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Ren
http://www.rockpapershotgun.com/2009/08/04...and-the-future/

The Great Runescape: Jagex And The Future

Written by Kieron Gillen on August 4, 2009 at 5:36 pm.



I suspect Jagex are off your radar. They were off mine. While I was more than aware of their enormous success with the free MMO Runescape, I never quite filed it as something directly relevant to my interests in PC Games. A chance meeting with their recent brilliant arcade football game Kickabout League made me reconsider, so I grasped the chance to hook up at Develop with their CEO Mark Gehard, the Head of their new not-revealed MMO Mechscape Henrique Olifiers and PR Manager Adam Tuckwell. I come away with the impression of a proud, ambitious and iconoclastic company with a lot of big ideas. An MMO which looks at Master of Orion rather than Ultima as its inspiration? Picking up where Sensible Software left of? Real Men Programmers Do It In 64Mb? PC as pure populism, and taking that seriously? And not playing the hype game at all? It’s time Jagex got on your radar. You start here…

RPS: Runescape’s been going ages, but your latest venture – FunOrb – has been going for a year and a half. A games portal. Why? What’s your aim with it?

Mark Gerhard: Jagex is staffed by gamers. When interviewing a developer, it’s not just “can you do the job?” – because there’s a skew of developers who can – but “Show us your hobbies, your interests. How do you develop games?”. Your indie game, whatever. We’re always looking to make games we want to play – which is the success story with Runescape. FunOrb was the same kind of thinking, and perhaps showing our age a bit. We’ve been doing this for nine years, and all of a sudden, despite family and everything else, we still want to play good games. Those 16-bit classics, if you will. But getting out the old Amiga is a hassle. We wanted to create a service for time-pressured gamers, people like us, who can go back to playing those great games, as well as us being able to innovate and create new games. That was the thinking. Also, speed. With Mechscape, we’re looking at 3, 4 years, maybe more. With FunOrb, while still making a great game, we’re looking at 9-12 months. With a relatively big team, we roughly get a new game a month. We can experiment a bit more. I don’t want to say “be more creative”, but when you know you can be quite agile, you feel more free to experiment.

RPS: What sort of demographics play your game?

Mark Gerhard: We know what the players tell us – and given the population size, you can say that’s largely true. FunOrb was designed to be us. Literally, the people around here [Gestures to the Develop bar]. Given that we’ve done no promotions, what we’ve found a year into its launch… we’ve found that the average age of a Runescape player is 16. The average age of a FunOrb player, funnily enough, is 17. But we want it to be 25-35, even 45. That’s kind of the aspiration. While we have a substantial community, we want to grow it into this demographic.

Adam Tuckwell: I think Kickabout is the great example of a game we’ve polished to quite a high level, but also shows what we’re trying to do. We’re not trying to make really quick flash games with no depth or substance. We’re trying to make quality games which can be played and dropped into quite quickly. Since we haven’t done much promotional marketing, we mainly have the Runescape audience playing – but now that the portal is developing, we attract people and hopefully get the message out there that there’s market of people out there. And our games have this relatively steep curve. You have to be relatively competent in games generally to progress – but we mean them to be played in a casual way. With Kickabout, you’re about to play a 4 minute match, and then go off again. That’s the kind of thing we’re going for. It doesn’t have to be a sport title. We like to have this core competency, that you have to be a gamer to enjoy it. There’s very little out there for that sort of person. We’re looking at the sort of person who has all the consoles at home, and may not have time to play them. We also don’t want to make sure it’s not just remakes of old IPs. There’s room to innovate. Like Lexicominos, which is a lot like Tetris with words.

Mark Gerhard: We’ll also bring along some of the classic IPs. One of the reasons for Jon [Hare, Sensible Software Designer and general iconic Amiga-era figure] joining us was that on the game design side to make completely new games which aren’t just spiritual successors… but we’re also looking to bring back some of the classic IPs and license them, and make FunOrb the home for that.



RPS: People’s expectations of a webgame is the odd one. While the vast majority are the same as they ever were, we’re increasingly seeing things like Bow Street Runner which have production values up with anything. With you, you’re talking about taking games that’d have been a full release in 1991 on the Amiga and doing them on this format.

