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Desperate Measures
(Quest) - July 27th

Digging deeper into Gielinor's past, teaming up with some of Runescape's best known heroes, giving you chance to explore the secrets of the Dragonkin on Anachronia for some sweet rewards.

Requirements

  • Desperate Times, Anachronia Base Camp tutorial
  • 50 Agility, 50 Archaeology.
  • ~75 in Combat.

Focus

Concept Art

  • It continues along the story line of Desperate Times with you teaming up alongside Thok and Charos once more.
  • Ties in with Archaeology allowing you to learn some historical and recent lore.
  • Rewards: Enrichments to Archaeology.

Other

  • Development began around March, however initial designs which since changed began way back.
    • There will be more streams in the future to give insight on the development.
  • Satisfying ending leaving you with questions with more to come as it leads into other content related to the elder gods.

Update Schedule Format

This is just a plan/goal which means it isn't a 100% guarantee.

Current Plan: Monthly release cadence.

  • A more frequent/tighter cadence allows us to manage predictability better.
  • Weekly updates will still occur.

Implementation

  • Minimum guarantee of content every month.
  • Mixture of Update sizes - Start off small and then pepper in medium/larger pieces of content.
  • Cater to all the different player groups: Area, Bossing, Skilling, Questing.
  • Themed months.

Roadmap

  • Roadmap constantly changes behind the scenes and I don't think I can keep it in a spot you'd feel happy with.
    • There won't be a roadmap of what we are doing every single month.
  • When we are far enough along we will be comfortable with mentioning it to bring momentum to the update.
    • Things are usually 3-4 weeks out when we start teasing it.

Notes

  • We are not in a position to make Archaeology level content, it isn't feasible.
  • Within each team focus on building a monthly cadence while having multiple teams working in parallel.
  • Timbo and Osborne have been pumping out design briefs.
  • We are very committed to the lore narrative of the game and will be addressing it more in our plans.
    • We won't be at our peak questing time period.
  • In the past we were reactive. But there are exciting times in the future with ambitious pieces in the next year.

Future Updates

Update Dev Stage Notes
Beach July 20th New outfits/pets. New and returning activities including Clawdia.
Desperate Measures July 27th See above.
Mystery Anniversary Update September 12th year anniversary of a piece of content.
Alchemical Onyx Content Development New piece of content following the success of Alchemical Onyx.
GWD3 Development A team is working on it.
Activity Pets Creation 2 pets are done, 2 are receiving final touches. Still on the backburner for now.
Orthen Dig site Design Similar to other dig sites but with innovation on features.
Halloween Event Design Looking back at past successful events to form this one.
Christmas Design Looking to do more.
Lunar Spellbook Ninja/Feedback Working on recreating it. Suggest what spells you'd like to see in the Ninja Dojo.
Clue Scrolls Ninja/Feedback Suggest improvements in the Ninja Dojo.
Clan Updates Ninja/Feedback Top of our mind, let us know what we should focus on.
Quest TBD Possibly another quest by the end of the year.

Expanded Notes

  • Beach Newspost on Friday
  • GWD3 will receive more heat once the monthly cadence is in progress.
  • You'll hear about Activity pets in future livestreams when they are ready.
  • There are discussions around skill training methods, Osborne has been doing a lot of work and looking where to focus on it.

Ninja Team

Current Focus: PAG Strike, Lunar Spellbook, Clue Scrolls, Clan Updates.

  • Let us know what major themes of updates we should focus on.
  • Currently produce 2 strikes a month.

Dig site - Orthen

  • Dig site of Anachronia, Dragonkin, Elder gods and ties in core elements of our storyline.
    • Focuses on the past like normal but also on the upcoming story as well.
  • A milestone beyond Warforge. Won't feel smaller compared to other dig sites.
  • Innovate on mechanics: Excavations, discoveries, and mysteries.
  • Kick-ass rewards: Might not be ancient rewards but it will be significant.
    • Addresses problems players have with Archaeology such as with relics.

Holiday Events

  • Looking back at previous successful Halloween content such as 2014 Death's door or Broken Home.
    • Chatting about what we can do to add a bit more depth to it, working on designs at the moment.
  • Christmas - Bring Winter weekends back, and better quality of content for the Christmas event.
  • Easter event didn't go smoothly so we will look back at that and make improvements.

Mobile

  • Would like a Mobile stream to discuss the entire situation around it.
  • Rundown: Beta phase for iOS, Apple log-in added a couple weeks ago.
  • We are still working through all the iOS compliance requirements.

