Rsorder-So the most significant issue is the UI.


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What was the main difference between creating RuneScape 3.0 for the mobile, as opposed to Old School RuneScape?


So the most significant issue is the UI. People don't like it when I make this claim with OSRS Accounts, but generally talking Old School had fewer challenges to play playing on a mobile device. The UI is quite well-designed while the battle system seems simpler. In the case of RuneScape 3. the most difficult challenge we encountered was taking what players ' experience that is a extremely customizable UI which they can customize according to their preferences and then making it work with a smaller screen.


With this latest update Do you feel that you're catering for a new market that is mobile-based, and in the event that you do, how will it affect the way you create and implement new content. In contrast, do you consider this to be an expansion of what's already available?


Yes, I believe it's much more of an extension of what's available. The game we want to make in general to be multi-platform, so even if you're on your desktop and decide to go out for a while and you want to continue, you'll be able to go back and play it. Perhaps you're at an engagement with the family and you're using your mobile when it turns out to be dull and you've no other things to be doing. This is why we've created it, which is to give people the possibility of staying active in the game while they're in motion There's no sense in creating content that's mobile-friendly.


We also have players who prefer to avoid certain high-level combat scenarios on mobile simply because they're not used with the UI or because they like the security of being able to access each and every window available at once for all of their possibilities of action. There are players who are taking high-end boss content via mobile and streaming the content to the world with their evaluation of the game. The new competitions between the community to determine who has the highest time on our most prestigious bosses on mobile have turned into another aspect of the game that is amazing to watch.


To add on to the things Liam mentioned I believe that it's made us think more about the different groups of players we've designed for. It seems like a game that's about two decades old, it's natural to usually focus on our older players most of the time, due to the fact that they want more content and we've identified that as a part of our player base. On the mobile side, we can anticipate to see a large number of new players. In fact, we witnessed this in the last year, when we ported the game from Steam at first.


So, we're trying develop more with a larger public in mind, and I'm sure that's changed our approach we take to development. We're determined to ensure that everything is accessible for everyone and make it easier to access, and doing more to bring more people onto board, and then let them play at the right speed.


One of the biggest drawbacks of RuneScape is perhaps the constant weekly content updates. Is this schedule set to change following the launch of RuneScape Mobile?


I believe it has impacted it positively. We've added over 1000 new features to the game throughout its time that's pretty amazing. This has given us the chance to build teams, for instance with OSRS Boosting and bring in individuals with the right expertise to work on mobile, since mobile isn't our main field of knowledge. We've also significantly increased the speed with which we've released content over the past 18 months and that's going to keep growing beyond the launch on mobile, too.

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