Adam Tuckwell: Web-gaming really is the future. We see people come in with the cloud-tech, and it’s the sort of thing we’ve been doing for the last ten years. Technology is all our own, and we work really hard to make as many people as possible can play our games. You can play our games with a dial-up Internet connection, as the download is very small. We want everyone to be able to play it. We’re trying to make gaming more accessible. But we’re also trying to show that you can have a genuine gaming experience in your browser. And we’re passionate about free-gaming. In Runescape, the girl who has the highest level in the free game has played for over 15,000 hours… and she’s never played. She’s only just finished leveling her character. That’s a huge level of gameplay for free. We’re trying to show that webgaming isn’t about these quick games that are produced really quickly, have no depth or content and don’t really appeal to gamers.

RPS: So… now after Runescape, Mechscape. Why now?

Mark Gerhard: Why Mechscape… after 4 years of making and running Runscape, we got to a point where we thought maybe we know what we’re doing. We knew what we’d do differently. That’s kind of what spawned Mechscape. A blank piece of paper and “How would we do it this time?”.

RPS: Okay… I know you’re not showing it yet, and aren’t talking about it in detail. Can you say what it isn’t?

Henrique Olifiers: It’s not Runescape in space. We started the whole process looking at the MMO space and realising that the world doesn’t need another Fantasy game. No elves, no orcs. So Sci-fi. Sci-fi is popular in movies, in comics, in single-player games… so why not here. That lead us to develop some new game mechanics which no other game uses. The reason why many Sci-fi MMOs haven’t worked is because they’re fantasy games dressed up to look like Sci-fi games. We looked at seminal games like Master of Orion and Ascendancy, and look at worked in those games, and make MMO mechanics inspired by those mechanics, in the way which Garriott created mechanics in Ultima Online inspired by the traditional Ultima games. Our seed was completely different. The end result is a game which looks and plays like no other MMO out there, from the mechanics, to how you interact with the other players…

RPS: Any idea when we’ll be seeing this?

Henrique Olifiers: We are in the final polishing phases of the project. While we don’t talk about dates, we want to ship it when we’re ready. We’re getting there.

RPS: You know, one day I’d love a developer to answer that question with “We’re going to ship it well before we’re ready. We just don’t care any more”.

Henrique Olifiers: The problem in the MMO space is they actually do that. They release in a state and then play catch-up for a year. That’s what we don’t want to do. It’s very easy to get into that. The game’s fun? Let’s go. But no, there’s a lot of things to get right before we unleash the full thing.



RPS: When the rest of the industry works on hyping a game literally years before it’s available, the non-info before release is really quite novel. What makes you take this approach?

Mark Gerhard: Learning various lessons with Runescape, we did bits of content and we told the players we were doing it, but when we launched, even though it was great content, it wasn’t appreciated by the players. We’d set ourselves up to underwhelm. It wasn’t deliberate, but it had become hyped. And then we did other stuff, like Player Houses. We kept schtum and did a surprise update. The players loved it. What we learned from all of that. Two things: if you get someone excited by something, they want to be able to access it now. We only want to start talking when it’s actually there. I know that’s very anti the Industry tradition… but we kind of believe in doing it our own way. It’s not that we think we know best, but we’ve had a few experiences which have taught us it’s probably wiser to go out there with one big splash. Up until a few months ago, everything we’ve done is totally viral. Something interesting to tell your friends down the pub. But if they’ve all heard the same press release, what have you got to talk about? It’s unusual and may be risky, but…. we’ll see.

Adam Tuckwell: We’re in a good position. We’ve worked on a game that we think is brilliant, but is very, very different. We’re launching a browser MMO, which again is quite rare. We’re in a position where as a privately owned company, we don’t have publishers breathing down our necks. We don’t have to overhype the product beforehand to keep Shareholders happy. We’re able to make a game which will impress people with the content.

RPS: Okay. MechScape. Can you tell me something you don’t have?

Henrique Olifiers: For instance, something that’s very strong in other MMOs: XP and levels. We don’t have any of that, as a result of what we’ve done. We’ve created these new mechanics which work in such a different way that you don’t even feel like you’re playing an MMO. I had a few external people in. People who’ve never see the game. Not family members or anything like that. If they hated the game, they’d have said. They sat and played, and eventually the monitor said let’s take a break as you’ve been playing for an hour… and you can see on the camera, they didn’t believe it. It cannot be 5 o’clock. That kind of thing. The game plays like the old strategy games which you can spend all night and not realise time is passing, because you’re not doing the same thing over and over.

