Jagex: What’s Coming And Going


scaperune2

Jagex seems to do a whole lot of apologizing, whether it is for the lacking infrastructure, your bot-detection software banning legitimate players, the enormous resources squandered on “hobby projects,” lacking basic security to prevent unauthorized purchases, and playing vigilante justice against the operator of a fan site.

Mark Gerhard has posted an announcement on the RuneScape website detailing how Jagex plans to move forward in several areas of communication. For starters, they recognize that players were not informed properly that Botany Bay, Jagex’s bot busting tool, was meant to be introduced into the game gradually, learning about how bots act in order to learn how they operate and eventually be able to catch them automatically. To compensate for the heavy rise in gold farmers, and due to Botany Bay not being fully implemented for a good while yet, Gerhard announced that several parallel bot-busting programs will be coming in 2013.

On the topic of micro-transactions, Gerhard is unapologetic. The money that Squeal of Fortune and Solomon’s Store have brought to RuneScape has allowed Jagex to double the size of the RuneScape development team, allowing the company to tackle big issues regarding infrastructure and improving the game’s audio and visual quality. He does admit, however, that the two cash shops virtually dominated the release schedule, often times bringing in content that felt completely out of context in the game’s environment. Gerhard also admits that Jagex went overboard in 2012 with promotions, giving away far too much with promotions like Sizzling Summer. Promotions in 2013 will be less frequent, and do less to undermine player achievement.

Overall, 2012 had some pretty dramatic changes to RuneScape’s foundation, something which Jagex hopes to continue into 2013. Jagex plans to introduce two new skills, a number of more meaningful quests, temporary events, as well as improving the engine to allow multi-core support as well as porting the engine to HTML 5 and more. Gerhard ended the letter with a sign of gratitute towards the community:

I don’t believe we’ve ever actually thanked our members for helping us to make RuneScape into the incredible game it is today, not to mention providing a completely free game for millions of players. So, a very big ‘thank you’ to our members from myself, the RS team and the free community.

More on RuneScape as it appears.

(Source: RuneScape)

Jagex: What's Coming And Going


scaperune2

Jagex seems to do a whole lot of apologizing, whether it is for the lacking infrastructure, your bot-detection software banning legitimate players, the enormous resources squandered on “hobby projects,” lacking basic security to prevent unauthorized purchases, and playing vigilante justice against the operator of a fan site.

Mark Gerhard has posted an announcement on the RuneScape website detailing how Jagex plans to move forward in several areas of communication. For starters, they recognize that players were not informed properly that Botany Bay, Jagex’s bot busting tool, was meant to be introduced into the game gradually, learning about how bots act in order to learn how they operate and eventually be able to catch them automatically. To compensate for the heavy rise in gold farmers, and due to Botany Bay not being fully implemented for a good while yet, Gerhard announced that several parallel bot-busting programs will be coming in 2013.

On the topic of micro-transactions, Gerhard is unapologetic. The money that Squeal of Fortune and Solomon’s Store have brought to RuneScape has allowed Jagex to double the size of the RuneScape development team, allowing the company to tackle big issues regarding infrastructure and improving the game’s audio and visual quality. He does admit, however, that the two cash shops virtually dominated the release schedule, often times bringing in content that felt completely out of context in the game’s environment. Gerhard also admits that Jagex went overboard in 2012 with promotions, giving away far too much with promotions like Sizzling Summer. Promotions in 2013 will be less frequent, and do less to undermine player achievement.

Overall, 2012 had some pretty dramatic changes to RuneScape’s foundation, something which Jagex hopes to continue into 2013. Jagex plans to introduce two new skills, a number of more meaningful quests, temporary events, as well as improving the engine to allow multi-core support as well as porting the engine to HTML 5 and more. Gerhard ended the letter with a sign of gratitute towards the community:

I don’t believe we’ve ever actually thanked our members for helping us to make RuneScape into the incredible game it is today, not to mention providing a completely free game for millions of players. So, a very big ‘thank you’ to our members from myself, the RS team and the free community.

