Old School Runescape

Old School Runescape Dev Tracker




26 Apr

Comment

Originally posted by wolaznik

What are your thoughts on releasing a quest with every major piece of content released? I definitely think Tempoross and the Ruins of Unkah should have been behind a quest. There is so much lore potential there and I really enjoy the idea of unlocking content like this behind a story. This is why I am so on board with story mode for ToB (and all future raids going forward please). Edit: also wanted to mention another good example that I know cannot be done now, but Wintertodt being locked behind The Forsaken Tower would've made a lot of sense in hindsight.

I don't think every piece of content needs locking behind a quest. In fact, in some situations it would actually be a bit odd from a storytelling perspective to need to do a quest first. That said, I'd love to one day be in a place where every big update has a quest attached to expand upon the lore. A Taste of Hope is a nice example. It wasn't required for the Theatre of Blood but it still came out a similar time and had some tie-ins.

Comment

Originally posted by Regenitor_

Really don't mean any disrespect here but would like to start a meaningful discussion - we've had, what, like 22 new quests since OSRS released right? Aren't over half of them (12 by my count) novice difficulty and short in duration? The occasional difficult, lengthy quest we've had has been amazing (MM2, DS2 etc) but if we're looking at all the new quests hollistically I think there's still a lot to be desired.

To dampen my own point, I think some of those novice quests were well done (Below Ice Mountain had a little variety in it and a neat cutscene) but the novice quests that are literally "talk to X then talk to X" are not what I'd call quality. And unfortunately there's been more of those than full length challenging mid-game/late-game quests.

According to our official categorisations (which admittedly I don't actually think are visible anywhere in game), there have been 20 quests released since the launch of Old School. Of those 20, 6 are Novice, 7 are Intermediate, 1 is Experienced, 3 are Master and 3 are Grandmaster.

There's definitely been a bias towards lower level quests, but that's not too surprising considering lower level quests are generally shorter and therefore quicker to make. That said, I don't think a shorter quest is necessarily of lower quality than a longer quest myself. Length and quality are two separate things.

Comment

Originally posted by TheKappaOverlord

this is sorta what i was getting at with my "avatar" analogy.

The gods would though a Marjarrat ritual be able to have "avatars" or generals walk on the planet due to a spell causing a loophole in the edicts. Edit: The god wars generals don't count. As they are all literally just commanders meant for a holy war and nothing else. They (to OSRS knowledge) don't serve any other purpose. I mean "generals" as in right hand men/women.

The gods not being allowed to directly interfere with the world, but be able to directly whisper in their ear of the "Prophet" of each god.

Either that, or each god getting "reincarnated" in a signficantly weakened form, fighting to find a "long lost Mahjarrat spell" that will enable them to reconnect with "mother" (again, assuming OSRS sorta follows RS3 with the elder god lore, if at all.) and reclaim their original power.

Instead of having all gods, in their full power just casually strolling around Gillenor f**king shit u...

Ah I see what you mean. Yeah that sort of thing seems quite reasonable. Kind of like the ending of Temple at Senntisten.

Comment

Originally posted by Slayy35

Sorry but how is releasing 1-2 quality quests per year (and the rest 5 minute novice quests) regarded as overall quality?

While stuff like DS2 is obviously higher quality than quests in 2007, I'd say the overall quality back then was better simply because it wasn't a sea of Novice quests with the very rare DS2 or SOTE popping up.

Of the last five quests, two were Master, two were Novice and one was Intermediate. That doesn't feel like a sea of Novice quests to me. In fact, when you look back, most quests released in 2007 or earlier were either Novice or Intermediate. Master quests were a rarity back then and Grandmaster quests didn't even exist.

Also, to be fair on my original comment, quality and length are two very different things. A quest can be high quality without being very long.

Comment

Originally posted by cubixjuice

That's kinda pessimistic about your work, man. Skyrim and other games have random mini quest generators- take item to npc, get reward kinda stuff. That's filler. Imo the thing OSRS has on basically every game, are the quests. Shit's fun man. How many quests are you guys workin on releasing in the next year?

You make a valid point. I guess I've often been somewhat critical of my work.

As for how many quests we're working on, I guess that depends what you class as working on. There's not too many in development right now but we have designs for a huge number of quests.

Comment

Originally posted by power602

Honestly, I wouldn't mind a split storyline with old-school being how the world would be if guthix isn't found and killed and the gods never return. We could maybe even have something similar to the world wakes quests where sliskes plan fails? Or maybe guthix still makes us the world guardian without needing to die because the edicts the edicts weaken and we can have storylines of stopping gods from coming back to geleinor. Who knows, but split storylines can be good, for example, the legend of zelda.

I guess it kind of is that already in many ways.

Comment

Originally posted by poopyfecesman

speaking of porting rs3 content and quest sequels, have you guys ever considered rag and bone man 3? theres been plenty of osrs unique enemies added that I feel like we could have a strong roster of new bone droppers. I also loved killing the skelly horror for the free weekly clue

It would be a nice and easy one to wrap up, but probably not the most exciting story to finish.

Comment

Originally posted by TheJeeeBo

It would also be possible to have those much larger quests broken up into smaller quests, something to string right into the next bigger part of the story. So instead of having constant escalation with the difficulty, maybe intersperse an intermediate quest in there or a novice one. For example, if the part of while Guthix sleeps has a separate quest where you gather the heroes.

It's one option. Need to be careful that it doesn't end up feeling like filler though.

Comment

Originally posted by ThisTechnocrat

I really like your perspective on this. I think the gods should never come back, not directly like in RS3. Proxy wars with their generals will always be more fun. When you make everything high stakes, nothing is high stakes and it makes some of the simpler and enjoyable content seem out of place. I do hope we get more lore, and I would be fine with a return of Zaros, but not in an RS3 fashion. More like how Saradomin, Guthix, and Zamorak are now. There, but not directly.

