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0s this week on rsbnb update we sit down
2s with montjac and montreike part of the
4s team behind extinction runescape's
6s newest grandmaster quest
8s focusing on extinction itself and the
10s elder god wars as a living story we
13s unpack what went into building this
15s chapter ending quest
22s this is rs baby update a special
25s presentation plotting extinction
27s recorded tuesday april 5th 2022
41s hello everybody and welcome back to
43s another episode of rsbnb update tanis
46s and myself are here as we are each and
48s every week welcome back tennis
51s thank you shane i'm really excited to
53s get started today um
55s had a
56s really good night last night very
57s eventful
59s yeah it and it has been an eventful uh
62s couple days and even in the lead up to
64s that and tennis and myself are back for
66s this special episode because on this
69s episode we're actually joined
72s by two of the jmons involved in the
75s creation of the latest grand master
77s quest in runescape
79s extinction so welcome to the show
82s mods jack and mod shrike welcome aboard
85s hi there hello everybody
87s so what we're going to be doing here
89s this this week on this episode is we're
91s going to be having a bit of a discussion
93s about building extinction and then after
95s that
96s we're going to go into a full-blown uh q
98s a and answer some of the wider lore
100s questions that have come up in the full
102s edition
103s of this episode which you can find on
105s our youtube channel at youtube.com
109s rsbnb and
111s following from this i just want to say
113s that this is obviously a big quest this
116s quest has
117s has there's there was a lot riding
120s on this quest in terms of extinction and
122s the wrapping up of the
124s elder god wars with this and we just
125s wanted to have a bit of a discussion
126s about the process behind
129s making this quest but before we do that
131s we need to just handle some quick
132s introductions so
135s uh let's start off with you uh montreal
137s introduce yourself and give the
138s listeners a bit of a brief description
140s of what you do at
141s jagex all right hello i'm mod strike i'm
144s a junior content developer on runescape
145s 3. um i was feature lead for extinction
148s and one of the main writers for it
150s and we'll go into just what all that
153s entailed in just a wee bit and mod jack
155s if if the listeners aren't aware of who
157s you are
158s hi i'm mark jack i'm a senior game
160s designer working on runescape i've been
162s on runescape for well over 10 years now
165s and i'm currently responsible for the
166s storyline as a whole
168s so you know coordinating the different
169s updates with each other all right that
171s that sounds like a
173s task that everybody who asked questions
176s and helped put this episode together
179s would just love to get into your brain
181s for a moment and we're going to try and
183s do some of that but of course i'm shane
184s 1208 and tannis can be found in game as
187s well at tennis 79 so
192s i want to take this back to
194s when we
195s first sat down with you
197s ma jack last year we talked a bit about
199s the decision
200s to make the elder god wars focused
202s heavily on story instead of just having
204s it be a pvm soul experience and
207s with this there was real character
208s development twists and turns for both
210s the characters and story but most
212s importantly it felt like a war
214s so arriving at the end of this chapter
216s of it would you say that this
218s whole of game approach worked well for
220s building the story
223s yeah no i definitely think so um
225s it
227s was i mean i guess so yeah the the
228s dungeon we wanted to integrate into the
231s game world it sort of has a you know a
233s cyclical effect on the story by
236s by plugging the story into the pvm
238s content we make the story matter more
239s and then by plugging the pvm content
240s back into the story we make the pvm
242s content mata more and the two just
243s complement each other rather than sort
245s of ignoring each other so yeah i'm
247s really pleased with how that worked um
249s the one thing i'd call out i guess is um
252s the god dialogue that happened with each
254s week so you know we've released the four
255s fronts and the four fronts i think it's
256s fair to say they weren't really story
258s updates they had a little their little
260s cutscene introducing the boss and there
261s was a little bit of lore in that but the
263s story didn't really develop there
265s weren't you know changes but then we so
267s we put in the god dialogue almost as a
270s i don't want to say last minute it
271s wasn't last bit it was part of the plan
272s but it was very cheap by comparison to
