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RHQ Interview with Jagex Staff Paul Gower Exclusive Interview!

#1 User is offline   Stormys_Amazon 

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Posted 28 July 2009 - 03:28 PM

Hi Everyone -

As part of the increased support of fansites, Jagex is offering the sites a rotating opportunity to interview the staff responsible for significant updates on Runescape. As part of this support, RuneHQ was given the chance to interview Paul Gower regarding the latest quest The Curse of Arrav. The following are the questions and responses from that interview.

We look forward to hearing your thoughts and what you think of these interviews!

Quote

About the developer
How long have you been with Jagex?
I’ve been working on Runescape since about April 2000, when Jagex was basically just a trading name that my brother Andrew used.
I’d done a bit of work on some of Andrew’s games before that too.
I worked on Runescape, in a self employed capacity until December 2001, when we formed Jagex as an actual company and I became an employee.

What position do you hold with the company?
Well I am a company director though on a more day to day basis I’m a content developer.

What advice do you have for those fans who would like to get into the area of gaming, specifically within development working in a position such as yours?
For a content developer, you will need to have some programming experience (Java, C++, game scripting etc) Experience in some capacity of doing role playing game design, even small hobby projects is very valuable too, so take the opportunity to do this where you can.

What areas of responsibility exist within your position that should be considered when deciding to enter this field of work?
I feel that content development is often like being the project lead on lots of small projects. You need to design a project, code a project and get the correct input from various people in other departments. At the moment there is actually a content developer position advertised on our Jagex site which gives a fair amount of information about the job.

What is the most fulfilling part of your position and why?
It’s great that I have the opportunity to come up with lots of creative ideas – which I can make a reality, and have many people experience, especially when they really get into what you have done. On this project for example, it’s great to read threads of people speculating as to what will happen at the next mahjarrat ritual or what the true nature of Zaros is.

What education or background do you have that brought you to your current position.
I used to design games as a hobby with Andrew when we were teenagers. Andrew was already a bit of a coding whiz kid. Mostly I did level design work and some graphics at that point. Back then our focus was shareware/freeware for the Atari ST.

About the quest
Where do you get inspiration for quest storylines? Do they come from books, TV Shows, Movies, etc? Life experiences? Just random thoughts that pop into your head?
All of the above really, plus a little from traditional pen and paper roleplaying scenarios. I do try and come up with original material as much as possible, but I do get a lot of subconscious influences from various things. Runescape does have quite a lot of homages to popular culture though. Ali’s description of Zemouregal’s security systems was deliberately meant to be in the style of things like Mission impossible and Ocean’s Eleven.

What was the inspiration for this quest series and do you plan/write the entire story line or do you do it in parts and then add additional content later to develop the story line to its conclusion?
This quest series is largely about tying together a lot of loose ends from various quests and things written for our website. Some of these loose ends were written by me originally, some weren’t. Mod James especially has written quite a lot of material which has had a lot of impact on these quests.
A lot of it comes from backstory information that I’ve had knocking around for a long time and have been looking to get into the game for a while. What goes in each part of the quest in this series we planned roughly before hand, but there’s a lot of details to be filled in so things can change quite a lot.

Has there been sequel quests develop that was not originally planned?
There have been some. Kings’ ransom is a sequel which was not planned with the release of murder mystery nor with Holy Grail.

How long in advance are the quest story lines developed and what assistance, if any, do you receive in writing a quest series as involved as this one is since it is associated with multiple other quests?
This varies a lot from project to project. Often the skeleton of the quest line will be planned out directly before writing the first in the series, but with a lot of the details missing/subject to change. Often quest series will be written by one content developer, though we’ll always have plenty assistance from QAers, graphics artists, the audio team, design reviewers etc.
In the case of this series I did get other developers to write some individual parts. (For example Mod Rod did Tale of the Muspah and Mod Newmatic did Missing my Mummy)

Describe your worst moment during the development of this series.
The fight scene with Arrav, was harder than I anticipated. QA kept finding different ways to break it, such as finding ways not to receive the information from him, finding ways to kill him or finding ways that he wouldn’t teleport away. I rewrote that bit of code rather a lot.

How were the names for cities, monsters, and characters developed for this story line?
I chose names in a variety of ways. For mahjarrat names it is mostly a case of putting together syllables and letters which I think have a mahjarrraty sort of sound until I get something sounding good. Mahjarrat often have some of Z, L ,R , K , S and H in there names

What type of involvement does the coding team have in story-line development?
The content developer role is great because generally we get to design our plotlines and then code them ourselves. We do get input from other people which can change the direction of things and often we have to bear in mind what other people have written in related quests which can influence what we do, but the core of quests is normally coded and designed by the same person.