RPS: You’ve hired ex-Sensible Supremo Jon Hare. How’s it going?

Mark Gerhard: Only six days or seven days. He certainly gets us. The DNA and culture which made us. We’re really excited about what good things can come of it, but it’s obviously early days.

RPS: It seems kinda symbolic of the sort of games you’re trying to reach. But you’re not actually just re-making these games at all, at least in a 1:1 fashion. It’s not a retro thing. It’s more like picking off where the work left off.

Mark Gerhard: If you take one of the most popular games – Arcanists, which is basically a spiritual successor to worms with magic and everything else. Taken that great mechanic, and added multiplayer facets to it and everything else and a huge variety of different weapons you can use. It was meant to be a 30 minutes a week thing, but I end up playing for hours after hour after hour after hour. We look at what bit was fun – and try and work out how it could be improved by bringing a multiplayer dimension to it or something else. Or we look at one game which we think was slightly weak, and missed the next level or next big power-up… and, hey, let’s try it [With adding that next level or power-up].



RPS: You seem quite proud of your technical achievements.

Henrique Olifiers: We try things which no-one else does. Like procedural texturing. No-one does that any more, and it used to be a big thing back in the day of the demo scene. Why don’t we do that with a game?

Mark Gerhard: If you think an Funorb game takes 9 to 18 months to build. There’s no doubt that we could build it in half the time if we didn’t have this almost anal dedication to performance and tuning. We make sure we have compatibility back to Java 1.1. We have to make the whole game fit in a 64Mb memory-heap. And most people would say “Just tell them to upgrade. Get a faster computer. It’s not our problem”. And just that will take another two, maybe 3 months of tuning. We have the luxuary of being able to do that, but it’s a symptom of the company’s DNA.

RPS: This speaks a lot of what we view as “technical prowess” as consumers, but it’s not exactly companies like you which come to mind when the phrase is said. But it’s something that you clearly concentrate on hugely.

Mark Gerhard: When I first joined the company, I got really excited and went to the board and said – there’s twenty products here you could patent. Let’s do it. We’ve got an enterprise web server which we run the world’s second biggest forum with 2.8 million posts a week, which runs on a 2.4 Celeronwith a gig of RAM. It’s a home computer 10 years ago, which runs the world’s second biggest forum. That’s our tech.

They came back: we create games. They needed to build that to do /this/. In essence, technology allows us to do what we do here, but there’s probably hundred of patents we could have made… but it doesn’t matter.

Adam Tuckwell: The fact users don’t always tell is a compliment as well. We released a new version of runescape last year, which allowed the graphics to be massively accelerated. Still running through the browser. We showed it to the other Devs at E3, and they thought it was too good to be in the browser. That’s fantastic. There are people who saw our products ten years ago, when they did look more basic, which cast their assumptions… but we’re constantly reforming what we do. It proves immensely successful.

Henrique Olifiers: Our aims are sometimes misjudged. There’s no reason we couldn’t make graphics as good as any box product with the current engine… except we wouldn’t reach the audience we want. Even with a lightweight hardware accelerated client which works with a 32Mb 3D card and a 1Ghz Machine… only 30% of our players are able to actually use it, as they have outdated drives and so on. The industry misjudges the potential of the users to run their games.

Mark Gerhard: The traditional game publishing seems to be the way you make a story is to say it’ll only work on the latest 3D card. Rather than going whether you hit the spot. Are you still accessible? You may get great game reviews. It may be groundbreaking. But can I play it at work? Can I play it at home? Can I play it at School?

Adam Tuckwell: And we’re totally okay with all the rest of the industry doing that.

[Fade to laughter.]

Cursed
Very interesting read, except the website owner spelt Adam Tuckwell wrong and put Adam Hartwell.

Thanks for the credits on the find.

About the interview:

So No levels and No exp, interesting.
Shadow of Sofia
Nice find, cursed.
Gandaf007
Very interesting read, and nice find Cursed
Dux Bell0rum
So we now have it confirmed that they are doing polishing (which we've pretty much known for a while), and more importantly there will be no levels or xp.

nice find cursed ;)

I love their insight about their technology though, reitterating the point on their forums running on a computer that can hardly run RS?
Cursed
QUOTE (Brenden @ Aug 4 2009, 03:44 PM) *
So we now have it confirmed that they are doing polishing (which we've pretty much known for a while), and more importantly there will be no levels or xp.

nice find cursed ;)

I love their insight about their technology though, reitterating the point on their forums running on a computer that can hardly run RS?


