These days, there is a lot of focus on these big, linear endgame quest lines. It's kind of been this way since the whole entry into the Sixth Age thing. That change, along with the introduction of Divination, created a situation where the world no longer makes sense to new players. Especially not to new players who are not well-travelled MMO veterans with an eye for lore. There are now four skills in the game that require varying degrees of knowledge of major events to properly appreciate. When it was just Divination and Invention, it wasn't too bad. One did have suffer a single major spoiler re: Guthix to get the gist of it, but that was about it.
Then, Archaeology released, and suddenly we're digging through the history of a whole bunch of quest lines that new players and many other players like me simply don't have the knowledge of. And now we have Necromancy, which adds yet another skill with major quest spoilers as a prerequisite. Along with constant events and locations being added that are all based on these major, endgame, and crucially
linear
quest lines, the game is very quickly creating the kind of chasm that many other MMORPGs suffer from but which for a long time RuneScape did not.
As someone who likes to progress through linear stories in a sensible, chronological order, this is somewhat anathema to me. And I think it's a real put-off for newer players who may also want to understand the story in a logical order. The previous non-linear quest style, where there were many ambiguous quests plus a plethora of series that players could progress as they leveled up, fit the game better, in my opinion. The linear endgame stuff is cool too, I just wish it didn't have such a confusing and spoiling impact on new and returning players.
11-Nov-2023 09:03:34
- Last edited on
11-Nov-2023 09:15:23
by
Sylvanheart