The quest was in plan/synopsis form for a long time. As the team began the developing the entire thing began to flesh out the synopsis into an entire experience. They had to come up with how to prototype, design and implement unique gameplay elements, and discover ways to present the information with OSRS Accounts from the high-level lore of the game in a way that is accessible and engaging.
How was the experience to do this work in the midst of the onset of the pandemic's global spread? Have you encountered particular challenges?
It's definitely not perfect. Making content is an art and this kind of creative thinking really benefits from having people around to share ideas with. Although Zoom is a great tool however, it doesn't have the same kind of connection to people, which means it is more difficult to share ideas. There have been a few hiccups in development because of something not being translated correctly across Zoom that I doubt would have occurred in person.
In addition, you have to consider the reality of dealing with changes in addition to the stress that comes with an outbreak across the globe and the responsibilities of family members this creates an unsatisfactory environment for growth. But we're proud of the fact that the RuneScape team isn't not flexible, and I'm very happy with the way everyone came together to get the most out of an extremely difficult circumstance. I'm thrilled with what we've created through desperate Measures.
The team is looking to publish monthly updates to the content. Naturally, things will be a bit sporadic however, what's the general concept behind how you plan to push out this report?
As the world becomes becoming more homebound we decided that waiting for more portions of content to come out every couple of months was not the best method. Everyone wants to entertain ourselves and so checking back the status of RunesScape every month ought to be thrilling, as players check at what's changed often. This presents challenges because we've developed a narrative and created concepts based on a distinct design model for release, however we've come up with an idea. Every update should provide a new goal that comes with a big reward attached to it and for all updates to be a reflection of the story is being developed.
We're not searching for missions that only push the story forward. We would like everything, including our actions to feel as if they're increasing the momentum of the story.
What kind of impact could Desperate Measures impact our world of RuneScape? Given the ties to Elder Gods, I can't imagine it being a tiny occasion.
The scope of the story is huge, but the scope of this will not be apparent immediately. The quest prepares us for some major developments in the coming season of stories, and certain discoveries have significant implications which our 'lorehounds' be interested in.
There are several major discoveries in this quest that I'm very excited to play out. We create the lore many years in advance, and look for ways to put the information out with a well-written story.
Have players included anything in this planned content via comments on Desperate Times? What is the reaction of fans been to the new content?
We've attempted to create the quest in a way that is as close to what the players with OSRS Fire Cape For Sale have told us are the best criteria for a successful quest. We've added elements that are frequently requested We've also made sure to consider what we can do to get the most of the is available. The main reason we've done this is by simply trying to create the most efficient quest possible and I believe this should be a hit.