arguing about it.

There needs to be some discussion, yes, but if we could just put down the axe, stop stroking our e-peens and just take a more relaxed approach to Scores we would not even question its right at the bottom of a review.
Scimarad
16/12/08 @ 18:14
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I love the giant 'tree' world in which this game is set.
megadaisy
16/12/08 @ 18:22
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so whats the end game? pvp or raiding or both?
Skurmedel
16/12/08 @ 18:51
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Buggs, I know exactly what you mean, and I do agree that they have a value. Sadly since it's so highly subjective it often leads to "this got 6 but read like 8" and other arguments when the score feels even slightly detached.

If you have two very tasty burgers, how do you score them against each other? "Is this burger a 7 and this a 9" A simple solution would be to use three values: "bad", "mediocre" and "good". I think if rate a game to a buddy you will probably end up with something like that.
newt
16/12/08 @ 20:27
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Basically a SWG pre-CU without the whining players.

Damn, I need to play this!
Whitewalker
16/12/08 @ 22:51
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What's the end game???...'The Great Roots"...way below the planet's surface...it's where the giants rule and only the strongest warriors on the planet can hope to survive and discover the secrets hidden in the dark depths of the Tree.
ardamillo
16/12/08 @ 23:41
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I also agree with jstar. This is a nice change of pace from reviews - it would be good to see more of them.
iokthemonkey
17/12/08 @ 09:17
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Basically a SWG pre-CU without the whining players.

----

Now that makes it sound more interesting... I'm intrigued now...
DarkBytes
18/12/08 @ 23:50
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no
zulu2000
14/01/09 @ 16:27
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Once you get passed all the fancy wrapping paper and look inside the box, its then you realize that theres nothing inside...

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