More on RuneScape as it appears.

(Source: RuneScape)

Companies House Removes Proposal To Strike Off Jagex Ltd.


scaperune2

Good news, Jagex fans. While we don’t know for sure if Jagex has actually filed its annual reports, it appears the company has at least responded to Companies House. Last week, I posted that Jagex’s status was changed to “Active – Proposal to strike off.” If a company is more than 90 days late on filing its proper documents (in this case annual income), Companies House is required to propose striking them off unless the company either submits a response or files the actual documents. Failure to do either would result in fines and, eventually, the company being dissolved and liquidated by the UK government. As I said last time, the odds of Companies House shutting down Jagex were just about nil.

It is rather likely that Jagex has indeed filed their income statements. Companies House updated Jagex’s status to simply “Active,” and the due date for their next annual income has been changed to September 2013. The income statement will not be available for public viewing until a later date.

(Source: Companies House)

Jagex Brings In The New Year With A Ban(g)


scaperune2

Arenanet isn’t the only one throwing cheaters overboard tied to a cement block. In a post released yesterday, the developer announced that users of a bot script would be logging in to find themselves permanently banned, among them long-time players:

As part of our ongoing war on botting, we continue to take action against those confirmed to be using a bot script. Just yesterday we banned a large number of bot users, including a number of maximum level players.

Additionally, in the same announcement Jagex detailed bans for an exploit in the recently released God Statues update which allowed players to generate a massive quantity of experience very quickly. Aside from banning the accounts that took part in the exploit, Jagex commented that they have also banned the alternate accounts of those same players.

(Source: RuneScape)

Jagex's Evolution of Random Events


scaperune2

I’ve always said that, despite its flaws and excessive grind, RuneScape has always been not only one of my favorite MMOs, but one that I’ve played continuously longer than any other title (I haven’t let my subscription lapse since 2005). For a game like RuneScape which is notorious for long, monotonous and repetitive actions, Jagex has gone in a direction over the past few years of shaking up the normal daily routine of its players, and that I feel deserves a pat on the back. I could use this space to discuss how Jagex has implemented various systems over the years to exponentially reduce the amount of clicking a player has to do to perform skills, but that is really just a small section of the improvements.

And thankfully I’m not talking about the obnoxious random events. Back in the early days of RuneScape, Jagex introduced random events that would either break or kill (and thus break) bot accounts. Random moments during skilling or combat would pop up, like a golem coming out and attacking your character or your pickaxe head flying off and needing to be picked up. It didn’t take long for bots to overcome these systems, and Jagex spent a few years desperately trying to think up new random events to beat the bots, all of which were quickly updated to counteract those measures. On the other hand, the random events were not a hindrance to bots, they were just an annoyance to legitimate players. Several of the random events were just plain broken, a couple were so difficult that players couldn’t complete them, and one was impossible to complete if you were color blind. On October 24, 2012, all random events were removed.

Technically speaking, the oldest Distraction and Diversions came years ago. Released in 2005, creatures from select species have the chance of dropping a scroll allowing the player to challenge the champion of that race to a one on one battle. The idea was there, however with a drop rate of one in five thousand (estimated), the odds are slim against players simply stumbling upon the scrolls. Another early distraction would be treasure trails. Many creatures in RuneScape have the chance of dropping clue scrolls, which requires that the player follow coordinates, decipher maps, and solve puzzles on a scavenger hunt to find loot from a randomized list. And finally, Tears of Guthix is a weekly mini-game where players collect items to obtain a small exp boost in their lowest skill.

In 2009, Jagex began using the term “distraction and diversion” in regards to what are along the lines of mini-games among mini-games. The distractions are meant to be small, often time locked activities to take part in during your normal gaming experience. For instance, a player might be chopping down trees and have a root pop up and knock them away. Further investigation would lead the player to an evil tree, which can be chopped or burnt to the ground alongside other players on the server in return for various experience rewards. Again, the idea wasn’t to introduce major game mechanics, but simply something to take the edge off of grinding or to provide a nice incentive for exploring around.