ReMastery

  • Concept: Reinvigorating establish content with new graphics, QoL, New challenges/content.
  • This had bled into what we do currently such as the Shattered World Ninja Trike.
    • You may also see it with Archaeology alongside Orthen, but for now nothing to shove in your face.

Resizable Interface

  • Completed most of the development/engineering work for the technology to do it.
  • Handed it over to content devs who are going to focus on the most impactful interfaces to improve on.
    • Most likely ones that support the new player experience.
    • There are over 3,000 UIs in the game, and they can't possibly focus on all of them.

Yak Track

  • Overall we've made some great progress in the recent version.
  • Next one links in D&Ds and clue scrolls and other bits of content like it.
  • Continue to implement feedback changes:
    • Players feel the grinder elements are still too intense.
  • Cosmetic quality concerns:
    • Female variants has been brought up previously but we already had stuff in production.
    • I realize you're still waiting for it to happen.

Jagex Structure

COVID-19 Status

  • Impacted everyone differently due to their unique circumstances in their personal life.
  • Some aspects are working well while other aspects are more of a challenge.
    • It's difficult not being able to interact with each other in person.
    • Launching updates or transferring files/art can be slow as data pipes aren't as equipped.
  • Warden has been checking in and making sure everyone is being taken care of and is comfortable,
    • In some cases ordering furniture to accomplish this.
  • We've had other things that have popped up that we weren't expecting (BLM, Me Too movement) and have taken time out of our work weeks to address it.

Internal Approach

  • The team is looking for the opportunity to improve with these smaller pieces of content and increased cadence.
  • Everytime we make a pivot it's a planning cycle for us, we want to take out the risk and ensure delivery and be happy with what we are delivering.

New Hires

We usually don't talk about new staff since it's boring, but it's important as it provides more certainty.

  • New Lead Producer - Formerly at Remedy Entertainment working on Control. Also Eve Online and World of Darkness.
    • Significant major hire who has been in the process of being on-boarded.
  • New Art Director - Currently wrapping up his work at King, and he's been working on Call of Duty Mobile.
  • New Content Development team and a New Producer.

Player Communication

  • We took to heart the feedback around the lack of communication.
  • This stream is something we are looking to do more of, it's a dialogue.
  • We want to bring you closer to the development and keep you informed but we also want to make sure what we are working on meets the quality bar we previously talked about and find the right time to announce something.
    • Determine a good middle ground

Player Advocacy Groups (PAG)

  • Ninja PAG provided a lot of ideas which players will start seeing in the next few ninja strikes.
  • PAGs are not meant to replace feedback, just add another layer of feedback.
  • No plans to announce a future PAG yet, but we are looking to do more.
    • They wouldn't be suited for a quest, but rather something like Orthen where archaeology orient players could get involved.

Player Involvement

We will 100% involve players in determining what we do.

  • Hopefully get the annual survey out in August.
  • Ramp up PAGs to look at some planning by the end of the year.
  • Players have been joining in on our design and brainstorming sessions.
  • Players can influence our backlog by speaking loudly about certain things they'd want to see improved.
    • Not a fan of a voting system.
External link →
over 4 years ago - /u/JagexHooli - Direct link

Originally posted by Kaaaaaaaarl

Thanks for the cliffnotes Rubic.

I watched this stream in its entirety and I am glad they’ve been able to share with us their plans and upcoming content.

I understand why they didn’t want to share details of updates sooner or a roadmap but I do feel like they could have communicated better surrounding their difficulties with regards to COVID-19. The majority of the community would have been behind them all the way, instead they just got raged at.

We agree. I said this in another comment but to repeat here, it basically came down to uncertainty. Hopefully we can shed a little more light on this.

Shortly after Archaeology shipped, the impact of lockdown started to rear it's head - longer term stuff like childcare, less than ideal working from home environments, difficulties coordinating bigger projects remotely while being flexible to employee needs etc. We talked about that a bunch on stream so I won't go into that too much more here.

What that generated was a lot of uncertainty and unknowns around how long content would begin to take. When it became apparent that production impact was significant (at least 30% down according to our last Wellness surveys and Producer estimates), the team began looking at how we could adapt to it - which is this new plan - while continuing on course with DM, Ninja etc.

That process took around two months in total (you have to not only come up with a new approach, but sell that into teams, scope the projects out, re-align the plans, kick off new design sprints etc. all while continuing to work on current projects).

While that was ongoing, there was a lot of trepidation on what we could / couldn't say because we ourselves were working out the new best way forward - which you then experienced as players but without that context. We totally get the frustration that caused. As a team, we need to find a better balance.

One of the things I covered on stream is how we're working on ways to keep you more informed and feel closer to the development team / process.