How are quest rewards developed? Are they experienced based on skills used in the quest or are there times that you do experience rewards based on skills you notice players don’t seem to be as interested in and you are hoping to build an interest?
Rewards are these days based on skills used in a quest. It makes sense from a flavour point of view that you would learn something of the activities you had just undertaken. Plus if you want to give out something like a 30k mining reward then a player would go all the way to level 37 in one jump if they’d not got any mining xp to start with. We try to get all the different skills into one quest or another. Some are easier to get into quests than others. Combat, Thieving and Agility fit naturally into lots of storylines. Other skills we need to write things specifically for them.

Does the quest idea always come before the quest reward idea or have there been times that you thought of a great item you wanted to add to the game and then built a quest idea around that item?
Normally the quest idea comes first, but there are definitely quests where the reward has come first. The most obvious examples being quests required to unlock entirely new skills.

How was this different from previous development you have done for the game?
The main thing that was different is that we have had different developers developing subsequent parts to the series simultaneously (hence we managed to get this part out so quick after the previous part.)

What development can players anticipate for future quests based on the Mysteries of the Majarrat?
There will be more tying together of loose ends from a number of different existing quests, they’ll be at least two more parts, I’ve got ideas for stuff after that too.


Jagex has also included 2 pieces of concept art that are exclusive for our site, so be sure to check them out! (Link - the first two are the new ones)
About concept art
How important is it to work with the concept artists during the development of the story line?
From a content developers point of view, concept art is a good way of checking if what you had imagined in your mind’s eye is in line with what the graphics team will be producing. A content developer will often write a textual description of NPCS and locations which artists can use to produce concept art.

What changes, if any, has the concept art had on the development of a story line?
Sometimes we get concept art with elements we don’t expect and then have to decide if we are going to change story to match it. When I came up with the idea of Guthix, I never expected him to take the form of a tentacled skull!

0

#2 User is offline   Bazzy 

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Posted 28 July 2009 - 03:36 PM

I like the part where he tells the inspiration for the quest, Espically since I actually told my mates it seemed like Ocean's Eleven the way it was being described XD
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#3 User is offline   sheep01 

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Posted 28 July 2009 - 03:41 PM

Really cool beans. :)
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#4 User is offline   misa_i_amane 

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Posted 28 July 2009 - 03:48 PM

View PostBazzy, on Jul 28 2009, 04:36 PM, said:

I like the part where he tells the
inspiration for the quest, Espically since I actually told my mates it seemed like Ocean's Eleven the way it was being described XD


lol my thought's exactly. nice to meet you btw paul gower of jagex lol.

~crystal~ :yoshi:
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#5 User is offline   Terr 

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Posted 28 July 2009 - 03:49 PM

+1.

Awesome interview. I'm glad it's more than just a 'What is your favourite food' interview. :)
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#6 User is offline   Ege 

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Posted 28 July 2009 - 03:53 PM

That was interesting. o:
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#7 User is offline   Lilroo503 

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Posted 28 July 2009 - 04:32 PM

I edited into the first post the link to the new concept art but for anyone who missed it: http://www.runehq.co...i...ort&id=0952 The new images are the first two.. the top-left and top-middle.
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#8 User is offline   OsakaRAWR 

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Posted 28 July 2009 - 06:01 PM

Naisu, now only if I could find those links...
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#9 User is offline   ThomasRM 

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Posted 28 July 2009 - 06:12 PM

Very nice! It's nice to see this involvement with us ^.^ Great art, too!
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#10 User is offline   Dan 

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Posted 29 July 2009 - 06:46 AM

Interesting interview!
The artwork is very nice as well :D
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#11 User is offline   Beansoldier 

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Posted 29 July 2009 - 03:30 PM

This is pretty cool. It's good to see that Jagex is taking a greater look at the RuneScape community.
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#12 User is offline   Jtborth 

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Posted 01 August 2009 - 10:44 AM

The quests should be very interesting....
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#13 User is offline   Generic 

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Posted 04 August 2009 - 10:12 AM

They can't forget their inspiration from Diablo 2 :o They may not know it but I replayed D2 a few weeks ago... the similarities were amazing.
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#14 User is offline   Bitor222 

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Posted 08 August 2009 - 08:49 PM

Nice interview :o
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#15 Guest_saric22_*

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Posted 09 August 2009 - 11:36 PM

View PostBitor222, on Aug 8 2009, 09:49 PM, said:

Nice interview :o

cool
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#16 User is offline   Teh1337Fire 

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Posted 17 August 2009 - 08:56 AM

Nicee :bunny: :bunny: it would be cool to interview a staff member :]
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#17 Guest_Bigbucks_*

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Posted 18 August 2009 - 08:07 PM

View PostBeansoldier, on Jul 29 2009, 03:30 PM, said:

This is pretty cool. It's good to see that Jagex is taking a greater look at the RuneScape community.