Since their release, Jagex has updated RuneScape with a growing variety of distractions and diversions, with their own quirks and timelines. Events can range from hourly to monthly, and involve everything from the player going on a hide and seek hunt for penguins, to donning a prosecutor/defense badge and making a stand in court. Some require the player to be in the right place at the right time, while others will simply fall into their lap during the course of regular game play. The events are short enough to not be a nuisance, fun enough to actually make the player want to take part, and unlike Jagex’s random events, the rewards are decent enough to warrant participating even if you don’t necessarily like the activity.

scaperune3

As with everything Jagex has done with RuneScape, and the same can be said for most other MMOs, new systems start off slow and evolve over time. So back in October I made a note to keep watch on a little update to RuneScape: Invasions. Introduced presumably as a way to test the technology, goblins now invade a random section of the game every half hour on the half hour. The update felt more like a prototype to be expanded upon than anything. The goblins are weak enough that even a new player could best them, and the rewards that they offer are among the lowest tiers of equipment. Still, I held out the hope that Jagex would eventually expand on the idea.

And expand they have. As per the January Behind The Scenes, the next invasion will be hitting RuneScape this month:

Similar to the goblin flash mobs from 2012 (only much, much tougher) you’ll be able to fight groups of NPCs that appear in pre-determined locations (like the Wilderness and other dangerous zones) throughout the world. For those brave enough, new rewards await! This time you’ll be able to kit yourself out with the latest in warrior-chic: the demon slayer armour. In addition to its generous stats – equivalent to dragon armour – they’ll also grant you increased XP when fighting demons, and an increased dodge chance when fighting the demon general that spawns at the end of the flash mob.demon flash mobs armour

Depending on where Jagex takes this, these events have the potential to spiral into something massive and game-changing. If anything, an increased variety of invasions would be a cool way to breath life into some of the lesser used areas of the world (of which there are many), not to mention expand on some of the game lore and throw a new feature into the game. Part of me would like to see this evolve into a system along the lines of Tabula Rasa, where players are tasked with defending villages and even cities from hordes of NPCs, with the possibility that the area could be ransacked and temporarily taken over should the players fail to defend the area, forcing them to retake the territory. Obviously this is wishful thinking and speculation on my part, but I think some form of PvE or even PvP territory control system (even if it is only present on certain worlds) would work great on RuneScape.

And with the RuneScape Next Gen coming, who knows?

Jagex’s Evolution of Random Events


scaperune2

I’ve always said that, despite its flaws and excessive grind, RuneScape has always been not only one of my favorite MMOs, but one that I’ve played continuously longer than any other title (I haven’t let my subscription lapse since 2005). For a game like RuneScape which is notorious for long, monotonous and repetitive actions, Jagex has gone in a direction over the past few years of shaking up the normal daily routine of its players, and that I feel deserves a pat on the back. I could use this space to discuss how Jagex has implemented various systems over the years to exponentially reduce the amount of clicking a player has to do to perform skills, but that is really just a small section of the improvements.

And thankfully I’m not talking about the obnoxious random events. Back in the early days of RuneScape, Jagex introduced random events that would either break or kill (and thus break) bot accounts. Random moments during skilling or combat would pop up, like a golem coming out and attacking your character or your pickaxe head flying off and needing to be picked up. It didn’t take long for bots to overcome these systems, and Jagex spent a few years desperately trying to think up new random events to beat the bots, all of which were quickly updated to counteract those measures. On the other hand, the random events were not a hindrance to bots, they were just an annoyance to legitimate players. Several of the random events were just plain broken, a couple were so difficult that players couldn’t complete them, and one was impossible to complete if you were color blind. On October 24, 2012, all random events were removed.

