What we want to create is a new entity, with an inovative shape and core. General quality is also on top of our 'must have' lists. That's what we want to do, and it is a very important part of the gameplay of Ryzom. Basically, the main difference is the potential actions available to the players through guild features and in the world itself, that can all altered by these actions. ![]() ![]() It depends on what you're talking about (code, game design, world design…). Q : What is the main difference between Ryzom and other MMORPG ?Ī lot of things. Of course, you need a direction, a way that you can follow in order to create a consistant whole. I watch small scale life and I like constrasts and parallels between adverse items. Many things, from the works of Miyazaki and David Attenborough to the single piece of moss you can find in our forests. Q : What inspired you when you created the universe of Ryzom ? I'm in bed at 1am with my laptop to check community websites - I eventually sleep at 2.30am (with some writing from time to time til morning). diner and DVD (manga, documentary or cult movies). midday roundtable with the leads at 12.15. I wake up at 8.00 (with the 'dreamache' I mentioned above), I have a shower, play with my cat and go to work (I usually eat something on the way) I'm at work at 9.30 and the TV series starts : - email (around 20 per day). Q : Can you give us a short insight of your typical day ? Q : How many people from Nevrax are working on the Ryzom project ? Its hard to be really acurate since Nevrax was created for Ryzom. Q : How long have you been working on Ryzom ?įor a long time. Nothing better than creating a MMORPG to re-open these doors to the fantasy world and go back into it, and this time, not alone ! I need to express what I saw, heard and above all, what I felt. I usually need an hour or so in order to be back to earthly matters. I dream almost each night and I can almost always remember what it was about. I also dream a lot, and usually not the kind of dream that reviews the past day. Also, feelings do not exist if they cannot be fed by senses. This is now compulsory for me if I want to feel that "I've been there" feeling. But it will be a lot better if you can bring your friends in the heart of a forest, by night, with only a few lanterns dimly lighting an abandoned shelter. ![]() A session of Call of Cthulhu in front of your character sheet, in the living room of your parents is nice. A roleplaying game where everything happens only in your head is not enough when you have felt that sensorial immersion. While reading, I start from what the text says and then try to imagine and create a sensorial description of what is not said. ![]() I quickly get bored by the adventures of their heroes. I usually don't have a lot of interest for the stories of the books I read. Mainly the frustration of not being able to "exist" in the worlds described in books. Q : Why did you decide to create a MMORPG ?Ī lot of things. Nevrax does not handle the administration of the game once released, even if we will of course always provide debug, updates, patches and add-ons for our games. Our skills cover every aspects of the creation and conception of these new entertainment products :Ĭoding of new technologies (client, server, network, production and administration tools).ģD graphics (modelisation, textures, animation, special effects). We have about 40 people working in a dozen of complementary teams. Nevrax is a company dedicated to the creation, development and maintenance of MMOG. Q : Can you give us a short description of Nevrax ? I founded Nevrax 3 years ago and I am the company's CEO as well as the producer for Ryzom. Q : Could you tell us a bit about yourself ? Interview of David Cohen Interview of David Cohen
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