RuneScape has come a long way since it first saw the light of day in 2001, having seen hundreds of content updates and several major engine overhauls. Regular content updates have introduced nearly 200 quests, clan guild halls, player-designed battlegrounds, an endless dungeon system, open PvP areas, and dozens of new zones and minigames. The latest major updates have added a skill hotbar and customisable user interfaces to that list, in addition to kicking off a new round of quests with the Sixth Age storyline. “There’s a need to evolve what RuneScape is and how you interact with it,” explains senior game designer James Sweatman. “Everything is getting more accessible, more usable – gamers are a lot more suited to the games that are around now, and RuneScape needed to be part of that generational shift.”
To an extent, the changes to RuneScape Gold for sale engine and interface are about future proofing – or, at least, about catching up. RuneScape 3’s ace in the hole, the thing that will not only define it to the community but which also has the potential to bring a new audience to the game, is the way that Jagex are using their existing weekly update regimen to tell an ongoing, developer-supported story in a way that hasn’t been attempted before. “We’re the quiet dudes in Cambridge who just get on with it,” Mansell says. “RuneScape 3 is going to be where we talk to the wider world, step up our game a bit.”
Aiming to put more power in the hands of players and to create a more user-centered gaming environment, (presumably to get away from Runescape’s point-and-click nature), Jagex implemented game features that give the user options to customize gameplay and the aesthetic of his or her screen: August 2013: Divination skill was released, the first skill addition since Dungeoneering came about in 2010. The skill is a simple point-and-click one where players gather ‘energy’ from hot-spots in order to synthesize resources and rewards. Jagex promised users that the skill will be used in future quests and world events (like ‘The Bird and The Beast’ mentioned below).
Skills are undoubtedly the strong point of the game. In fact, there are more life skills than there are combat skills. For example, there is fishing, woodcutting, firemaking, herblore, smithing, mining, crafting, cooking, runecrafting, farming, construction, etc. If you love crafting, then you will love Runescape. Practically everything in the environment can be used as a source of raw materials and there are literally hundreds of items that players can make. I first logged into the game way back in 2007 and was introduced to the game by a few of my school friends. We used to play for a few hours a day – nothing too much – for each day, depending on what we were doing and if we had any free time.
The amount of content in RuneScape is another aspect of the game that I love. Many MMOs have big updates in the form of patches – maybe once every month or two, in order to increase the amount of content for the game. However with RuneScape, we have WEEKLY updates – and I don’t just mean the odd graphical update, a new item etc. I mean a full piece of content is released every week! From new areas, new quests, raids, a new skill, pets and more! This is what keeps the game fresh. Even if you have ‘completed’ the game (completionist cape etc.), there is always something more to do. One of the best things about the game is the amount of content.
Runescape is not unique in their battle against real-world traders; members of the community who play, often solely, for the purpose of selling in-game items and money to other players. This led to the implementation of “trade limits;” based on Quest points (earned by completing quests in-game), players are now limited on trade values available over the course of fifteen minutes. While this did much to reduce the occurrence of real-world trading, it greatly diminished the capacity for trades among legitimate players, especially in the event of outfitting and equipping a newbie.