273s making a quest adding in that god
275s dialogue was quite a straightforward
276s thing for us to do and actually the the
279s the reaction to that's been incredibly
280s positive so
282s we were really pleased because we
283s thought people would be a bit
284s disappointed with it and obviously there
285s were people saying you know bring us a
286s quest where's the quest and now we've
288s we've brought the quest but yeah
290s as a way of delivering story um i think
292s it worked really well yeah and we
294s absolutely loved having that uh
297s week-to-week uh to discuss on it and i
299s guess it'll uh go to you montreal
301s because uh
302s as a junior uh content developer
304s relatively new to jagex at the start of
308s this and you've been involved with
309s battle of the monolith that's oasis and
311s now
312s extinction
313s of course and this in effect kind of
316s puts this
317s i don't know if it's a fair label or an
319s unfair label puts a elder god wars
321s label on you how do you feel about how
323s this uh story approach was handled and
326s how it worked
328s i feel like it worked really well um
330s obviously my perspective a little bit
331s different on it because i wasn't
332s involved in content development within
334s runescape beforehand
336s um
337s i'm always a big fan of narrative
338s gameplay integration like i love games
340s that do it well
341s um so seeing that approach within jagex
344s and kind of letting narrative be
347s not the sole focus because obviously
348s that's you know we can't have narrative
350s useful because there's so much other
351s stuff you do in runescape but letting it
353s be the framework that other updates hang
355s on i think is a really effective way of
357s making the updates matter
359s and giving the kind of progression from
361s update to update that is quite important
363s in a live game that is continually
365s updated you do need to have a direction
366s and something that just kind of guides
369s the theming um
371s so
372s i mean from my perspective i think it
373s worked well all right
375s and i i know i know tanis is not
377s necessarily
379s um the die-hard lorehound of some of the
381s people that we've had on the quest but
383s this helped
384s you had your own thoughts on this too
386s from the very beginning
388s yeah i i found this really um really
391s enjoyable i i like the way that the
393s story
394s you know um was integrated in so many
397s different aspects you know from your
398s boss scene to even you know your
400s skilling or your you know archaeology
403s it's just wonderful all around um but if
406s i may i kind of have just a a quick
408s little um two-parter here follow-up um
412s but one do you think this is going to be
414s a hallmark of um how story is handled in
416s the future and then two what was your
418s favorite part about um
421s about how it worked
424s um in terms of future plans i would say
426s the integration of not necessarily all
428s updates but probably most updates and
430s most significant updates into the
432s storyline i would say is probably here
433s to stay
435s looking at elder god wars itself and the
437s way that it was paced i mean we were
439s quite
440s one of one of the big considerations for
442s delivering of the god was dungeon was
443s was you know a dungeon is expected to
445s have four bosses a god wants to hundreds
447s is expected to have four bosses and so
448s we built the structure with that sort of
450s boss boss boss boss with that in mind
452s um i think from the point of view of
454s looking at the year holistically and
456s ignoring the question of what a godwars
457s dungeon should deliver i think for i
459s mean the crosses is complicated but but
461s saying that side four big pvm updates
464s back to back was a bit weird from a
466s pacing point of view so so if i look at
468s that as an example of how we could do
469s better i think we would probably spread
470s out the content a bit better you know
472s pvm update and then a quest and then
474s something else and then maybe another
475s pvm update rather than you know quest
478s followed by four big bosses followed by
480s another quest
481s so so yes and but i think we can do
483s better yeah and that's something that
485s has come up with our listener base as
486s well because when we started this
488s process our listener base was largely uh
491s geared towards the more skilling quest
493s side but it's morphed since then because
495s of the boss boss boss
497s throughout that and this kind of piggy
499s backs into the next question with the
501s story arc touching everything in game do
503s the both of you feel
505s and you can you guys can decide who goes
507s first on this but do the both of you
