INTERVIEW: Jagex

Interviews

INTERVIEW: Jagex

INTERVIEW: Jagex

MMO MONTH: Thanks to the success of MMO Runescape, Jagex has become one of the country’s largest indie developers. A new MMO, tentatively titled Mechscape, is now underway at the studio, and its FunOrb browser gaming portal is gathering momentum.

To learn more, CasualGaming.biz sat down with Jagex CEO Mark Gerhard, head of games development Henrique Olifiers, and head of public relations Adam Tuckwell, to talk to a company not typically associated with the casual sector can offer new generations of gamer young and old.

CG.biz: For our readers who aren’t familiar with the emergence of Runescape and Mechscape, can you tell us a little about the games’ history?

Mark Gerhard: With Runescape we just created a game we wanted to play. It was a fantastic success and it grew as players consumed content. A few years in we felt that, as we know how to make an MMO, and it has been so successful, wouldn’t it be great if we could rewrite the rulebook? Runescape already had so much critical mass, and players obviously enjoyed that certain type of game play – that’s kind of where Mechscape was born.

Henrique Olifiers: We started this with the mindset that we should create a game which wasn’t just Runescape in space. We wanted to create a brand new game, but learning from the experience we got from running Runescape, we understood the players, and the game mechanics for MMOs. We started to move on and create something completely new, and Mechscape is the result of this mindset.

We have created this unique universe, and a massive back-story to the whole thing. We did that for years, and then we started assembling the game. So there’s four different playable species, and a whole new set of game mechanics has gone into the game. We’ve tried to create a MMO which sits above the other MMOs, with the kind of engagement it has with the user, and the underlying game mechanics.

MG: It’s something new, even within our own demographic, I think it’s fair to say.

HO: Yes. People evolve over time, players evolve over time, and they have lifecycles throughout MMOs. They can play Runescape for a number of years and then maybe want to move into something deeper and more engaging, so we will offer them this game to move onto. Mechscape, which isn’t the final name, is a game project we have created for someone who is slightly older than Runescape players, and who is looking for more engaging gameplay, more storyline. Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS. It’s very different from that perspective. Just to give you a hint, his game doesn’t have XP {Experience points]. It is so different from everything else.

CG.biz: You’ve talked about Mechscape being something deeper than Runescape, but you’ve also talked about a lack of XP. Is this a game for die-hard MMO fans, or does it have something to offer newcomers?

HO: Definitely, if you look at the space we’re trying to get into, the sci-fi space, back in the day especially when we started the project there were no a single sci-fi game that was successful. We have Star Wars Galaxy, which struggled a bit, and we had Eve, which is a fantastic project, but very hardcore. At that time there wasn’t a title that really broke in the sci-fi genre, like Runescape did with the fantasy genre. That was our first stepping-stone.

The second one was realising why, at that point, sci-fi didn’t work with MMOs, because it worked with every other game but not with MMOs. We identified a few things that MMOs in the sci-fi space were getting wrong. They were dressing fantasy mechanics as sci-fi, but there was no difference in handling a sword or handling a Light Sabre or handling a Blaster. It was the same mechanic; you have to shoot the blaster several times to grind XP.

If you look at single player sci-fi games like Masters of Orion and Starcraft, you must look at how they engage with the players – its all technology driven. It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff. It’s not about grinding; it’s about research. Its not about accumulating stuff but about building stuff in the way that you want them to be built, so you can develop your on strategy in combat in interaction, and in socialising with other players

CG.biz: So can you tell us anything about the release date yet? Fans are incredibly eager to know more.

HO: We are getting there. We are polishing the game now. Most of the job is done but we don’t want to compromise with the date, because we perform play test all the time, and we want to have the freedom to change as much as we want. We want to release the product when we say ‘this is finished and this is brilliant’, and not be pressured by commitment that we have made to the community.

MG: Ultimately we’re only going to launch it when we’re happy with it. Call it internal quality control if you will. That’s why we haven’t committed to a date.