Yeah, the last guy, it seems like he hated communitys :dance:
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#18 User is offline   Hellsbells 

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Posted 19 August 2009 - 07:07 AM

View PostStormys_Amazon, on Jul 28 2009, 05:28 PM, said:

Hi Everyone -

As part of the increased support of fansites, Jagex is offering the sites a rotating opportunity to interview the staff responsible for significant updates on Runescape. As part of this support, RuneHQ was given the chance to interview Paul Gower regarding the latest quest The Curse of Arrav. The following are the questions and responses from that interview.

We look forward to hearing your thoughts and what you think of these interviews!

Quote

About the developer
How long have you been with Jagex?
I’ve been working on Runescape since about April 2000, when Jagex was basically just a trading name that my brother Andrew used.
I’d done a bit of work on some of Andrew’s games before that too.
I worked on Runescape, in a self employed capacity until December 2001, when we formed Jagex as an actual company and I became an employee.

What position do you hold with the company?
Well I am a company director though on a more day to day basis I’m a content developer.

What advice do you have for those fans who would like to get into the area of gaming, specifically within development working in a position such as yours?
For a content developer, you will need to have some programming experience (Java, C++, game scripting etc) Experience in some capacity of doing role playing game design, even small hobby projects is very valuable too, so take the opportunity to do this where you can.

What areas of responsibility exist within your position that should be considered when deciding to enter this field of work?
I feel that content development is often like being the project lead on lots of small projects. You need to design a project, code a project and get the correct input from various people in other departments. At the moment there is actually a content developer position advertised on our Jagex site which gives a fair amount of information about the job.

What is the most fulfilling part of your position and why?
It’s great that I have the opportunity to come up with lots of creative ideas – which I can make a reality, and have many people experience, especially when they really get into what you have done. On this project for example, it’s great to read threads of people speculating as to what will happen at the next mahjarrat ritual or what the true nature of Zaros is.

What education or background do you have that brought you to your current position.
I used to design games as a hobby with Andrew when we were teenagers. Andrew was already a bit of a coding whiz kid. Mostly I did level design work and some graphics at that point. Back then our focus was shareware/freeware for the Atari ST.

About the quest
Where do you get inspiration for quest storylines? Do they come from books, TV Shows, Movies, etc? Life experiences? Just random thoughts that pop into your head?
All of the above really, plus a little from traditional pen and paper roleplaying scenarios. I do try and come up with original material as much as possible, but I do get a lot of subconscious influences from various things. Runescape does have quite a lot of homages to popular culture though. Ali’s description of Zemouregal’s security systems was deliberately meant to be in the style of things like Mission impossible and Ocean’s Eleven.

What was the inspiration for this quest series and do you plan/write the entire story line or do you do it in parts and then add additional content later to develop the story line to its conclusion?
This quest series is largely about tying together a lot of loose ends from various quests and things written for our website. Some of these loose ends were written by me originally, some weren’t. Mod James especially has written quite a lot of material which has had a lot of impact on these quests.
A lot of it comes from backstory information that I’ve had knocking around for a long time and have been looking to get into the game for a while. What goes in each part of the quest in this series we planned roughly before hand, but there’s a lot of details to be filled in so things can change quite a lot.

Has there been sequel quests develop that was not originally planned?
There have been some. Kings’ ransom is a sequel which was not planned with the release of murder mystery nor with Holy Grail.

How long in advance are the quest story lines developed and what assistance, if any, do you receive in writing a quest series as involved as this one is since it is associated with multiple other quests?
This varies a lot from project to project. Often the skeleton of the quest line will be planned out directly before writing the first in the series, but with a lot of the details missing/subject to change. Often quest series will be written by one content developer, though we’ll always have plenty assistance from QAers, graphics artists, the audio team, design reviewers etc.
In the case of this series I did get other developers to write some individual parts. (For example Mod Rod did Tale of the Muspah and Mod Newmatic did Missing my Mummy)

Describe your worst moment during the development of this series.
The fight scene with Arrav, was harder than I anticipated. QA kept finding different ways to break it, such as finding ways not to receive the information from him, finding ways to kill him or finding ways that he wouldn’t teleport away. I rewrote that bit of code rather a lot.

How were the names for cities, monsters, and characters developed for this story line?
I chose names in a variety of ways. For mahjarrat names it is mostly a case of putting together syllables and letters which I think have a mahjarrraty sort of sound until I get something sounding good. Mahjarrat often have some of Z, L ,R , K , S and H in there names

What type of involvement does the coding team have in story-line development?
The content developer role is great because generally we get to design our plotlines and then code them ourselves. We do get input from other people which can change the direction of things and often we have to bear in mind what other people have written in related quests which can influence what we do, but the core of quests is normally coded and designed by the same person.