508s feel that doing the story this way helps
511s get players and even new players
513s involved in the story
516s i would say yes kind of from my very
518s casual casual perspective but like i'm
520s not
522s this isn't something i
523s watch very very closely but i would say
526s yes um i find it really interesting
529s with zuck especially
531s like
532s zuck has some
534s well not a considerable law background
536s but you know he has some story behind
537s him and a lot of people got into it who
539s perhaps wouldn't normally get into story
541s um i think it's helped a lot of kind of
542s more casual law players access the
544s runescape story which is notoriously
546s hard to get into unless you've prepared
548s to like
549s invest a lot of time in so i think it's
551s definitely
553s helps more people get in and something
555s i'm looking forward to seeing with
556s extinction you know as the the player
557s numbers start to come in um in terms of
560s how many people actually play it and how
561s many people get involved and how many of
563s them
564s are law players and how many of them
565s have become interested throughout the um
567s elder god was dungeon all right season
569s of content jack would you like to expand
571s on that
572s um yeah i think the thing to call out
574s there is that we specifically tailored
576s the content with that with that whole
577s idea in mind so i mean karapak karapak
580s was more or less always going to be a
581s boss like he built up to that point i
583s believe the point we were developing
585s desperate measures was when mod rahman
587s said i want to make a i want to make a
588s kerapak boss and that's why there's no
590s so that's why there's no carrot back
592s boss fight at the end of desperate
593s measures because he'd already said i
594s want to make a proper full boss fight
595s with karabakh
596s um so he was always hallmark but then
599s when we were looking at other you know
600s integrating bosses into the story that's
602s why
603s a glacial and that's why zuck were
605s integrated because they were big bold
607s recognizable characters that didn't you
609s know they didn't require sort of
610s obscured or knowledge to make sense of
612s they were things that i mean zuck isn't
615s wasn't in rs3 prior to that but he's
617s very well known within the runescape
618s community as a whole right that's why we
620s pick those characters and it's it's why
622s we characterize them in the way that we
623s did it's why we wrote the cutscenes in
625s the way that we did so yeah it was very
627s much like
629s those updates were kind of
631s intended to draw
634s players who weren't so interested in
635s quests and the more conventional sort of
638s law content that we delivered in the
639s past to draw them into the story a
640s little bit more to present them with
642s something we thought they might find a
643s bit more engaging and interesting which
645s left you know which then meant that like
646s something like as an ad request could
648s just you know go off down a rabbit hole
650s of deep lore and and and confusing
652s theological discussions because we were
654s sort of you know we were trying to
656s create content that aimed every
657s different kind of player right
659s and
660s that's so interesting to me because one
662s of the huge analogies that we've
663s discussed throughout the storyline we
665s discussed it a lot with azan audra's
667s quest we discussed it with city of
668s cintiston as well
671s is that when we look at these quests a
673s good number of them felt like we were
675s watching movies good movies
677s at that and this
679s is interesting to talk about
680s specifically on the mmo front and
683s looking at rs because
685s when people hear about a quest if
687s they're from a different mmo or they're
689s used to a different style of game the
691s first thing that will likely come into
693s their mind
694s is the vanilla fetch quest which we've
696s had in the past in rs and can be done
700s wonderfully
701s but
703s that also leads the lore the wider lore
706s of the game to be so expansive that as
708s you said it's almost hard to get into
711s with
712s rs3 and i think we've established that
714s this storyline
715s is different so if somebody
718s is looking at the runescape homepage or
720s their client
721s this week and doesn't normally do quests
723s are they going to happen do you think
725s they're going to have an easier time
726s getting into this storyline and working
728s themselves up to extinction then they
730s would have had the past let's say end
732s game or um
734s i mean that's such that's that's that's
735s a very large topic and it's one that we
737s we discuss quite a lot internally um we
