http://www.zybez.net/quests.php?id=155&runescape_sweptaway.htm
Wednesday, October 29, 2008
Runescape Swept Away Quest Guide
Monday, October 27, 2008
Crazy but Cute Youtuber or Gamer
Jane is 16 years old, and she's bored and going crazy. She should have kept playing Runescape to stay sane. Maybe she just can't wait for Mechscape to come out like the rest of us.
Battle begins for online role players: Runescape or WoW or Maplestory or Nexon or Free Realms
Battle begins for online role players
By Chris Nuttall
Published: October 26 2008 22:00 | Last updated: October 26 2008 22:00
World of Warcraft is under attack. The 3m US players of the online warfare game, populated by monster-baiting characters, are being outnumbered by an army of 4.5m amassed by an independent video game developer from Cambridge, England.
Runescape, a game that, like Activision Blizzard’s WoW, has skill-building quests and conquests, has been developed by Jagex. Unlike WoW, which is sold as a boxed product in shops and requires the download of large software files, players need only a web browser to get started on Runescape.
Jagex’s game has been a hit among younger audiences that cannot afford a subscription and are often using older computers that are unable to run PC games with high-end graphics. The comparatively simple business model has been so successful that bigger players want to emulate it.
Sony Online Entertainment has decided to take the plunge. Others on a similar path include Nexon of Korea’s MapleStory, exported to the US, and Electronic Arts’ Battlefield Heroes.
“We’ve spent a lot of money investing in this space because we think it’s potentially the largest [market] there is,” says John Smedley, the Sony division’s president. “Jagex built a great business model and it’s actually one we’re copying with Free Realms.”
Mr Smedley hopes his children will switch allegiance from Runescape to Free Realms, the competitor being developed by Sony.
“We’re going after the same market – 12-year-old boys and girls. They’ve built up a great user base by having a fun-to-play game that’s quick and easy to get into on any computer,” he says.
Sony is a past leader in online role-playing games with its EverQuest title, first released in 1999. Its financial muscle and established infrastructure make it a formidable opponent for Jagex.
“Sony have got a massive marketing budget,” admits Geoff Iddison, Jagex chief executive. “But gamers can look at us and see how deep Runescape is – there are thousands of hours of gameplay.”
By depth, he means the vastness of the online world that has been continually expanded over the past seven years and the range of activities that have been built up.
Both Runescape and EverQuest have their roots in the multi-user dungeon games first developed 30 years ago. These games originally consisted of typed descriptions of creatures and objects with players text-chatting with one another and inputting commands.
Andrew Gower, co-founder of Jagex, was an avid text-based MUD player as an undergraduate in computer science at Cambridge University, where he began to code Runescape.
The fact that text-based MUDs could be picked up where you left off on any computer appealed to him. He built Runescape on the same principles but using the Java language to allow it to run in a regular web browser and enabling 3D graphics.
Jagex has grown to be the UK’s biggest independent games developer, employing about 400 people.
The company has remained private and is cagey about its financial performance but the chief executive says Runescape has attracted 135m registered users over its lifetime, with on average 6m people a month playing.
“It’s a very understated, rapidly growing business and we’re very proud of it,” he says. “We’re extremely profitable, the margins are very good and we’re growing at 35 per cent a year.”
Runescape makes most of its money from the $5-a-month subscription a significant number of players are prepared to pay to get access to new quests, equipment and areas of the game. Free Realms plans a similar model although Mr Smedley sees the selling of virtual goods as being the most profitable avenue.
“We’re shooting for tens of millions of players, we’re aiming very high. I’m betting virtual items is where the real money is, perhaps 80 per cent of revenues,” he says.
For Jagex to maintain its momentum, Mr Iddison is exploring new markets and products. French and Brazilian versions will launch soon and Mechscape, a science fiction game that will run on the same platform as Runescape, will be released next year.
“We are forever looking over our shoulders to make sure we are staying ahead of the game,” he says.
Labels: Battle begins, Battlefield Heros, EA, Free Realms, gaming, Gower, Iddison, industry, jagex, Maplestory, mmorpg, Nexon, online role players, runescape, SOE, Sony, WoW
Runescape vs World Of Warcraft- NON-BIASED Comparison
Here's a Youtube video comparing the popular games Runescape vs. WoW.
Now that they are going head-to-head, players have a decent choice. And they should make the choice wisely because it'll cost them hours!
Friday, October 24, 2008
Interview: Jagex CEO Iddison On Going 'Deep Casual' With FunOrb
October 24, 2008 Jagex has quietly crafted in RuneScapethe world's second-largest Western MMO -- with roughly 5.3 million active players per month, the free-to-play, browser-based title comes in just behind World of Warcraft. Now, the UK-based company's heading for a new frontier with a game portal called FunOrb.
Interview: Jagex CEO Iddison On Going 'Deep Casual' With FunOrb
The recently-launched site offers what the company calls "deep casual gaming" -- the aim's to provide deep and compelling game experiences within the same time frames usually associated with casual titles.
It's a promising idea with some unique aspects to it -- and is sure to pose a challenge for the company as it's tasked with maintaining its growth plans for thriving RuneScape at the same time. Jagex CEO Geoff Iddison talks to Gamasutra about the details of FunOrb and how it plans to balance its goals.