Our reason for creating games is that we want to make games that we can play and enjoy. It’s not about the right time to launch, a PR opportunity or a commercial opportunity. It’s really just about ‘when is this game ready to go out so it will be fun?’ That approach is really us going back to our roots if you will. That approach was always in the DNA at first.

I think we dabbled for a year or so with the ‘hack, ship, hack, ship, hack, ship,’ model, being more corporate or commercial or what ever the right term is; that just wasn’t us.

CG.biz: Traditionally there’s been a chasm between casual and hardcore gaming, but it does seem that it’s closing. Casual games companies are expanding across that gap. Is that something you think Jagex is doing from ‘the other side’?

MG: I would think we are. It’s not a deliberate play if you will; it’s just what we do and what we’re good at. I think we’ve really helped that industry to get to where it is in that regard.

HO: Yes. Also, it would be safe to say if you are developing an MMO right now, whatever kind of MMO it is, you could develop it in a browser. You could achieve the same quality that you achieve on a stand-alone client. Now, you would go with the browser. It’s easy to reach the player, it’s more consistent in the way that it supports the hardware, and you don’t have to fiddle with drivers, or anything like that

MG: It’s a no brainer. Players get instant access.

HO: So it’s just a question of knowing how to do it and being capable of doing it, and that’s getting easier. I think we will see far more people moving to this space.

MG: That said, it’s not a completely easy space to be in. After nine years we’re still learning, and we’ve done a ton of development and pioneering, which never stops. In many ways it’s a hard gap to close. We know, if we think of our friends like Blizzard and EA, this is the space they want to be in, and they’ve said as much, but they don’t have the tech to be able to do it today. But, no doubt, they are investing heavily to catch up. In some respects it’s a bit like an arms race, making sure we’re staying ahead of the curve.

Adam Tuckwell: When people talk about casual, we maybe see it as something different from how others understand it – to what your readers think. We treat ‘casual’ in a couple of ways. We talk about casual in terms of accessibility, and there we are extremely successful, as anybody can access our games and enjoy them.

But we also see casual being about how people interact with the games, so FunOrb in particular is designed with that in mind. It’s something for time-pressed gamers – even people like us – who love playing games, but don’t have the time. For that reason we try and make all of our games available in a ‘casual way’. That means that you get a full gaming experience, even if you’ve only got half-an-hour. I think we are bridging the gap you mentioned, but we’re also defining a new gap that we’re filling. We’re defining a new band of casual, which we’re doing with the FunOrb games at one end of the spectrum, Runescape at another level, and Mechscape above that.

CG.biz: On the subject of your free-to-play games portal FunOrb, you recently employed Jon Hare, who designed the likes of Sensible Soccer and Cannon Fodder. Will we see any of his classic IP returning on the website?

MG: I think we will, whether it’s Jon’s or other people’s, we will bring in some classic IP. We will be the destination, so if you want to play Bubble Bobble, for example, it would be on FunOrb. So there will be some of that, but the bit that gets us excited is the inventing and creating, and trying something new. We’re not always sure it’s going to be a success but that doesn’t matter, because we don’t go ‘what is the business case?’ Instead we ask ‘will this be fun?’, and if it is we build it.

We will bring back some classic IP, we will do some spiritual successes, and if you look at the site today you will see some spiritual successes of various great games. But it’s also creating all new types of games and gameplay, which is the best bit. I think we’re probably a few months away from one or two of those projects materialising. Right now it’s mostly spiritual successes, and we will be bringing back some old IP as well. As I say a year from now we will be able to say that we have the right blend of classics and originals, for people like us, and we’ll have a really good destination for gamers of all kinds.

Comments

Leave a comment

The Troy

Jul 29th 2009 | 15:24

While MechScape sounds very cool (I'm at least as eager as anyone to see the sci-fi genre done right in an MMO), I have to applaud the Jagex attitude toward releasing the game before it's ready. How often have we gamers been disappointed by beta games that are released into the wild only to be patched and substantially changed just as we're getting used to their foibles? While games will always evolve over their lifecycles, and rightly so, I applaud Jagex for trying to "get it right" before go-live and hope other developers will take the time to complete their products before asking us consumers to pay to beta test their products.