740s have we hate funnily enough we actually
741s have multiple project proposals right
743s now talking about that problem and how
745s to resolve it
746s um i would i would say we don't do as
748s good a job as we could at presenting the
751s storyline
753s as a whole and we've we're looking at
755s ways we can improve on that you know i
757s can't go if i if i sit down in game now
759s it's quite difficult for me to click you
762s know oh i want to play extinction what
763s do i need to do to make that happen
765s that's actually not something the game
766s handles particularly well i can get that
768s information in a second by going to the
769s wiki so you know players do solve that
772s problem for themselves but but i think
773s that's something that we could improve
774s out
775s but i mean in terms of um
778s i guess thinking about the question a
779s different way
781s one of the advantages of of focusing on
784s a specific single storyline is is that
787s at least you only have to answer that
788s question once like you know the if you
790s if the answer today is the same as it
793s was two months ago for the previous
794s piece of content you know
796s if you want to get involved there's a
797s specific thing that you need to focus on
799s this project
800s has
801s been a big deal so many people in the
803s community and i can only imagine
805s what the both of you are feeling in the
808s run-up to this especially you montreal
810s being a feature lead on this
813s but one of the things that comes up with
816s this is how do you
817s plan this kind of quest out in such a
819s way that after we've finished this quest
822s and the story line
823s that people leave feeling satisfied and
826s that there was a compelling ending and
828s like you were saying just now jack you
830s could have done something like a
831s cliffhanger
833s but maybe having something more
834s ambiguous is better as a jumping-off
836s point in the future
838s okay that is an incredibly difficult
841s question to answer because it's
842s something that i ask myself all the time
844s how do you build a satisfying ending how
846s do you create an ending that most people
848s feel like was worth the effort
851s that's hard i think most writers ask
854s themselves that
855s like a lot of the time
857s um
858s how i approached extinction specifically
861s i mean
863s in many ways it was a bit easier than
864s some other projects i've worked on
866s because we knew what the end condition
867s had to be okay
869s am i allowed to say spoilers can i can i
871s say how extinction ends here uh should
873s we go no not at this part let's save
874s that for the lord diggers
876s but yeah we already knew how extinction
878s was going to end going into it so
879s everything just kind of built on that um
882s whether people
884s you know the challenge is making really
885s making that logically work
887s and that's a separate question too are
889s people going to find this satisfying
891s because even seeing the responses to it
893s some people have loved the ending some
894s people hated it some people said it's
895s really satisfying some people have said
897s it's hand wavy and nonsense
899s like it's impossible to come up with a
901s single ending that i think satisfies
903s everyone um
905s all i all i go for yeah all i go for
907s personally is it doesn't satisfy me and
910s am i happy with it and that's really the
912s only odd stick i can i can use at this
913s stage yeah i sent you the feedback
915s didn't i and i said i didn't going into
917s this conversation i was not expecting to
919s be satisfied by this conversation and
920s coming out of it i think you made your
922s point well that was the feedback i sent
924s you yeah well we were doing you know
925s drafting and re-drafting like eventually
927s it did it managed to work in the end i
928s think personally but my taste is
930s different to everyone else well not
931s everyone else's taste but everyone's
932s taste is different right
934s and i think that and i think that
936s answers it because it's going to be
937s different for everybody but
939s based on your experiences as a lord
942s player montreike and
944s you jack for supervising and being
946s involved in the game for 10 years at
948s this point
949s obviously that's that's a lot of
951s expertise
953s with you guys on that one
955s tennis i know when we when we talked
958s about the the run up to this you were uh
961s you had some ideas about how this might
963s end and what it could mean as well
966s yeah um none of those panned out
972s which is which is part of the fun right
973s like the um i i kind of enjoy the
976s speculation and then seeing what happens
979s in the end and you know um getting
982s getting those answers you know rather
