This game was fantastic because it took place in the pre-Wiki era. It was tons of adventure because everything was so unknown. There were entrepreneurial opportunities around every turn. MPKing, hunting rare monsters, rare materials. No one in the game was ever fully informed. You could start a successful business in the game. Of course, that was all ruined when they blocked trading between players. Then by the time they fixed it, the Grand Exchange and rampant bots ruined it yet again.
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
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!
I worked really closely with Paul on a lot of lore stuff, and did a lot of fleshing out of backstory elements, so I'm not surprised its still in the bible.
My last "real" content before moving to "mechscape" was the 100th quest, but I was half way through Lunar Diplomacy when I moved so a lot of the lunar spellbook, the overall quest design and the opening dialogue heavy section where you're trying to not get your boat to sail in circles was all mine as I was trying to tie up some loose ends narratively (specifically seeding some answers about rune essence and begin introducing the stone of jas concept).
*RFD stuff*
(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?)
I remember all the scams people tried pulling off on others. Give me your weapons and gold and I'll forge it into the best one in the game! Just wait here and I'll be back.
I fell for the "Jagex will censor your password if you try saying it" scam, because I was apparently that stupid.I remember all the scams people tried pulling off on others. Give me your weapons and gold and I'll forge it into the best one in the game! Just wait here and I'll be back.
Which probably means the free game is just really damn boring, and maybe not a good sign for the future of RuneScape. I mean, how many new players are really willing to pay $10 a month on this game?90% of players online right now are members!
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
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!
Zezima actually got his account hacked last week by lizardsquad lol, who would have thought that'd ever happen?
I fell for a scam and lost my first 10k after playing for like two weeks or so.I remember all the scams people tried pulling off on others. Give me your weapons and gold and I'll forge it into the best one in the game! Just wait here and I'll be back.
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
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!
Anyone remember the massacre of Fally? when someone reached level 99 in house building and threw such a huge party it broke the game and then they went around killing people, I remember the video that was captured of it with Nightwish Planet Hell playing, SUCH GOOD TIMES. Could never go back to runescape to play it, too much nostalgia and playing it wouldn't do it justice anymore.
https://www.youtube.com/watch?v=b0y2huQoOnw
Peak Runescape era.
Probably a long shot, but I'd also love to hear anything you can say about Mechscape. I don't think they've officially canned the project that turned into, but it's vaporware at best these days.
I fell for the "Jagex will censor your password if you try saying it" scam, because I was apparently that stupid.
Why do you think it is that Runescape still has the best storylines and quests between all the MMOs released in the past 20 years? Was it the collaborative/interactive work environment that allowed that to happen?
whatThis is probably much more seriously skirting NDAs, but;
- The game I spent three years on doing world building, quest design and lore along with 2 other primary 'game architects' that was cancelled by the executives the week before it was due to launch is never coming back, because one of the other primaries left to found Bossa.
- The game I bailed out on that was internally 'rebooted' 3 different times before laying the entire team off I don't think will ever come back but some of the team who were shuffled onto RuneScape think will someday.
- The game that was there chatter about the company publishing under the Stellar Dawn name has already been released to pretty mixed reception from players.
Didn't realize any footage had ever leaked, I'll satisfy myself with that.
Reminds me of long ago when I chopped down 20,000 (yes, that's not a mistake) Yew Logs in order to purchase an Abyssal Whip because they were so expensive. Wound up getting into the mid-80s with my Woodcutting and got the whip and some leftover money.
Now, you can get them for like 100k AND there's an improved version of it.
Quickly looking on youtube, this is a legit internal video of the first games build.
I guess they used to be more vigilant about deleting them from youtube than they are nowadays.
EDIT: Not the music though. lol. turn sound off.
I remember all the scams people tried pulling off on others. Give me your weapons and gold and I'll forge it into the best one in the game! Just wait here and I'll be back.
Quickly looking on youtube, this is a legit internal video of the first games build.
I guess they used to be more vigilant about deleting them from youtube than they are nowadays.
EDIT: Not the music though. lol. turn sound off.
This is probably much more seriously skirting NDAs, but;
- The game I spent three years on doing world building, quest design and lore along with 2 other primary 'game architects' that was cancelled by the executives the week before it was due to launch is never coming back, because one of the other primaries left to found Bossa.
- The game I spent 18 months on building raids and boss fights is never coming back, as the other primary left to join Mythic.
- The game I bailed out on that was internally 'rebooted' 3 different times before laying the entire team off I don't think will ever come back but some of the team who were shuffled onto RuneScape think will someday.
- The game that was there chatter about the company publishing under the Stellar Dawn name has already been released to pretty mixed reception from players.
I could probably give loose answers about the first version of the game because that is definitely never coming back, and I know which parts of the lore were burned with fire by my replacements when I left. The leaked video of it that was floating around showed parts from some of the prologue / tutorial content for some of the playable species I was responsible for.
At some point that was actually implemented as a real thing
RS style quests are incredibly poor in terms of the development time to player appreciation ratio. It's something well upwards of 1000 to 1 when you include devtime, art time, audio time and QA time (being 1000 man hours to produce something that takes 1 hour to experience). And it's not like you can play it again without rerolling an alt or something.
RS gets away with it because RS has always done it and because RS has always done it, anyone else who wants to enter that space (MMO with a bunch of point and click adventure style singleplayer content) has more than 10 years worth of that content to compete with on a feature level.
Have you heard about the Ironman modes? You can make a character that must be almost entirely self-sufficient. Dunno if that's quite what you were thinking, but it's kind of a cool challenge either way.I really think Jagex should consider releasing a singleplayer version of Runescape. It would literally be the ultimate RPG. So many awesome storylines and things to do. Of course it would require a lot of tweaking (Such as Shield of Arrav, as a minor example) and making existing content a bit more difficult as well as introducing new content, but it'd be so worth it.
Have you heard about the Ironman modes? You can make a character that must be almost entirely self-sufficient. Dunno if that's quite what you were thinking, but it's kind of a cool challenge either way.
http://runescape.wikia.com/wiki/Ironman_Mode
I do think Runescape gave me my love of MMOs.
Not sure i really like playing them though... There doesn't seem to be another one like Runescape.
This is what's sad to me. Runescape revolutionized MMORPGs in terms of content, self-sufficiency, story, etc. The only negative were the abysmal graphics, but I eventually got used to that.
It's sad that there's still no MMO/game like it. It did so many things incredibly well.
Anyone here used to fish at Karamja all the time? I would fish at least 2-3hrs a day before at Karamja. Got to make those gold off Lobbies lmfao.
Al Kharid
One of my favorite tracks in RS.
I remember all the crazy stories surrounding RuneScape, teenagers killing themselves because their in-game stuff was stolen, kids being murdered because of their in-game exploits, etc.
Yet everyone in high school was playing it. That and Americas Army were like crack to me and every other boy in my class.
Also yea, the quests in RS were amazing, I remember playing Monkey Madness with my heart in my throat thinking I was gonna die nearly every time I entered a new area.