The server they run the forums on would be capable of running Runescape. It has one gig of ram which is over the required amount.


PS: Thanks everyone.
Arain321
Pretty cool they have the 2nd largest public forums on the internet, even with the lack of options presented to you.
EliteZeon
QUOTE
For instance, something that’s very strong in other MMOs: XP and levels. We don’t have any of that, as a result of what we’ve done. We’ve created these new mechanics which work in such a different way that you don’t even feel like you’re playing an MMO. I had a few external people in. People who’ve never see the game. Not family members or anything like that. If they hated the game, they’d have said. They sat and played, and eventually the monitor said let’s take a break as you’ve been playing for an hour… and you can see on the camera, they didn’t believe it. It cannot be 5 o’clock. That kind of thing. The game plays like the old strategy games which you can spend all night and not realise time is passing, because you’re not doing the same thing over and over.


This is what eyed out to the most to me...

Speaking of which, those externals, are those the Cambridge testers they called for earlier?
Cursed
I find it interesting as well. I also thought the part where they said no levels or xp and the way you interact with players will be different than any other MMO. I cannot wait, too bad I will not be able to play the Beta (I am not members) :(
EliteZeon
QUOTE (Cursed @ Aug 4 2009, 04:00 PM) *
I cannot wait, too bad I will not be able to play the Beta (I am not members) :(


Ditto on that... cry.gif
mike470
This was a great read. While I have my disagreements with Jagex, I love their policy on how they wait until their product is actually complete before hyping it. Too many times developers start hyping right away and push an unfinished release - and it's just killing the market. I'm glad Jagex plans to do otherwise.
Pliigi
Not much new information, but it's nice to know they're "almost done polishing."

Edit: Adam Hartwell... pinch.gif
urantis
QUOTE
We looked at seminal games like Master of Orion and Ascendancy, and look at what worked in those games, and made MMO mechanics inspired by those mechanics, in the way which Garriott created mechanics in Ultima Online inspired by the traditional Ultima games.


Looked up those games, they talked about and found
Master of Orion:
QUOTE
Master of Orion (MoO or MOO) is a turn-based, 4X science fiction computer strategy game released in 1993 by MicroProse on the MS-DOS and Mac OS operating systems. The purpose of the game is to lead one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems. The game uses a point-and-click interface as well as keyboard shortcuts to control the management of colonies, technology, ship construction, diplomacy and combat. The name is a reference to the Orion system, the game universe's conquerable homeworld of a mythical race that once controlled the galaxy.


Ascendancy:
QUOTE
Ascendancy is a 4X science fiction turn-based strategy computer game for DOS, released in 1995 by The Logic Factory. The game is a galactic struggle to become the dominant life force, to ascend into a higher plane of existence.
The player chooses an alien species to play: each have unique traits unavailable to the other computer opponent players. During the game, each species develops industrial, technological, and social abilities through galactic exploration, planetary colonization, construction on planet surfaces, construction in orbit, and research.
Technology is related to spaceships, planetary defense and planetary development. Initially, the player cannot leave their home planet. Ships and technology must be developed. The starlane drive is the technological breakthrough allowing travel between solar systems.
Play style is similar to the Master of Orion series. The primary display of the game bears a similarity to a three-dimensional map. The display can be "zoomed out" to show a rotatable model of the galaxy, detailing each solar system by their star, the starlanes in between each solar system, and what, if any, civilizations inhabit each solar system. At its most "zoomed in", it will show the surface of a planet, which is a globe of varying size and topographical makeup. The topography is expressed as various colored squares. White squares are general purpose, green squares are best used for food production, red squares are best used for factories, blue squares are best used for research facilities, black squares are uninhabitable, and orbital squares are used to build ship facilities and planetary defenses. Ruins of civilizations are occasionally found, granting player a random technology they have not discovered. These advances can significantly alter the game.


little long, but i thought someone would think it was interesting smile.gif
SuperStevee
Funny how even though they don't hype things anymore people still complain.
Cursed
@urantis

Very nice. I like the way those games sound, they sound like they would play nicely. Knowing Jagex took some ideas from those games is quite interesting.
Wege
QUOTE
to how you interact with the other players€


That sounds promising happy.gif

Nice interview, lots of information in it.