984s rather if you like them or you don't it
986s you get the answers um
988s but i am i'm really curious to find out
991s like were there any you know lessons
993s that either of you um can take away from
996s a project like this
998s oh loads yeah absolutely loads and loads
1001s and loads like for me
1003s personally this is the biggest thing
1005s i've ever made and like in terms of an
1007s extended piece of storytelling
1008s professionally it's
1011s you know
1012s huge
1013s um it's quite a big professional
1014s milestone for me
1015s um so i've learned a huge amount and you
1018s know going back if i had a second chance
1019s to do it i would approach it completely
1021s differently
1022s um in terms of you know our narrative
1024s pipelines and
1026s what we actually
1027s did in the end um
1029s [Music]
1030s i don't know whether you want me to go
1031s into details but the answer is yes lots
1033s of lessons lots of things to learn lots
1034s of things to make better for next time
1036s so so it's safe to say then that the
1038s storyline um did have an impact and you
1041s guys will be using this going forward to
1044s to craft the next set and i think that
1046s bodes really well when you also consider
1048s the fact that when we opened this
1049s discussion up we said
1051s that the idea of intertwining uh story
1055s within uh different aspects of updates
1057s is going to continue
1058s as well
1059s and i want to just kind of pivot a
1062s little bit into
1064s more about the actual building of the
1067s quest as well since we talked about what
1069s was learned with it but unpacking this
1072s starting point of the previous question
1074s this was a grand master quest and for
1076s anybody who is new to questing just
1078s what's the what's the quick lowdown on
1080s what makes a quest grandmaster
1084s actually
1085s yeah i i answered this a little in uh my
1088s simple answer to this is just it makes
1090s you feel like you played when you played
1091s richard
1093s okay while graphic sleeps pick you up
1094s pick your preferred preferred option
1096s um but i mean there's a lot of factors
1098s that go into that and we discussed that
1099s a lot during development you know it's
1101s not just about
1103s how how long the quest takes to play but
1105s also giving it that sense of epic scope
1107s um i think we learned a little from
1109s siskiyou's endgame in that regard that
1111s that's this case end game didn't have
1113s that feeling of scope because it all
1114s took place within a single environment
1116s or almost almost entirely took place
1118s within a single environment even if it
1119s was long even if it was challenging even
1121s if it was lawful he didn't have that
1123s sense of the world
1125s um because it was so restricted so we
1126s wanted to avoid something like that you
1128s know obviously you know big events the
1130s the example i gave to people was um
1134s the song um bring me to life by
1137s evanescence
1139s has a really good structure it's only
1140s like you know three minutes long but it
1142s feels much longer because it changes
1144s tone so often
1146s um same with you know most of the
1148s meatloaf songs they are quite long but
1150s they feel even longer um you know
1152s because they change tone and you feel
1153s like you've gone on this crazy journey
1155s because you know you kind of experience
1156s the story and then something else
1158s happens and then something else happens
1159s and then something else happens so it's
1160s that sort of feeling of of epic scope
1162s which i think is most crucial all right
1165s um it also felt a little bit unique as a
1167s grandmaster quest because there were no
1169s actual hard skill requirements on it
1172s but there were quest requirements and
1173s then there were skill requirements on
1175s quests like city of centisten
1178s was there any specific reasoning to just
1180s have quest requirements on this rather
1182s than a certain skill requirement perhaps
1185s yeah so whenever we were discussing
1187s requirements i looked at past grand
1189s masters and what you know what they
1191s enrolled and speakers end game didn't
1192s have any skill requirements it was just
1194s quests um so i thought following that
1196s would be a good idea and also i thought
1198s the skill level requirements for the
1199s previous quests
1201s for
1202s extinction would be enough especially as
1204s the gameplay didn't really require
1206s you know
1208s major skilling content like adding in
1211s extra skill levels would just feel a bit
1212s artificial to me so i was happy to just
1214s go with quests for it
1216s all right fair enough
1217s and when you
1219s start writing a quest like extinction
1221s where do you start do you start with a
