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WorldsInMotion.biz: RuneScape

July 3, 2007

Online World Atlas: RuneScape -- Pt. 1, Overview

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

Today we take our first glance at RuneScape, the fantasy MMO from Jagex.



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Continue reading "Online World Atlas: RuneScape -- Pt. 1, Overview" »

July 4, 2007

Online World Atlas: RuneScape -- Pt. 2, In-Depth

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

Today we explore the magical realm of Gielinor a little more as we look into RuneScape, the MMO from Jagex.



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Continue reading "Online World Atlas: RuneScape -- Pt. 2, In-Depth" »

July 5, 2007

Online World Atlas: RuneScape -- Pt. 3, Conclusion

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

We've spent some time this week playing RuneScape, where we learned survival skills, traded with other adventurers, and battled monsters in the fantasy realm of Gielinor. So what're the over-arching facts about Jagex's MMO?.

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Continue reading "Online World Atlas: RuneScape -- Pt. 3, Conclusion" »

October 23, 2007

Jagex Adds Former PayPal CEO To Grow RuneScape

-Online game developer Jagex (RuneScape) has announced the appointment of Geoff Iddison, former European CEO of PayPal, has joined the company as CEO, taking the reins from Constant Tedder, who will remain on the Board of Directors.

Iddison held the position of CEO of eBay-owned payments business PayPal Europe since August 2003, having originally led the first expansion of PayPal from its base in California. Prior to joining eBay in 2000, Iddison was COO at auctioneer Christie's. In his new role at Jagex, Iddison will focus on continuing to grow RuneScape, as well as bringing new online games to market.

The browser-based RuneScape is a free-to-play MMORPG with a subscription option, and claims 6 million players worldwide in the U.S., United Kingdom, Canada, Australia and Scandinavia, in addition to a recently-launched German-language version of the game.

Commented Iddison, "The technology used to distribute the game and the incredible depth offered to anyone playing RuneScape makes Jagex a very different gaming company. Jagex's mantra is to offer fun, meticulously written and deep storyline-driven online games, at a price which offers unmatched value for money. This will continue to be the basis of the future strategy for the company.”

Added founder and head of game development Andrew Gower, “I am delighted that Geoff has joined us. His track record in e-commerce will definitely help us achieve our next level of goals. There are many exciting projects in the pipeline and we can't wait to further improve our service and the games we offer.”

January 28, 2008

Q & A: Jagex's Faulkner Talks New Service, Emerging Trends

-UK-based developer-publisher Jagex is best known for its sleeper hit MMO, the Java-based RuneScape. Though it lacks the hefty graphics and complex mechanics of other comparable products, RuneScape claims some 6 million users, due in part to the fact the game employed the free-to-play business model before many others got on board the emerging trend.

Now, the company's planning a new online gaming service through which they hope to continue that winning streak, and Gamasutra gets the full details from Jagex development head Mark Faulkner, with help from corporate communications head Niall O'Malley.

Courting The 'Hard Casual'

The new service, FunOrb, will be an online portal that Jagex hopes will build on RuneScape’s success with both the “hard casual” gamer and with non-traditional business models. Faulkner explains, “The terminology I like is ‘time-pressured gamer.’ It’s not really the casual marketplace.”

The Jagex team still considers their accessible, browser-based MMO somewhat of a “casual” product, despite its swords and sorcery. And, according to O’Malley, the accessibility trend is broad-reaching. “There’s been a sea change in the industry in the way everyone’s regarding different genres of gamers and the way in which people spend spare time,” he noted.

O’Malley refers to RuneScape’s audience as precisely that “hard casual” crowd – combining the desire for accessibility and low barrier to entry with enjoyment of complex, more traditional gameplay mechanics, the very demographic Jagex is targeting with the launch of FunOrb in February 2008.

Introducing FunOrb

Like RuneScape, all of the FunOrb games will be browser-based, using the same type of Java compression that Jagex uses to make RuneScape a fast download. Faulkner explains that endowing more complex games with that same kind of instant accessibility is a priority for FunOrb. “It’s not like services on the internet, who offer a large volume of content but not much depth,” He says. “We’re really trying to focus on depth we provide the end user.”

Continues Faulkner, “Each game, you can really spend time playing, if that’s what you want to do. We want to give players the ability to just dip in on a five minute lunch break. But if they have two or three hours, they’ll also find plenty of things to do that will be great fun. We’re looking at the sort of game that five, six or seven years ago, they would have been putting in a box and selling on retail shelves. With the new technology, we can deliver this through the browser. Easily, there are 10 to 15 hours worth of solid gameplay really aimed more at the hardcore gaming market. We also like to think there’s something for everybody.”

Jagex also plans to continue with the free-to-play business model for FunOrb. Users can log on for free, Faulkner says, and have access to about 40 percent of the site’s content. Initial levels, for example, are available to all players, who then have the option of paying a monthly fee -- $3.00 per month – to access the full content. And consistent with the focus on emerging trends and increased accessibility, Jagex is also planning a community focus on the site, adding forums and social networking, in-game chat, and leaderboards.