QUOTE
I had a few external people in. People who’ve never see the game. Not family members or anything like that.


Okay, external people?
Max
Not really any new info but I love the statements about compatibility. Something the industry should strive to do more often.

Cheers Jagex!
Flatypus
The thing about running the forums with such a low amount of space, the forums have one skin, no avatars, no signatures and users can't post pictures (apart from mods), so its not really that impressive. I spotted about 3 spelling mistakes in that btw tongue.gif
Its ironic how they speak of their great graphics achievements when the picture from the halloween event is saved as .JPG pinch.gif
Jiboney

"Henrique Olifiers: ... you don’t even feel like you’re playing an MMO."

If you are an MMO fan, this type of talk should make you nervous... it does me.

Intriguing yes, but it makes me think there is a good chance I will hate it too. confused.gif
Dracul
well i gotta say, after reading that, i want to strangle their necks for information lol XD. But...i suppose i do understand their reasonings. In a way they are building hype, just, not in the traditional corporate way.

Sometimes if things get to corporate, like what we've seen back in 2008, which they tried, things get to complicated, and frankly, fucked up.

So, i guess, i'm all for them not releasing much information till their all good and dandy ready.
Releasesomeinfo
QUOTE (Jiboney @ Aug 4 2009, 04:56 PM) *
"Henrique Olifiers: ... you don’t even feel like you’re playing an MMO."

If you are an MMO fan, this type of talk should make you nervous... it does me.

Intriguing yes, but it makes me think there is a good chance I will hate it too. confused.gif


Looking at the games Urantis mentioned I'd have to agree. I like the MMORPGs, I hate the strategy games. Except maybe Age of Empires II like 9 years ago. I would'nt play a strategy game now unless for some insane reward. Mobilising armies included. Oh wait, I'd play a story based one like Fire Emblem, but the online play for it is dull. It's single player is the ace. lol I hope this talk about "Researching" and "Technology does'nt building a building so you can build different units.

Also, mMmMmM Getting there and final polishing phase.
Jackhole
I think by not saying anything to us and trying not to hype it, they're hyping it even more. I know that I try and find every little bit of information about this game, so by not knowing much, I want it even more.

I guess that's just what they're going for...
Aslancsc
That really touched me, and having just come from the RS forums where everyone was facepalming and "quiting" it kind of makes me sad for jagex, it appears they have something that the average RS player wont find out: A soul. Nuf said

~Aslancsc
strrox4
if mechscape is strategy game or like atlantica im not playing it i just cant stand those games
SleepyMatt
The most remarkable thing about this article is that the author Kieron Gillen comes from a background (he's recently left PC Gamer magazine (UK)) that has always rated Runescape as pretty average/poor-ish compared to other MMO's. For example a review of RSHD was rated about 70% (not that high by their system), and this month the mag has an article on the top 10 free MMO's article that not only didn't feature or mention RS, but contained a lot of games where little is possible beyond a free intro or where micropayments feature heavily (ie not exactly free like FTP RS is). As a keen follower of Rock Paper Shotgun (it's an excellent and very funny games site is run by 4 ex/current PC-gamer guys), I was very interested to see him getting excited about Kickabout recently. It's good to see he's following through on that interest - if Mechscape gets his thumbs up on RPS it may well bring a pretty big influx of new (and pretty mature) players to Jagex. Fair play to the fella for keeping an open mind :).

On the article content itself, this line has got me pretty excited.. "The game plays like the old strategy games which you can spend all night and not realise time is passing, because you’re not doing the same thing over and over." If Jagex can really pull that off, it sounds like Mechscape will be truly well worth the wait biggrin.gif
Aves
QUOTE (SuperStevee @ Aug 4 2009, 04:35 PM) *
Funny how even though they don't hype things anymore people still complain.


Funny how that with non-info, it's still receiving a ton of hype.
Funny how they can't seem to distinguish between hype and info.

Funny how no one seems to like their release strategy atm. confused.gif
EliteZeon
Noticed they never used the word RPG...

