Published: January 19, 2010
High level players who are unhappy with updates to RuneScape sometimes comment that they believe that “Jagex developers don’t play their own game”. I’ve said this once or twice in the past, and now regret doing so—it’s a pretty disrespectful accusation, and also one that makes no real sense. Obviously Jagex developers do play RuneScape: they have to play it as part of their work, and I’m sure most have personal accounts as well.
But while the “developers don’t play” comment might go too far, there’s a kernel of truth to it, expressed due to frustration by players who take the game seriously. Expert RS players feel that Jagex developers often make design and update decisions that reflect a lack of deep understanding of serious players. If they play the game, do they play it in the same way an experienced player does? How many of the managers who make key content and gameplay balance decisions are really involved in their product?
It’s not possible for any developer to make updates that everyone likes; human nature says that some people will find fault with just about anything. The problem is with updates that nearly everybody hates; with changes that just make no logical sense and are never adequately explained; and with modifications that will rather obviously make people unhappy but that seem to take Jagex by surprise. These are the actions that cause people to wonder what on earth is going on over there in Cambridge.
Here are a few relatively recent examples of the sort of game changes that cause experienced players to wonder whether the developers responsible for them really understand how the game works.
Painfully Slow Death Animations
A couple of years ago, Jagex embarked on a plan of some sort to make monsters die in a more “realistic” way. I’m sure some talented animators did excellent work in making monsters fall down or flip over smoothly, and then fade from view, as opposed to the old standard “fall to the knees and disappear”. The animation given to demons is particularly nifty.
The problem is that these death animations are slow to the point of interfering with gameplay. There are now monsters that take twice as long to die as it does to kill them! And during that time players have to sit there waiting for the drop, or spend time running around by killing other monsters and then returning for the drop later.
The classic example would be chaos druids. These are not training monsters: they are killed for only one reason, and that is for their herb drops. Most high level players can one-hit a chaos druid, but then they have to sit for 2.5 to 3 seconds waiting for it to die. And when you can kill several hundred of these per hour, those seconds add up: in my tests, I’ve found that the imposition of these death animations reduce the number of herbs I can get per hour by a solid 20-25%.
A standard principle of architectural design is form follows function, which means simply that the way something is designed should be based on how it is to be used. But here we have an example of a change made to form that inhibits function. It doesn’t matter how pretty the animation is—after you’ve seen it a few hundred times, you don’t notice it any more. And once you realize how much time you are wasting looking at these animations, you start to actively resent them.
Even more inexplicably, Jagex has imposed these animations on chaos druids twice. When the new death animations were initially added to several monsters, chaos druids were included, but when players complained the slow animation was removed. Then, sometime in the last year or so, they were added back again. I don’t know why, and I don’t know a single player who didn’t prefer the plainer, faster death sequence.
Font Changes, and Font Changes, and…
It seems that every few months, the company tries to change some of the fonts in the game, and the reaction is, nearly always, pretty universal irritation. And then most of the time the font changes are undone or further modified.
Even those who don’t dislike the font changes have the same question: “Why are they bothering with this anyway?” Is there a full-time “font developer” hiding somewhere in Jagex Towers who has to be kept busy?
Maybe there are indeed good reasons why these font changes keep showing up, and perhaps Jagex could communicate them better. Right now, they just make players scratch their heads.
Strange Barbarian Assault Item Changes
Jagex just released what appears at first glance to be a pretty impressive overhaul of the Barbarian Assault minigame. However, as part of that update, they removed combat bonuses from several items: the strength bonus was taken off the fighter torso; the fighter hat now has no fighting bonuses, and most inexplicably of all, the ranger hat gives a penalty to ranged attack. These changes were apparently made because of other benefits that were given to these items, but have so far proven very unpopular with those who already got the items for the benefits they had before.
I happen to think that some of these people are engaging in needless hysterics over the loss of a couple of bonus points, and that we should wait to fully assess the new gear before jumping to conclusions. But that said, what surprises me here is that Jagex seems surprised. Did nobody there really understand that the strength bonus was the prime—if not only—reason most players worked to get a fighter torso? Did anyone there really think that a fighter hat with no attack bonuses, or a ranger hat with a ranged penalty, would go over well?
Super Instant Update! Literally as I was writing this editorial, Jagex decided to put the strength bonus back on the fighter torso, after a couple of hours of screeching and moaning from the usual suspects. I have mixed feelings about this—kudos to Jagex for correcting a bad update, though I hate to see tantrums rewarded—but the original point remains: couldn’t the whole situation have been foreseen and avoided?
Unhelpful, Unending, Unblockable Warning Messages
Last but certainly not least, the item that finally motivated me to write this editorial. Along with the Nomad’s Requiem quest that was added to the game on January 11, we got a bizarre “update” that causes a message to be put into the chat window every time you open a beast of burden. It warns you that any items the familiar is carrying will land on the floor when the familiar disappears.
This warning is such a pet peeve that I barely know where to start. But how about this: Summoning has been around for two years now, so is there anyone who uses a beast of burden that doesn’t know what happens if it is holding items when it disappears?
If there are people who don’t know, do they need to be reminded every time they open a beast of burden? Surely telling them once would be enough? Or maybe once per login? But no, you get it every time you open a beast of burden, even if you don’t do anything else. For some players this means literally dozens or even hundreds of these messages in a playing session.
Well, why not turn on the “in game spam filter” then? Oh, that doesn’t block the message either! (And even if it did, why should I have to remove all game messages to get rid of this stupid warning? I want to know if I catch a fish or cut a log—that is useful information, even if only modestly so. The 10,000th repetition of a warning about something I already know is not).
Is this warning a big deal? No, it’s not—it doesn’t make the game unplayable or anything. But neither do a lot of other things that drive people nuts. Suppose when you’re in your car, that every time you stepped on the brake pedal a warning appeared on the dashboard telling you “Don’t brake too quickly or you could lose control of the vehicle”. Okay, that’s a good reminder for some drivers, every once in a while. Still, how many times would you see that light up before you hurried over to the dealer and asked them to make it stop?
For me, this warning message is the epitome of a game update that makes me wonder if the guy who came up with it ever plays. If Jagex felt the need to give this warning, a simple one-time announcement on the forums, or as part of the patch notes, would have sufficed. I do not know a single real player who finds this anything but a pain in the butt.
In Closing…
I don’t really know how many Jagex developers are serious players, and neither do you. I hope there are a lot of them, but I have to wonder. And it’s true that Jagex does listen to complaints, and in some cases these sorts of weird changes end up being revised. But it still leaves the nagging question of why they were implemented in the first place.
I, among others, have been pleading with Jagex for years to set up a beta test system for RuneScape. Jagex’s position seems to be that they don’t feel this is necessary, or that it would be too difficult to implement. But changes like the ones above—and they are only a few recent examples of a long trend—strongly suggest to me that a beta test system is necessary. There’s a lot of room for improvement when it comes to ensuring that content changes mesh well with how the game is actually played. I feel confident that any of these unfortunate changes, if shown to even a couple of dozen long-term serious players, could have been fixed or avoided before they ever saw the light of day.