Technically speaking, the oldest Distraction and Diversions came years ago. Released in 2005, creatures from select species have the chance of dropping a scroll allowing the player to challenge the champion of that race to a one on one battle. The idea was there, however with a drop rate of one in five thousand (estimated), the odds are slim against players simply stumbling upon the scrolls. Another early distraction would be treasure trails. Many creatures in RuneScape have the chance of dropping clue scrolls, which requires that the player follow coordinates, decipher maps, and solve puzzles on a scavenger hunt to find loot from a randomized list. And finally, Tears of Guthix is a weekly mini-game where players collect items to obtain a small exp boost in their lowest skill.

In 2009, Jagex began using the term “distraction and diversion” in regards to what are along the lines of mini-games among mini-games. The distractions are meant to be small, often time locked activities to take part in during your normal gaming experience. For instance, a player might be chopping down trees and have a root pop up and knock them away. Further investigation would lead the player to an evil tree, which can be chopped or burnt to the ground alongside other players on the server in return for various experience rewards. Again, the idea wasn’t to introduce major game mechanics, but simply something to take the edge off of grinding or to provide a nice incentive for exploring around.

Since their release, Jagex has updated RuneScape with a growing variety of distractions and diversions, with their own quirks and timelines. Events can range from hourly to monthly, and involve everything from the player going on a hide and seek hunt for penguins, to donning a prosecutor/defense badge and making a stand in court. Some require the player to be in the right place at the right time, while others will simply fall into their lap during the course of regular game play. The events are short enough to not be a nuisance, fun enough to actually make the player want to take part, and unlike Jagex’s random events, the rewards are decent enough to warrant participating even if you don’t necessarily like the activity.

scaperune3

As with everything Jagex has done with RuneScape, and the same can be said for most other MMOs, new systems start off slow and evolve over time. So back in October I made a note to keep watch on a little update to RuneScape: Invasions. Introduced presumably as a way to test the technology, goblins now invade a random section of the game every half hour on the half hour. The update felt more like a prototype to be expanded upon than anything. The goblins are weak enough that even a new player could best them, and the rewards that they offer are among the lowest tiers of equipment. Still, I held out the hope that Jagex would eventually expand on the idea.

And expand they have. As per the January Behind The Scenes, the next invasion will be hitting RuneScape this month:

Similar to the goblin flash mobs from 2012 (only much, much tougher) you’ll be able to fight groups of NPCs that appear in pre-determined locations (like the Wilderness and other dangerous zones) throughout the world. For those brave enough, new rewards await! This time you’ll be able to kit yourself out with the latest in warrior-chic: the demon slayer armour. In addition to its generous stats – equivalent to dragon armour – they’ll also grant you increased XP when fighting demons, and an increased dodge chance when fighting the demon general that spawns at the end of the flash mob.demon flash mobs armour

Depending on where Jagex takes this, these events have the potential to spiral into something massive and game-changing. If anything, an increased variety of invasions would be a cool way to breath life into some of the lesser used areas of the world (of which there are many), not to mention expand on some of the game lore and throw a new feature into the game. Part of me would like to see this evolve into a system along the lines of Tabula Rasa, where players are tasked with defending villages and even cities from hordes of NPCs, with the possibility that the area could be ransacked and temporarily taken over should the players fail to defend the area, forcing them to retake the territory. Obviously this is wishful thinking and speculation on my part, but I think some form of PvE or even PvP territory control system (even if it is only present on certain worlds) would work great on RuneScape.

And with the RuneScape Next Gen coming, who knows?

Companies House Proposes Striking Off Jagex Ltd.


jagex-games-studio

Update: I made a mistake in calling the fines “heavy.” The fine is actually about 750 pounds, which a company with Jagex’s income wouldn’t even notice.

The drama continues. Last week we talked about how Jagex is currently three months late on filing its annual financial statements. According to Companies House, Jagex was supposed to file its returns by September 30th, something which the UK developer has still yet to do going into the new year. I noted that while Companies House handles late filings on a case by case basis, and that companies like Jagex generally file late due to issues with third party accounting firms, that there are some potentially heavy consequences if the statements are not filed soon, including fines and charges against the executives and, in more serious situations, complete liquidation of the company. We can speculate all we like, however, but only one thing is clear: with the reason behind the delay shrouded in secrecy, all we know is that Jagex has still yet to file its reports.