Looks like we are in for a MMOAG.
Aslancsc
MMOAG?

Action Game?
Dux Bell0rum
QUOTE (Aslancsc @ Aug 4 2009, 07:05 PM) *
MMOAG?

Action Game?


Adventure game ;)
Aslancsc
sounds exciting, and I guess it evokes an equal mental picture of endless questing as RPG does... so yeah, I like it :D
ProMetaAnaTelo
QUOTE (strrox4 @ Aug 4 2009, 06:45 PM) *
if mechscape is strategy game or like atlantica im not playing it i just cant stand those games


Strategic gameplay would be a welcomed idea compared to Runescape's click and wait style.

EliteZeon
QUOTE (Aslancsc @ Aug 4 2009, 08:05 PM) *
MMOAG?

Action Game?

QUOTE (Brenden @ Aug 4 2009, 09:43 PM) *
Adventure game ;)


Well, I was actually refering to both... it could also play on as an double untraditional Action RPG, as in having the RPG elements, when not actually being a RPG. The regular Action RPGs are already untraditional, so with MS being unique, it is double untraditional.


QUOTE (ProMetaAnaTelo @ Aug 4 2009, 10:19 PM) *
QUOTE (strrox4 @ Aug 4 2009, 06:45 PM) *
if mechscape is strategy game or like atlantica im not playing it i just cant stand those games


Strategic gameplay would be a welcomed idea compared to Runescape's click and wait style.


Strategy is what I am hoping to be the most important aspect of gameplay in this game. I always love doing something different, that works, that most other people don't or don't think of doing...

Anyways, I am very familiar with Guild Wars, which requires a high base of strategy and connecting things together to be able to greatly survive. I am also very good at turn-based traditional RPGs...
ProMetaAnaTelo
QUOTE (EliteZeon @ Aug 4 2009, 10:31 PM) *
QUOTE (ProMetaAnaTelo @ Aug 4 2009, 10:19 PM) *
QUOTE (strrox4 @ Aug 4 2009, 06:45 PM) *
if mechscape is strategy game or like atlantica im not playing it i just cant stand those games


Strategic gameplay would be a welcomed idea compared to Runescape's click and wait style.


Strategy is what I am hoping to be the most important aspect of gameplay in this game. I always love doing something different, that works, that most other people don't or don't think of doing...

Anyways, I am very familiar with Guild Wars, which requires a high base of strategy and connecting things together to be able to greatly survive. I am also very good at turn-based traditional RPGs...



I tried Guild Wars but I got to the fire island place and nobody would party with me anymore.

That place is nearly impossible without players in your party D:

The only traditional RPG I've played was Pokemon (you could argue that it's not), so I don't really know much about that. I've played StarCraft enough to know that strategy = fun.
Releasesomeinfo
Metaphase, lol at Fire Island. Was that in the old days or currently? I think it's a dead game now unless there are title grinders who happen to be there. Most places are like a 3 or less people.

Also when stroxx says "Strategy game" I think he means like a top down control units game like Mobilising armies or Starcraft and all those other ones. Not strategy as in game strategy. I feel the same way, because MMORPG's should be about youuu! Not the easily killed hundreds of soldiers you can make. That's why I did'nt try Atlantica online, although Granado Espada: Sword of the New World was fun even though you had 3 characters until the grind came around. Anyways, I retract my fear that it'll be a game of that type because I forgot there were concepts of cities and they said interactions... Or I hope I can retract it.
EliteZeon
Guild Wars is still VERY active... trust me I checked.

Just use henchmen, if you don't have Heroes. Then pray, and flag them ALOT. And have a bow to pull small groups one by one. The Ring of Fire Islands shouldn't be hard once you do that.

Anyways, if he means Turn-Based or Real-Time strategy games... I am still quite skilled at them. =P

In anycase, I am quite sure it won't be in those fashions... we'll see when the time comes around.
Zeenaz
''For instance, something that’s very strong in other MMOs: XP and levels. We don’t have any of that...''
This should be interesting... if this is going to be some kind of strategy game then I'm not interested :'<
But I have a feeling it's not gonna be like that, it could be something like Mortal Online where you don't have levels and XP, you just train your skills and attributes and stuff. :-)
ProMetaAnaTelo
QUOTE (Releasesomeinfo @ Aug 5 2009, 01:33 AM) *
Was that in the old days or currently?