This low-priced subscription model is one O'Malley says has brought success for RuneScape -- some 1 million of RuneScape’s users are paying subscribers, while the free userbase is monetized via ad revenue.

Focus On Community

“There’s a huge element of community focus,” O’Malley says. “It’s something that’s becoming more and more expected and important with the likes of Facebook and MySpace.” The increased community focus means more multiplayer-focused games, too, although there will also be single-player experiences available.

“Our technology is designed around enabling multiplayer,” Faulkner adds. “But there will be a number of single-player games. “It’s all about generating the gaming community and enabling gamers to go to FunOrb to find their friends, be able to interact and talk, and play games. We’ll be populating the service more and more with new features as time goes on.”

Hearkening back to the team’s background in developing Java minigames – the company name, “Jagex,” means “Java gaming experts,” Faulkner says the team will be working on “High-spec games with short loading times, using our tested java compression technology. Which means any PC, whether at the library or office or home, can log on and be part of the community. We’re expecting tens of thousands in the first few months, we’ve a dedicated team improving multiplayer features, and we’ll be adding a few games every month.”

High Hopes

A few games every month? Among all of these emergent player trends that Jagex is addressing – accessibility, social focus, and the free-to-play business model – there’s yet another on which FunOrb is hinging its success. Perhaps somewhat ambitiously, Jagex plans to keep the site’s content fresh on an episodically regular basis, aiming to add one new game every two weeks, to be precise, building on the 18 titles with which FunOrb plans to launch.

“We reckon they represent about 50 hours of solid gameplay if you know exactly what you’re doing,” says Faulkner. “We design all our games for multiple repeat playability.” The Jagex team hopes that the achievement-based community focus will also help engage users. By meeting certain criteria, players can earn a special designating prestige icon, “orb points” or “orb coins.” The points help build a player’s global high score and standing on the leaderboard.

As for the Orb Coins, they can be used to purchase customizable items, different avatars, color schemes and wallpapers. Though these types of small vanity items suggest a microtransactions-based business model, O’Malley says there are no plans at this time to implement such a feature for FunOrb, meaning the Orb Coins can only be earned through play. To help monetize the site, Jagex says all players will be exposed to some advertising – paying subscribers will see less ads on the site and none at all during gameplay itself.

Can Jagex find the same surprise success with the FunOrb portal using the take-aways from RuneScape’s proliferation? Jagex is planning for a high user volume. And just as the team’s veteran Java developers are heading back to their roots, they hope that, by offering accessibility, a social experience and modern business models, former hardcore casual gamers with less time for gameplay these days will return to theirs by getting engaged with FunOrb.

September 8, 2008

Jagex Celebrates Player Base Growth For RuneScape HD

2008_09_08_rune.jpgWe spoke to Jagex's Henrique Olifiers about the launch of RuneScape HD at E3 a few weeks ago (and covered it as part of our Online World Atlas a long, long time ago!) and since the launch of RuneScape HD Jagex have claimed over half a million new players, increasing the monthly rate of new free accounts by more than 50% in a few weeks.

They've also let us know that the Guiness Book of World Records has voted RuneScape HD as the "World's Most Popular Free MMO" again, with the game having seen over 135 million users since 2001 and an active player list of 6.5 million, and that internet ranking site Hitwise has ranked runescape.com as the second most visted game site in the US.

Runescape HD uses a thin-client concept that means the initial download of the title is only 1.2 megabytes, and due to procedural generation it doesn't have to download bandwidth-heavy textures and models.

"With the total graphics overhaul introduced in RuneScape HD, new audiences were drawn in – the game is browser-based, requires no downloads and utilizes the graphics card within a player's computer to heighten visuals," stated a Jagex representative, explaining the growth. "Existing players are also still able to log in and play from the same machines they did when the game launched in 2001 -- no additional investment is required. Players can access the game from anywhere, at anytime."

October 29, 2009

Jagex Confirms 'Expensive' MechScape Cancellation

Runescape follow-up, Mechscape, because it wasn't meeting standards -- and the move cost the company "tens of millions of pounds."

CEO Mark Gerhard told GamesIndustry.biz that the company aimed to incorporate four years' worth of Runescape design lessons in its new MMO, but "it got near completion and we discovered, oops, it didn't do all of those things that we wanted it to," Gerhard said. "So we went back to the original design document and said 'let's do it again'."

"It's a luxury that we are doing well and we can afford to make the decision," adds Gerhard, who took over as CEO in January of this year, following the resignation of Geoff Iddison. "I didn't make the decision lightly, because it's effectively cost us tens of millions of pounds," he added. "Maybe more."

"It's crucial to me we don't just ship a title because we've built it," the CEO adds. "The previous game wasn't a game that we want to play... it wasn't a game ready for launch."

"It was expensive. I hope never again to have to make the same decision twice. But it was the right decision."

Gerhard told GamesIndustry.biz that the scrapped project's engine and much of its design will be used in Jagex's next project currently in development. He noted in particular that the team was glad to get rid of a project that wasn't working, and is feeling energized about the new plans.


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