I first heard of RuneScape back when I was working in the specialist press. We'd always check our traffic position relative to other gaming websites -- and RuneScape was always the third-biggest!
Geoff Iddison: It's at least that -- probably number two. It's the second-biggest Western MMO, currently. If you look at the number of active players for our game over a month period, we're about 5.3 million per month. World of Warcraft is about 9.3 million, and number three is well behind us. We're number two in the Wstern world.
We launched our new game in March of this year called FunOrb. FunOrb is a deep casual game experience -- there's nothing quite like it on the market -- and we feel that it's really going to appeal to those ex-MMOG players who no longer have the time to play an MMO but want a deep, compelling gaming experience within an easily accessible, relatively short period of time. Playtime for the FunOrb games is between 12 and 40 hours, so it's deep minigames.
The whole business model of Jagex products, and this business model will go forward with our new MMO coming out next year, is free to play, and if you want deeper content, you pay a subscription. Subscription is five dollars a month for RuneScape and three dollars a month for FunOrb. To go into that content, you pay the monthly subscription, so it's basically a free to play model.
About 60 percent of the game content is behind that subscription barrier. In RuneScape, it may be different quests, the same quests but deeper, and it may be certain skills that you have. House building, for example, is a members' benefit. There's a number of skills and quests and things that you can't do as a free member.
How do you find that the subscription model works for you, in terms of free to play plus subscription?
GI: The subscription model works really well for us. We've got more than a million subscribers currently and growing, so it's worked well. Margins are very good and we're extremely profitable, so it works for us. But going forward, we are considering in our future MMOs having not just subscription but micropayments too.
Companies with several different MMOs can have a slight self-competing problem. How do you look at that issue?
GI: We don't know yet. But we positioned our new MMO at an older demographic than RuneScape. It's sci-fi, so it's a different genre altogether. You're not going to get people playing multiple MMO, they're going to be playing one at a time, so there may be some cannibalization of our RuneScape userbase going over to our new MMO. Tthe way we've positioned it is RuneScape, our new MMO, and then FunOrb, the deep casual game experience. So there should be a migration path from one to the other in those three games. But it's going to be interesting to see how it overlaps.
Can you explain the philosophy is behind deep casual games?
GI: We've got all of the infrastructure in place to do a full casual game offering to an audience that wants a multiplayer game. FunOrb is leveraging that technology and giving a far more satisfying, deeper playing experience; it's more satisfying from a graphics perspective and from a content perspective, and the subscription model is free to play.
40 hours of gameplay on a casual game is currently something that's not generally available on the marketplace. It's early days. We launched in March, and we've got around 300,000 uniques in a two or three week period. So it seems to be going well and the model seems to work. We've got a new game going live on FunOrb every two weeks -- the same as RuneScape; new content goes onto RuneScape every two weeks.
What goes into these updates?
GI: Some updates have taken a year or 18 months to develop, like the update that we did around three months ago, and some updates are relatively minor.
We watch our forums and take the feedback very seriously and use that feedback in a lot of cases to improve the game. We have a player poll every two weeks as well, asking them what they'd like to see and what they don't like and whatever else.
It's one of the first social networking sites, RuneScape. It's been around since 2001, and potentially, it has over 130 million people on that network, so that feedback that we have is always taken seriously and we plug it into the game in development.
What's your primary demographic?
GI: RuneScape's demographic is from 7 to 18, with a sweet spot being around 13, 14, or 15. It's 85 percent male, but we're keen to get more females into the game. There's puzzles that are aimed at the female audience, as opposed to the PvP stuff, which is more male-oriented.
After 18 is where FunOrb comes in. People at college perhaps haven't got the time to spend 12 or 14 hours a week out on RuneScape and MMOs, so naturally they'll graduate onto something else. But this is where our new MMOG comes in. We're hoping to collect a lot of those people graduate out of RuneScape to our new MMO.
But we've got a lot of people over 40 playing Runescape; we have whole families playing the game. We have granddads and grandmas meeting their siblings, nieces, and nephews within the game. We want to appeal to the whole. For anyone who wants to play RuneScape, there's something in there for them.
Your strategy is to stay completely browser-based for all of your products?
GI: Absolutely. It's so compelling, and I think other companies are seeing this now. So the distribution model of the browser base is just fantastic. There's no third parties. We are the developer and the publisher. Anywhere in the world, you can access your MMOG. You don't need a high-spec PC. With any PC that's connected to the internet, you can just log on and you're there in your game with your avatar. That model is just so good for us, and we feel it's going to become more competitive in this space because the model's so good.
However, the barriers to entry on a massive MMO which is browser-based are pretty high. The infrastructure that we've got in place not just from a technical perspective, but the design, is pretty sophisticated. The black mark system, all of the filters, the chat filters, the policing of the game... those things are pretty high barriers to entry. You don't go diving into the browser-based MMO market without having to overcome some of those hurdles. It's not just a matter of getting a game out there.
And there's a whole regulatory perspective of this as well, with an MMO that's browser-based and accessible from anyone's PC, you want to make sure it's safe to play. That's why half of our company is dedicated to player support.
Wednesday, October 15, 2008
After a long wait, RuneScape players can now get into Player versus Player combat. Players who wish to play PvP must have a minimum combat level of 20
at Wednesday, October 15, 2008
Labels: Pvp