Maybe two months ago.
Crash Jordan
Interesting read. Kind of killed some excitement for me, talk about it not being like an MMO. Ah well.
subzero
QUOTE (Crash Jordan @ Aug 4 2009, 11:02 PM) *
Interesting read. Kind of killed some excitement for me, talk about it not being like an MMO. Ah well.

An mmo is an mmo...This will be an mmo.

This will not be the traditional MMORPG that people play or have expected from Mechscape a long time ago (no xp,no levels)..So it will either re-define what an MMORPG is or Jagex will cause a new type of MMO.
me9374
Read it all, I agree with the NO-HYPE thing they are doing, which is the best solution.

warhammer online was a hype, but it sucked and I played it for 2weeks before quiting to get back into runescape.

also, the more 'player interactivity' part, that made me jizz, seriously, That is a good sign.
Rick Astley
This is very interesting, and it answered a lot!

If MechScape is gonna be one of those games with you spend time on and the time pass by and you just have fun, everybody is gonna love it!
Drachen
QUOTE (me9374 @ Aug 4 2009, 11:25 PM) *
Read it all, I agree with the NO-HYPE thing they are doing, which is the best solution.

warhammer online was a hype, but it sucked and I played it for 2weeks before quiting to get back into runescape.

also, the more 'player interactivity' part, that made me jizz, seriously, That is a good sign.

While I do bash Jagex for the No-info situation, I also think they're doing the right thing.

Seeing info released here, people foam at the mouths almost.

Thing is, they at least need an official website to turn to, in my opinion. That's why I've mostly switched my bashing to their no-official-website policy ;p
displayname
very interesting, posts like these should be featured on the frontpage
djpailo
QUOTE (mike470 @ Aug 4 2009, 09:08 PM) *
This was a great read. While I have my disagreements with Jagex, I love their policy on how they wait until their product is actually complete before hyping it. Too many times developers start hyping right away and push an unfinished release - and it's just killing the market. I'm glad Jagex plans to do otherwise.


Apart from them saying that people didn't even know how much time has passed when playing the game, I don't think there is any hype at all. ermm.gif blush.gif
Lord John
A great read. They are definitely right about underhyping MS. I'm so under hyped I don't feel hyped at all. I think MS has been in the final stages of development for the past year...

It is true what Mark said though; so many MMO's throw out their game ASAP and watch as it crumbles because they weren't smart enough to think things through.
Aslancsc
QUOTE (Zeenaz @ Aug 5 2009, 12:54 AM) *
''For instance, something that’s very strong in other MMOs: XP and levels. We don’t have any of that...''
This should be interesting... if this is going to be some kind of strategy game then I'm not interested :'<
But I have a feeling it's not gonna be like that, it could be something like Mortal Online where you don't have levels and XP, you just train your skills and attributes and stuff. :-)



N00oo!!

Not attributes! Attributes are those little squares qith powers and stuff you can get to higher levels and choose which one you want right? If they do those then they will mess up bad, mainly because it is copying many other RGPs and mmos and I dispise attributes.
Partisan
Awesome, they are using a 4X-style games as inspiration. I love 4X biggrin.gif

Also, strategy (which include 4X types) games are in fact my favourite type of game and mmorpgs are really second on my list

They are combining my two favourite types of games oooooooh so nice

*Yeah, Atlantica Online sorta combined these two types too and yes I enjoyed the game VERY much, up until i'm lvl 114 when the endgame gets dull*

I hope adding the 4X to the equation and removing the grind would make this perfect =D
ProMetaAnaTelo
QUOTE (Aslancsc @ Aug 5 2009, 09:43 AM) *
N00oo!!

Not attributes! Attributes are those little squares qith powers and stuff you can get to higher levels and choose which one you want right? If they do those then they will mess up bad, mainly because it is copying many other RGPs and mmos and I dispise attributes.


How do you know they'll mess up with attributes (Assuming they'll use attributes), it'll obviously be unique from other MMOs and RPGs because there's no levels or experience to gain more attribute points with.
Lord John
Attributes are in so many games that you can't determine who started it first. I hope they have something like that. With no levels or XP there seems to be no way to be "better" than someone else assuming you both have the same amount of money.
Half
thank god for the no xp's ( just my opinon)
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