1222s storyboard or the key narrative points
1225s that need to be resolved or do you just
1227s write
1229s this is quite context dependent on what
1231s the quest needs to do in terms of the
1234s wider story um i think like i mentioned
1235s before for extinction we knew what the
1237s end condition was um so
1239s that was the narrative point that we
1241s started with and we kind of worked
1242s backwards from there in terms of what
1244s chain of events did we have to do to get
1247s to that narrative and condition in a
1248s fairly logical way um not you know some
1251s past maybe less logical than others but
1254s you know we got there in the end um
1256s in terms of like what i make for that
1257s kind of stuff like i i made a
1260s what i call a story graph for it
1263s um so you have the it's like a
1265s two-dimensional x-y axis with
1267s progression of time like progression
1269s events on one axis and then kind of
1270s tension and gameplay feel on the other
1273s so it's how you map out the scenes and
1275s map out the gameplay sequences depending
1277s on how the players should be feeling
1278s very interesting progresses
1281s i'm quite pleased with it it was a
1282s really nice way of kind of conveying
1283s what i wanted from the story and things
1284s like um
1286s you know feedback reviews and that kind
1287s of stuff it was a nice easy way of
1288s getting the the overall shape of the
1290s story across
1291s but that was my start point and then it
1293s was kind of scene by scene and then
1295s getting into the dialogue
1297s not straight off the bat you know you
1298s kind of plan out first and then do the
1300s dialogue
1301s all right
1302s um
1303s speaking of building this quest how much
1305s time went into the development of this
1307s quest in terms of
1308s in terms of production time are we
1310s looking at a few months six longer
1314s um so we started development
1317s i think end of october last year all
1319s right
1320s um so five months ish
1324s so that would have been after the last
1326s after the last front hit the players
1327s then about yeah yeah so after the last
1330s front and um
1333s yeah yeah so we started kind of you know
1334s the the last quarter of last year and
1337s kind of worked on over christmas and and
1340s you know until until
1342s yesterday
1344s and i i know when we also talk about
1346s this on the podcast the quest length
1349s always comes up and and i know with you
1351s tanis that's something that um
1353s from an accessibility perspective but
1355s also just gameplay you always uh had an
1358s interest in
1360s yeah um well and i'm i'm really
1363s curious uh you know we love we love
1364s quests here at rsbnb
1367s um
1368s but with that amount of uh development
1370s time how like how do you make the case
1373s uh for you know a piece of content that
1376s should should last you know around three
1378s hours versus something that is you know
1380s in game and
1382s like a boss or a scaling method
1384s something like that like how do you make
1386s that case
1387s honestly honestly that is hard um and
1389s it's it's it's in part why something
1392s like elder godwars dungeon when the very
1393s heavy story involvement happened because
1395s that's
1396s a way that we can we can keep the story
1398s going without only doing it through
1400s quests
1401s um i i mean the the blunt answer that
1404s question is from a development point of
1405s view is
1407s like from a from a from a strict roi
1409s point of view it is less good use of
1410s time but i saw it more as a kind of a
1412s responsibility that we were paying off
1414s than a business decision that we were
1416s making like a storyline builds towards a
1418s conclusion we have to deliver that
1420s conclusion we can't just not deliver the
1422s conclusion because it doesn't have the
1423s best you know dry roi
1426s um so it's you know it's it's it's a
1428s it's a it's it's always a delicate
1430s balance of like you know we have to make
1431s responsible business decisions because
1433s we have to keep the game going but at
1434s the same time we have to deliver an
1436s experience to our players that our
1437s players want and also we have to you
1439s know
1440s we're not we're not in this as you know
1442s neither neither i nor shrike nor most of
1444s the people that we work with are here to
1446s like you know run a business we're here
1448s to make computer games to deliver
1449s awesome stories and so we prioritize
1452s that wherever we get the opportunity to
1455s um yeah it's the classic thing that
1456s comes up a lot in game development of
1458s business versus art
1460s and
1461s quests are very much on the arty side of
1463s things rather than the business side of