Companies House has updated Jagex’s company status to “Active – Proposal to strike off.” What this means is that the registrar no longer views Jagex as actively doing business, given that the company is more than three months behind on sending in proper papers. The Companies House website notes that the proper procedure in dealing with an involuntary strike off is as follows:

Before striking a company off the register, the registrar is required to write two formal letters and send notice to the company’s registered office to inquire whether it is still carrying on business or in operation. If he is satisfied that it is not, he will publish a notice in the relevant Gazette stating his intention to strike the company off the register unless he is shown reason not to do so.

So is Jagex going to be shut down? All public signs point to no chance that Companies House would view one of the largest UK developers as no longer in operation, and that no one at Jagex is insane enough to ignore two letters from Companies House. What is more likely is that, should they still fail to turn in the proper documents, Jagex will likely be on the receiving end of some light fines. That is, before the wrath of very angry investors falls down upon their shoulders.

Thank you to the folks at Stellar Dawn Central for keeping a watch on the situation.

(Source: Companies House)

Jagex Still Yet To File Yearly Financial Statements


jagex-games-studio

Jagex is behind on their financial statements: Over two months. The UK based developer was required to submit its annual filing on September 30th, according to Companies House, something that they have yet to do heading into late December. Stellar Dawn Central, a fan website for Jagex’s recently indefinitely delayed MMO Stellar Dawn, posted a response from Companies House on what could result if Jagex does not file their annual income within a reasonable date:

“If a company files its accounts late they may be subject to a late filing penalty. However if a company fails to file an annual return (AR01), depending on the communication received from the company (or lack of it) the company can be removed by the Registrar (loses its limited liability status) or the directors could be prosecuted. This is a general response and each situation (company) is dealt with separately.”

This shouldn’t be taken as some sort of ulterior motive on Jagex’s part. Commonly the reason why annual filings would be delayed is due to an issue with the company and their third party accounting firms.

Jagex's Problem With "Not RuneScape" Continues On


By the time you read this, Transformers Online will have already been delisted from MMO Fallout. To find out why, continue reading. Back in July, Mark Gerhard wrote about how Jagex is done messing around with pet projects (read: massive financial disasters) like 8Realms and FunOrb, and that the company would only focus on serious developments from there on out.

“I think to other projects, like 8Realms and things like that, I think that was one of the last hobby projects that we carried through, and obviously that was evident. Now it’s just working on the projects that matter.”

In order to continue on to Transformers Universe, we must first take a stroll down Jagex memory lane. RuneScape launched in 2001 and is a massive success and continues to bring in mucho dinero. FunOrb launched and was subsequently abandoned without even as much as a goodbye to the community. The FunOrb team was whisked away to 8Realms, which was also an unmitigated disaster of marketing and was canned mid-beta. Meanwhile on the serious MMO side of things, Jagex’s first true MMO after RuneScape was shuttered, twice, because a few years and countless millions are what it took before someone said “this isn’t fun.” First as MechScape and then as Stellar Dawn. As for Transformers Online, I noted:

“Jagex’s previous projects are a fine example that, left to their own accord, the company will screw around for a few years, waste countless millions and the good faith of their community, and eventually scrap the game entirely because it didn’t turn out fun. Nobody wins, not the developers who are laid off, not the community, and not the investors who expect their money to be spent wisely.”

So why isn’t Transformers Universe listed on MMO Fallout anymore? Simple: It is no longer an MMORPG. Jagex has announced that the game will be re-envisioned as a MOBA more along the lines of League of Legends or World of Tanks than the traditional MMORPG that Jagex has been leading us along with over the past year or so. Who do you have to thank for this? One Alex Horton.

“Transformers are about war; they’re about action. They don’t carry gold, bake bread, catch fish, cut down trees. But for all they take away, they throw open so many more opportunities. Maybe there’s more in a selection of characters and abilities, and the strategy in that, than there is leveling a character endlessly and going through fuck loads of boss battles.”

