It's a big post, but here is a few highlights:On the new ownershipThe ownership changed hands in 2016, and when that finished — I’d run a lot of the company for a few years, and I was promoted to the CEO position at the beginning of last year. It was a great opportunity. Our board of directors asked us what we wanted to do with the company. It wasn’t imposed on us. The question was, what do we want Jagex to be in the future?Jagex's 5 "living game" design criteriaHaving a clear design sense to make a game evergreen in its structure and its mechanics. We’ve been running RuneScape for 17 years. We’ve learned our lessons the hard way. If you want a game that can be played almost indefinitely and that you can update every week, that’s very challenging. You need to make sure it doesn’t become repetitive or become too complicated with all these things you’re adding to it to keep it fresh.The second area is about empowering players. The more players have a say in the game that’s being made, the more stake they feel they have in it. They feel genuine emotional investment, which means they’re happier with the game, more loyal. This also has another virtue, which is that if you genuinely listen to what players are saying, and you can adapt the game to what they’re asking for, the game itself should better reflect their preference. If you listen, you make a better product through that feedback cycle.The third thing was about making ... evolving game experiences and game worlds. A lot of games ... they are fundamentally very static. If you create something that’s more of a world — it’s more unpredictable, there are new things happening ... it’s somewhere that feels alive and feels like an exciting place to exist. Not just visit and complete a level but really immerse yourself in the game. Updating the game, keeping it fresh and exciting, is incredibly important. When we think about that, it’s not updating every quarter. It’s updating a few times a week. That becomes a bit more like real life, with new interesting and unpredictable things happening all the time.The fourth ... is meaningful social experiences, connecting players together in a meaningful way. There’s a big difference between deep social connection, where you’re in the same game world as someone else and facing perils together ... that’s different from being auto-joined into a clan after 10 minutes where you don’t know anyone.And the fifth pillar ... is to take the community experience outside the game. Communities often do this themselves, but we’ve found that if we empower the players to do it, support them, and encourage them, they can be out on social media. They can be on Reddit and game forums. You can help content creators. You can give them tools and support their endeavors. That makes a big difference.On the secret RPG project...one of the games we’re making is a next-generation online RPG. We’re about a year into a multi-year development cycle, with still a long way to go. ... I also think there’s a big opportunity for that kind of online RPG — I’m trying not to say “MMORPG” because in people’s heads, that creates an image that’s not what we want to build. I’m as much inspired by contemporary action-RPGs or adventures, by shared worlds like you see in games like Destiny. ... You get the benefits of an MMO game but without all of the complexity and hassle. We’re trying to embrace accessibility and these more contemporary concepts for big online games when creating this next-generation online RPG.RuneScape's growthOur RuneScape games have consistently grown over the last few years. We’ve had a resurgence for the last four years.In late February, we did a big charity event inside our games. We had our highest concurrent user numbers in eight years.
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