We are still going to only announce specifics on things when they are almost ready to go and hit the quality bar we want - but that doesn't prevent us from continuing to communicate about the status of development and give an idea of what's in the works. And to do it consistently.

We're going to learn as we go on this new communications approach - we'll likely not always get it things right straight away - but I'm confident we'll get there and hit our stride soon enough.

over 4 years ago - /u/JagexHooli - Direct link

Originally posted by D-J-9595

I said this in a comment chain on another thread, but I'll reiterate it here where it more logically belongs, with some changes so it doesn't only make sense in the context of the comment I replied to:

 

I don't need dates/months from the roadmap. I just want to occasionally know what updates exist in what phase of the SDLC, and what updates have been shelved. u/JagexWarden seems to think the roadmap is about exact dates. He thinks we will become like rapid animals when a single project announced to be under development gets shelved. But it's all about communicating the reasoning behind such decisions effectively. There are obviously reasons Jagex shelves certain content, but that's always been communicated only internally. Explain to us why the priorities shifted, and we'll listen. Month Ahead disclaimers exist for a reason. Remember this:

What is a 'Behind the Scenes' article?

Behind the scenes is a sneak peek at the planned game updates which we hope to launch in the coming month.

This is, however, only a plan, not a promise that a particular update will be released in a particular way or at a particular time. To get you the highest quality updates as quickly as possible, we usually keep on tweaking and testing right up until the moment before release, so, sometimes, things change or take a bit longer than expected. We aren’t afraid to change our plan if necessary, as we will never launch an update before it is ready.

I have such nostalgia for those disclaimers, as communication was so much better back then.

This is more along the lines of where we're going communications wise.

This stream was intended to be that kind of development update in Live Stream form - what we're working on, issues, content reprioritization and so on. That's the kind of dialogue we want to have going forward.

Although we dropped quite a lot of specifics - as we know many of you had felt in the dark for quite a while by this point - we should be able to keep you informed and connected to the studio regardless on if we have anything to confirm or announce by name, so to speak.

over 4 years ago - /u/JagexHooli - Direct link

Originally posted by Kaaaaaaaarl

Hi Hooli, I was glad to see you settling in well and I hope your partners move happens quickly and safely. Also, I hope Mod Wardens family is staying safe in the US. I imagine he’s having a hard time.

I understand the difficulties that you faced as a company, but you must understand that the communication between the company and the player base was poor, in fact non-existent. You must also look at this from our point of view...

We were under the impression that “productivity was actually quite high” [paraphrasing a JMods comment]. In time, you’ll learn that the community wants to be your pal - people join you for streams and will join you in game for events and so on. You only have to look at the following Shauny had.

All we needed was a “we’re having a tough time...” or “these are the things doing in the background” and so on. Everyone would have got behind you. Instead, people felt ignored and that was left to fester in anger.

I hope all the JMods are in high spirits and are staying healthy, but I also hope you learn from this going forward.

Thanks for the well wishes for the team.

If my post you responded to doesn't get that across, let me totally clear - we totally agree there wasn't enough comms. That post was to explain what happened and how to fix it going forward.

over 4 years ago - /u/JagexHooli - Direct link

Originally posted by CyberHudzo

Jagex: Submit all your questions and we will answer them in a QA stream.

Also Jagex: wow, they actually posted questions, lets quietly cancel the stream

Even if we didn't do the stream, the Q&A very much formed a lot of what we made sure to cover in here - I hope it feels like we hit all the most asked ones at a minimum even if the format was reworked to provide time for detail.

/u/JagexPoerki has also done a great job working with the team around the (virtual) studio to get answers on many of the remain questions that were asked. We'll be posting those soon as well.

over 4 years ago - /u/JagexHooli - Direct link

Originally posted by fatrix12

We are not in a position to make Archaeology level content, it isn't feasible.

What does this even mean?

I swear to god, every time i see these kind of posts, they always talk about how they are so busy at work, multiple teams doing things left and right and i quote : Within each team focus on building a monthly cadence while having multiple teams working in parallel.

Where is all that work? I seem to realise that jagex really has like 10-15 devs max, thats it, and a "team" consists of 2-3 members. I'm dead serious, they can't have 50-100 devs with that kind of content rate

This refers to the current situation - we loved making something as huge and far reaching as Archaeology.

What Warden meant by that comment is that, with our current production impacts, delivering that scale of content just isn't something we do feasibly. At least not on a cadence we think any player would be happy with.

It's part of what Warden was talking about with regards to reshaping the kind of content we make in this develop-from-home world, with a focus on delivering smaller scale (but still meaningful) content more regularly.