1464s things and they're still absolutely
1466s necessary like it's for making games
1468s because games are pieces of art so
1470s but if you're looking at it from purely
1473s you know
1473s like you say like a dry point of view it
1475s is quite difficult sometimes to make the
1476s case for quests like that and because
1478s you're right like compared to a boss or
1479s a skilling trading method where you get
1481s many many more hours out of it because
1482s it's repeatable at its core
1484s um linear stories are
1488s difficult because they do take up a lot
1490s of time they are they are resource
1491s intensive um
1493s if you want to make a good a good story
1494s experience and and with that i'd guess
1496s um i'd guess that having a very uh
1499s active community especially on the quest
1501s and lower side helps as well because you
1504s know there's there's always going to be
1505s those people who are just going to
1506s devour it and discuss it for months on
1508s end
1509s yeah and the fact that runescape has a
1511s little bit of a reputation of having
1512s foreign mmo pretty good story like
1515s compared to other ones that just do
1517s fetch quests like we actually do linear
1518s story which some just don't do and you
1521s know having that reputation definitely
1523s helps justify it yeah i know that was
1525s the first thing that hooked me into rs
1528s all those years ago when i started
1529s playing was that there's actual stories
1531s here so
1532s and with that there's
1535s a lot of loose ends last week and this
1537s week when i was preparing this episode
1539s and our previous episode i started
1541s making a list of these loose ends and
1543s there's a lot of them
1545s so
1546s without let's go through that list later
1548s yeah yeah we will we will in the lord
1550s so
1551s without going into spoilers right now
1554s for somebody who is looking to pick up
1556s extinction what are the biggest plot
1558s points they're going to see resolved
1561s the biggest one is the threat of the
1563s elder gods
1565s ever since this goes end game we've had
1566s the elder gods hanging over us saying
1568s proof you have the right to exist or we
1570s will annihilate the universe and end
1572s game
1573s extinction the bigger that's the biggest
1575s thing that extinction needs to resolve
1576s the only the only other thing i was
1578s going to add is the way that we chose to
1579s frame that from desperate times onwards
1581s was through the lens of
1584s because the elder gods weren't really a
1585s character that we could communicate with
1587s easily right um to use saren as a sort
1590s of almost a viewpoint character because
1591s she has such a unique perspective on the
1593s problem
1594s so in many ways this storyline has been
1596s saren's storyline she's not exactly the
1599s protagonist but it's sort of you know
1602s the story you know this the story is
1604s about her perspectives and her
1605s challenges
1606s yeah it's very much
1608s she's at the heart of it
1610s all right and with that being said i'll
1611s just say at this point play the quest
1614s because that was it was a ride for me
1616s and if you're on the fence about this
1617s quest if you
1619s feel as though that you might not
1620s necessarily be into this or maybe you're
1622s missing a few requirements it's
1623s something that you can definitely work
1626s towards and it will be
1627s rewarding to the end and i say that as
1629s somebody who's been playing these quests
1631s for years so that's my personal uh
1633s perspective on it but we're going to go
1635s a little bit deeper into the lore side
1638s of it but first i just want to thank
1640s both of you for being here with us and
1642s i'm sure i speak for many when i say
1645s that the story's been a ride for all of
1647s us from the players and even both of
1649s you as developers and everybody who
1652s worked on the project is there anything
1654s else you'd like to say before we depart
1657s it's been wild it's been it's been crazy
1659s to develop and and you know getting to
1661s write it has been yeah
1664s come back for the next thing go play the
1665s question
1667s there's there's more there's more coming
1669s on top of this oh all right so with that
1671s being said that's it for this episode of
1673s rsbmb update we'll be continuing this
1675s discussion with mon jack and mod shrike
1677s on our youtube channel at youtube.com
1680s rsbnb we're where we're going to be
1682s doing a deep dive into the west lore
1685s ramifications and a q a and as i
1687s mentioned you can find that at
1688s youtube.com
1690s rsbnb with that being said we'll see you
1692s next week for another episode of rsbnb
1695s update
1703s [Applause]
1709s [Music]
1723s you