when my friend talked me in to fighting a 3 dragonoth's or whatever they're called. We had tombstones then, but I wasn't able to grab anything and teleport to leave because of the damage output of all of the monsters.
Dagannoth Kings, fuck yeah!
Andrew made me put in a lame "THIS AREA IS REALLY DANGEROUS!" confirmation at the start of their dungeon because he was worried folks would just wander in to check it out and get ripped a new one hahaha
any stories about recipe for disaster?
Hah... okay, so, for starters nobody internally had noticed we were getting close to 100th quest release, and the Legends quest wasn't specifically designed as a 50th quest, it was more just the way things worked out, so obviously various forums started talking up how the 100th was going to be some crazy epic long thing, which was honestly not going to happen (and amusingly the 100th quest almost wasn't the hundredth quest because one of the developers who generally ran late on his projects was in fact running late on one of his projects and we needed to shuffle the releases around a bit).
So I noticed folks talking about the 100th quest and went to Mark and said we should do something for it, and he agreed but basically dropped it in my lap to figure out. We back and forthed a few ideas, and I basically pitched that instead of going "super high level" like most big releases did, we should make it super inclusive so that
every player could take part, and he agreed but said it should also be a sequel to the first quest (which was Cooks Assistant, which is not only a
super lame quest, but also the only actual content Andrew made) so I was like, yeah okay, I can work with that.
So basically, I did a quick plot outline (100 years celebration, RS illuminati, time travel, sealed evil in a can, multiple mini-quests that can all be done independently, but not locking any content away for anyone because chances were people would pick this up on a new account and there was no way of dropping quests when begun, so I didn't want to interfere with anyones regular gameplay) and sent it round the team asking if anyone was interested in working on it, and they could get devtime allocated to do it outside of their normal projects because we were on a clock.
So pretty much everyone was up for it, we had a quick brainstorming to flesh things out and I encouraged everyone to go back and reuse any NPCs or areas they'd previously worked with that they'd like to do something more with, because the whole thing was supposed to be a celebration of quests, and basically everyone was free to come up with any ideas they wanted, and we would split the work up so there was something for every combat level to have a go at, and I'd do the quest framework stuff (the setup, the individual progress checking, the sub-quest rewards and the big boss gauntlet at the end).
Some devs missed their deadlines (Osmans Garden minigame was supposed to be part of RFD, which is why he gets anti-macro evented out in the opening cutscene - does that even make sense anymore?) but all in all worked out really well and everyone had a lot of fun doing something off the usual beaten path. I had a few disagreements with the guy in charge of combat because I wanted the joke kitchen weapons to have the same stats as 'real' weapons and he didn't think joke weapons should ever be usable as real weapons and I stand by that, but we compromised by letting stuff up to Rune level, and I got gauntlets in that matched existing weapon sets, so the progressive tiered reward wasn't entirely pointless.
As we were low on time I wanted a boss gauntlet as the big finale, but it turns out not many devs had actually made traditional boss enemies so an embarrassingly high number of them were my own. and I made them all food themed because I thought that was funny.
My biggest regret is I called the big bad the Culinaromancer, when Gastromancer is so much better as a name.
About a day before release, we released that the - fairly new to us as a team - instancing technology we used for the opening cutscene was actually pretty heavy in terms of server cost, and the likelihood that every single RS player was going to rush straight to Lumbridge Castle and start the quest (which opened with that cutscene...) meant there was a real risk we were going to crash servers on release. Mark wanted to up the skill requirements to prevent that, but that really went against my idea of it being a quest that literally everyone could begin and at least partially complete, so I talked him into letting me use some random obscure item as a check instead, so we could trickle the population a little (and RS has A LOT of random obscure items). I picked Gnome Cocktails because its an entirely optional activity that a lot of people have never even bothered doing, plus it had the benefit of being literally on the other side of the planet, so it would direct a few folks into checking out an area they had maybe never bothered with outside of quest requirements.
All in all, it went pretty well and I like to think embodies everything about RS quests!