Well Zaros is the Empty Lord. Him being absent but secretly having an influence would be very fitting.

Comment

Originally posted by throwaway6973420

can u stop typing ty

No.

Comment

Originally posted by iD4NG3R

However, to be honest, I'd be disappointed if we ever went down the god route in Old School.

This. So much. To quote myself in a thread about porting RS3 content over:

I'm pretty cool with RS3 content being ported over (as in; made fitting, not just copying it 1:1 and calling it a day), but please do watch out with major plot points. The fact that Guthix for example is killed off in RS3 genuinely disgusts me, it killed the entire 'ominous things going on in the background' vibe that RS3 had, and OSRS still has has for me by overly bluntly throwing it in the players face. It opened the floodgates for overly 'epic' quests that took out all of the wonder and fantasy for me.

I'd personally like to see the Hazeel Cult get a followup, and I'd love to see what you guys can manage to do with Elemental Workshop 3 to name a few intermediate quests.

Some of us actually made a prototype for Elemental Workshop III in our free time a while ago. Hopefully we get some time to finish it off at some point.

Comment

Originally posted by BioMasterZap

Hopefully, the Desert isn't too far off, but Varlamore is probably going to take a while. Also, I'm still hoping Acheron gets visited with the final Fremennik quests, so that would likely (or perhaps hopefully) come before Wushanko Isles.

I'd like to do Acheron before Wushanko as well. We haven't really thought about things that far ahead yet though.

Comment

Originally posted by greg3064

To be fair, though, Ratcatchers wasn’t typical. I like the new quests but I would say the best writing in the game remains in quests like Monkey Madness, Desert Treasure, One Small Favour, Underground Pass, and Recipe for Disaster. Just splendid quests.

Of course. There are plenty of amazing quests from back in the day. Still, there's quite a few like Ratcatchers that aren't so great.

Comment

Originally posted by Reeces_Pieces

Just stop f**king up old content when you make new quests please.

Song of the Elves was kinda a doozy because of that.

Are you talking about the character models? If so I'd like to think we haven't done anything like that since.

Comment

Originally posted by BioMasterZap

Makes sense. I am not sure how canon that RS3 map is so making them between Mory and Zeah would be a good way to fix it. Since they are canon for OSRS, it would be nice to go there someday. Though since RS3 already started on them it may be a bit questionable to beat them to the punch.

It's likely a long way off anyway. We have Varlamore and the Kharidian Desert to finish before we start looking for somewhere new to go.

Comment

Originally posted by swagged_by_mom

My question was more along the lines of "why don't updates like Tempoross, the Nightmare, or Forthos Dungeon (that one had a miniquest but you get my point) gets released with a quest that accompanies it?" Like I mentioned, I guess it has something to do with the additional effort to put into the content that might delay its release, but I honestly think the quests give a concrete reason to explore the lore of the game.

Ah I see. Yeah in those situations it's often just the unfortunate reality that the time needed to make a quest would take too many resources away from the main update. Instead we try to prioritise quests for the updates that will benefit from them the most.

Comment

Originally posted by BioMasterZap

Speaking of RS3 and OSRS lore, I've been wanting to ask what your thoughts are on the Eastern Lands. In RS3, they are just the Wushanko Isles shown east of the desert. But the Ghosts in Port Phasmatys claim that Dragontooth Island is between them and the Eastern Lands, implying there is something more to the east of Morytania. It probably is not a big priority for OSRS to head that way, but do you think there are more to the Eastern Lands than just the Wushanko Isles to the south? Or did the Ghosts in Port Phasmatys confuse Zeah (or Varlamore) with the Eastern Lands?

I wasn't a fan of where the Wushanko Isles were put. If we do them I'd like to move them further north to match where they were always implied to be.

Comment

Originally posted by TheKappaOverlord

No matter what you lot will likely eventually have to touch on the gods in runescape. Either returning (physically like in RS3) or returning via "avatars" as some sort of magic loophole formed because of a spell.

Because correct me if im wrong, but a majority of the Mahjarrat's lore has to do with the gods themselves, and it would be pretty hard to do Mahjarrat's without them actually trying to do things for their gods.

Also GWDII just sounds like low hanging fruit waiting for you guys to port over. Just like (going off what the Wilderness questionnaire made it sound like) you guys are itching to lay the groundwork to restore dungeoneering.

I don't think it's inevitable that we'll have to go in that direction. Mahjarrat lore is closely tied to the gods but that doesn't mean the gods themselves ever need to appear. We can instead do things like what we did with Song of the Elves where we quite intentionally focus on telling stories about what happens in a world where the gods have gone.

Comment

Originally posted by swagged_by_mom

Why can't we have our cake and eat it too? Is there anything stopping you from introducing those different types of content through quests that unlock it besides dev time?

We do this quite often already. See Sins of the Father unlocking Darkmeyer for example.

Comment

Originally posted by Magmagan

Tbf ratcatchers has like 5 or 6 music tracks, five new areas (including jank castle), a minigame and useful rewards. A quest that is easier to mass produce and still is full of charm is... don't hate me... One Small Favor.

Small, short quests with few specific areas and npcs can still be very effective. Hand in the sand is effective and rememerable and is both short and sweet.

Could there be more balance to that?

If one good quest is equivalent to 10 smaller ones, I'd love to see a mixed bag of 11 quests over a year rather than two good quests or 20 small quests.

It's a fair consideration. However, the biggest request by far when it comes to quests is to continue old storylines. Those storylines are all in a place where they need medium to large quests to be continued. Making more smaller quests would allow us to deliver narrative content more often, but they'd mostly be standalone rather than continuing existing questlines.