Osaka

Jul 30th 2009 | 15:43

I'm starting to worry about the size of MechScape, RuneScape started out small and became bigger.
If MechScape is too big from the start lots of people will not play it saying: "It's too big to find stuff out!"
This is the main reason I didn't like WoW and stayed with RuneScape, cus WoW is way too big to start AND get somewhere.
And the "we wanted to add more and more" MMG said somewhere got me thinking, why couldn't you finish the game in '07 and throw new stuff in over-time? It would've been way better than making players wait for something enormous that might not even stand a year!

If the product sucks and people don't want to play it, you're screwed, wasting time and money for a game that didn't make it.
And if it does make it, DO NOT FORGET ABOUT RUNESCAPE, It's already a critical mess IMO.
I'm still thinking it would've been better to have the MS-developers and employ them to develop RS.

fagex

Jul 31st 2009 | 22:42

Runescape is dying faster and faster lmao if not already dead. hope this game is worth the long wait because i cant stand the new rs anymore

Cathy

Aug 3rd 2009 | 02:14

Think you want Runescape players to move onto Mechscape to find depth yet your putting in races which will probably limit your play and reduce depth in the first place like with many games. Depth comes in the ability to be able to do everything if I can't do something as a certain race it won't be good. I guess we can only hope that your not using limitations as 'depth' as it is not...
Then you want Runescape players that want more storyline & such to come into play how much storyline are we talking here there's whole books of storyline it takes over 1/2 an hour to read some of the dialogue you have already in that game just for a single quest it will be to much reading & not enough gaming for many. Theres no point in putting in storyline if many just skip through it I know I read it all but many don't already.
Then you leave out exp altogether I'll agree with the shooting comment but why can't you have exp for researching & building? We all know a main draw card for MMOs is exp & leveling it's probably what gets us hooked in the first place the fast levelling at the beginning followed by the more slower levelling later. You'd be a fool to understamate the draw card that is levelling.
To me even more storyline then RS, no levling/exp & you won't get many if any RS people playing I guess you'll have to rely mostly on your new players. Hopefully they will find it intersting because many of your current fans that are just like me surely won't.
-
Finally there's a reason why many of us don't play the Scfi genre & it has nothing to do with fantasy rapper it has all to do with the genre it's self we just don't like it. Can't stand the games, the bigger movies are utter boring to me & if I ever dressup to go to a convention please shoot me...

lun

Aug 3rd 2009 | 02:49

I hope you do bring out a good game there aren't any really good ones out at all appart from EVE.

I doubt I'll play much though as I hate almost all Sci - Fi as well to be honest but I'll give it a go & buy a membership to trial the full game as well if needed.

crano

Aug 3rd 2009 | 07:07

I don't think Mechscape or funorb will ever be as popular as Runescape is but it's good to have more games out there so well done on the effort I can't wait to play it :)

i have runescape classic

Aug 6th 2009 | 13:54

how can runscape be dying when tit always has over 100k player online? it used to have 200k before the stupid update and the RWT thing came up but it alive with 100+ player online

what it

Aug 8th 2009 | 20:24

what it gonna br like

MMORPG Enthusiast

Aug 12th 2009 | 09:48

Personally, I do agree with the idea of a "Final Package" and having it all said and done before letting it loose.
I sure hope codename: MS does well, since Jagex has had such a good history with RS. But I also wish Jagex could give us a little... trial run, just to see. Maybe it's just me being greedy...
And I really don't understand why everyone has to have such a big deal with Jagex. It's not as if they had a real choice to let RWT go, they had to stop it.
I'm going to miss grinding though (Complete and utter sarcasm) ^_^

Leave a Comment

Validation Code

Your email address will not be published