Rather than creating a character through the robust creation system Jagex had been showing off at conventions, players will collect Jagex-created robots and battle them out in a story-driven arena.

What has Jagex learned after all of this time? Judging by the sudden change of pace, nothing. According to the article, work only began in “in earnest” on Transformers Universe in early 2011, meaning Jagex was selling yet another MMO in which very little content was likely actually completed despite a very ambitious and unrealistically set launch date. Now, as with MechScape, we find out at the last minute that the game “just wasn’t working out,” and would be recreated in another form.

Like I’ve been saying the whole time, Transformers Online has a far higher chance of seeing release than Jagex’s in-house properties, and for another simple reason: Hasbro. Contracts and deadlines, both of which I can assume exist for Transformers Universe. Hasbro is risking its own money and reputation on the launch of Transformers Universe, and you can bet that we will see one of two outcomes: Transformers Universe launches, or Hasbro pulls the IP.

Of course this is just my opinion, I could be wrong.

(Source: Polygon)

Jagex’s Problem With “Not RuneScape” Continues On


By the time you read this, Transformers Online will have already been delisted from MMO Fallout. To find out why, continue reading. Back in July, Mark Gerhard wrote about how Jagex is done messing around with pet projects (read: massive financial disasters) like 8Realms and FunOrb, and that the company would only focus on serious developments from there on out.

“I think to other projects, like 8Realms and things like that, I think that was one of the last hobby projects that we carried through, and obviously that was evident. Now it’s just working on the projects that matter.”

In order to continue on to Transformers Universe, we must first take a stroll down Jagex memory lane. RuneScape launched in 2001 and is a massive success and continues to bring in mucho dinero. FunOrb launched and was subsequently abandoned without even as much as a goodbye to the community. The FunOrb team was whisked away to 8Realms, which was also an unmitigated disaster of marketing and was canned mid-beta. Meanwhile on the serious MMO side of things, Jagex’s first true MMO after RuneScape was shuttered, twice, because a few years and countless millions are what it took before someone said “this isn’t fun.” First as MechScape and then as Stellar Dawn. As for Transformers Online, I noted:

“Jagex’s previous projects are a fine example that, left to their own accord, the company will screw around for a few years, waste countless millions and the good faith of their community, and eventually scrap the game entirely because it didn’t turn out fun. Nobody wins, not the developers who are laid off, not the community, and not the investors who expect their money to be spent wisely.”

So why isn’t Transformers Universe listed on MMO Fallout anymore? Simple: It is no longer an MMORPG. Jagex has announced that the game will be re-envisioned as a MOBA more along the lines of League of Legends or World of Tanks than the traditional MMORPG that Jagex has been leading us along with over the past year or so. Who do you have to thank for this? One Alex Horton.

“Transformers are about war; they’re about action. They don’t carry gold, bake bread, catch fish, cut down trees. But for all they take away, they throw open so many more opportunities. Maybe there’s more in a selection of characters and abilities, and the strategy in that, than there is leveling a character endlessly and going through fuck loads of boss battles.”

Rather than creating a character through the robust creation system Jagex had been showing off at conventions, players will collect Jagex-created robots and battle them out in a story-driven arena.

What has Jagex learned after all of this time? Judging by the sudden change of pace, nothing. According to the article, work only began in “in earnest” on Transformers Universe in early 2011, meaning Jagex was selling yet another MMO in which very little content was likely actually completed despite a very ambitious and unrealistically set launch date. Now, as with MechScape, we find out at the last minute that the game “just wasn’t working out,” and would be recreated in another form.

Like I’ve been saying the whole time, Transformers Online has a far higher chance of seeing release than Jagex’s in-house properties, and for another simple reason: Hasbro. Contracts and deadlines, both of which I can assume exist for Transformers Universe. Hasbro is risking its own money and reputation on the launch of Transformers Universe, and you can bet that we will see one of two outcomes: Transformers Universe launches, or Hasbro pulls the IP.

Of course this is just my opinion, I could be wrong.

(Source: Polygon)