Jagex - if you do this right, and COMMUNICATE WELL from the start, it could be a huge financial success. You will have an enormous amount of pre-developed content to start the game out with. Even the most dedicated players will have to work for quite a while before they can, say, start harvesting abyssal whips. You won't have to introduce new content for quite a while.
Then you can go through a period where you will be able to re-introduce quests and content developed post-2007. Even if you spend some development time, it should be much cheaper than starting from scratch.
Take that time to develop better communications with players. *** them know, from the start, which of those post-2007 updates are "on the table". Identify the ones that aren't. If you promise no micro-transastions, honor your promise.
I recommend establishing some "U-Mods", or update-mods. Players who are responsible for reading the suggestions for updates/fixes, identifying the ones that are best or at least most common, and reporting that to you. Give individual players some recognition, once in a while, for especially good recommendations (presented in a usable way).
Even before that, make sure that the people listening to pre-release suggestions are considering the impact on actual game play. For instance - a serious shortage of actual coin could have on day-to-day activities. Figure out some way to get the ball rolling. Then COMMUNICATE that to the user community.
And finally, prioritize your developement based on the impact to game play - at least for a while. Getting the shops right will be MUCH more important than getting the cosmetics of skill capes right. Also - try to eliminate things like the ability to sit in Zanaris and craft for free (by selling the jewelry back to the store). That's much more important than mithril grapples. And then... you guessed it... communicate the priorities to players.
13-Feb-2013 23:46:29