How Runescape acquired its unbelievably epic original raid

By: StevenCao
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Despite thousands of logged hours, I can't start to imagine how to design a raid for Runescape. Runescape! Of games!

For the last couple of decades, Jagex best websites to buy runescape gold was mulling over that exact problem. How can you create a raid for Old School Runescape, a game which, historically, delights in shirking the MMORPG status quo?

It is surreal to see Twitch streams and YouTube videos of Old School players fervently puzzling out the mechanisms of a match whose strategic depth I recall capping at clicking something, or to the truly advanced, clicking some thing else. And it's just plain intriguing to understand how Jagex has turned raiding on its head, cutting and modifying dungeon de rigueur to produce a unique experience that completely emanates Runescape.

Xeric was initially teased at Runefest 2015, but Jagex was talking it over as early as 2014. "We were searching for aspirational content which players could work toward, for their objective to be'We wish to do this content,''' Bridges said of the raid's unique extent. "We also wanted enough variety that, after they've done it, they would keeping doing it for fun as well as the rewards."

To attain that variety without deviating from Runescape's core simplicity, the team adopted an unusual design philosophy quite early on: modular challenges. Chambers of Xeric is made up of eight boss rooms, four obstacle rooms suspended in abilities such as thieving and woodcutting, and one last boss, The Great Olm. But Olm himself is the only continuous. Each cassette is a randomly created combination of roughly half of those 12 rooms, which means that you'll rarely run exactly the exact same raid twice. Jagex did something comparable in 2010 with the dungeoneering ability of Runescape 3, the mainline version of the sport, which also jobs players with finishing a gauntlet of boss-punctuated challenges. Importing those components to Old School was intuitive, but not quite so cut-and-dry.

"I played dungeoneering a lot back in those days, as a participant, even though I wasn't a developer on such project myself," Bridges said. "And there was a lot in there that I liked, but there was also a lot in there where I felt, with hindsight, perhaps I could refine it."

The largest characteristic Xeric inherited is its own crafting system. Unlike with dungeoneering, players may bring whatever gear and items they need in the raid. However they'll inevitably run out of supplies, typically well before even reaching Olm. At that stage, players have to restock mid-raid utilizing the tools around them. This ties into these non-combat rooms, which are in fact one of Xeric's most spectacular features.

It had been clear from the get-go that there would runescape 3 gold for sale be no tanks, healers or DPS within this raid. Rather, Xeric enables players proficient particularly abilities --hunting, fishing, herblore, farming etc --to donate to the party by preparing materials.