How are quest rewards developed? Are they experienced based on skills used in the quest or are there times that you do experience rewards based on skills you notice players don’t seem to be as interested in and you are hoping to build an interest?
Rewards are these days based on skills used in a quest. It makes sense from a flavour point of view that you would learn something of the activities you had just undertaken. Plus if you want to give out something like a 30k mining reward then a player would go all the way to level 37 in one jump if they’d not got any mining xp to start with. We try to get all the different skills into one quest or another. Some are easier to get into quests than others. Combat, Thieving and Agility fit naturally into lots of storylines. Other skills we need to write things specifically for them.

Does the quest idea always come before the quest reward idea or have there been times that you thought of a great item you wanted to add to the game and then built a quest idea around that item?
Normally the quest idea comes first, but there are definitely quests where the reward has come first. The most obvious examples being quests required to unlock entirely new skills.

How was this different from previous development you have done for the game?
The main thing that was different is that we have had different developers developing subsequent parts to the series simultaneously (hence we managed to get this part out so quick after the previous part.)

What development can players anticipate for future quests based on the Mysteries of the Majarrat?
There will be more tying together of loose ends from a number of different existing quests, they’ll be at least two more parts, I’ve got ideas for stuff after that too.


Jagex has also included 2 pieces of concept art that are exclusive for our site, so be sure to check them out! (Link - the first two are the new ones)
About concept art
How important is it to work with the concept artists during the development of the story line?
From a content developers point of view, concept art is a good way of checking if what you had imagined in your mind’s eye is in line with what the graphics team will be producing. A content developer will often write a textual description of NPCS and locations which artists can use to produce concept art.

What changes, if any, has the concept art had on the development of a story line?
Sometimes we get concept art with elements we don’t expect and then have to decide if we are going to change story to match it. When I came up with the idea of Guthix, I never expected him to take the form of a tentacled skull!

0

#19 User is offline   Hellsbells 

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Posted 19 August 2009 - 10:51 AM

Your team have great ideas ahead for runescape and i like most of the updates. The new focus on community is really exciting. I know with my past infractions I don't even have a chance to be be looked at as a community Mod. I could only wish .
I have just 3 questions i wish i could have asked Paul. (1) why do they address you as Paul Gower,andyour Brother as just Andrew. I know he is worth over 300 mil from setting up sites for others early on then developed runescape and The team is on its ways to the stars.
(2) Have you and your brother stopped drinking since the car accident that almost killed your brother Andrew june 2007, and are You Paul now clean from using illicit drugs.? And when would Paul take a more intense involvement since Andrew cant.
and last but not least (3) Will there always be runescape priority, even though the world is getting crammed together,by using the limited java layover. Sorry and also I lost one account to jagex's indifference to community and many hours building just to be told with generic answers that even though, i am permanately banned. Our new C.E.O would like to reissue rs names when it goes on line. Don't reissue my banned account . Lawsuit is pending.

These are the questions and statements I would have liked to ask Paul Gower (Why don't u call Andrew, Andrew Gower) is this a symbol of supreme ownership?
thank you for letting me respond.
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#20 Guest_HeartUnitFtw_*

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Posted 19 August 2009 - 09:05 PM

View PostBigbucks, on Aug 18 2009, 10:07 PM, said:

View PostBeansoldier, on Jul 29 2009, 03:30 PM, said:

This is pretty cool. It's good to see that Jagex is taking a greater look at the RuneScape community.


Yeah, the last guy, it seems like he hated communitys :dance:



Yeah I know, I hated the last guy, He was so up tight about communities. Thankfully, this guy likes communities which will help uncensor many community sites in game.
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#21 User is offline   Skatinbrad 

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Posted 21 August 2009 - 12:00 AM

I like the fact that Jagex is taking a step up nowadays and actually talking to Fansites
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#22 Guest_Twin887_*

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Posted 01 September 2009 - 07:57 AM

Wow!,

Im suprised how intresting that was:).

-Joe.
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#23 User is offline   Stormys_Amazon 

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Posted 01 September 2009 - 02:27 PM

View PostTeh1337Fire, on Aug 17 2009, 09:56 AM, said:

Nicee :bunny: :bunny: it would be cool to interview a staff member :]



What staff member do you have in mind? We might be able to arrange one, we just need to hear from all of you :D
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#24 Guest_Twin887_*

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Posted 02 September 2009 - 05:12 AM

Ermmm hmm the beta tester or the content editor:).

-Joe.
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#25 User is offline   Mechachomp 

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Posted 02 September 2009 - 05:54 AM

you talking about rhq or jagex? cos any jagex person that gets interviewed is obviously jagex staff. But here at rhq we don't have beta testers >.>
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#26 User is offline   lala0455 

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  • RS Member:Yes
  • RS Version:RuneScape

Posted 28 September 2009 - 11:24 PM

Thanks for sharing these info with us!
I will keep in touch with your blogreading..
Stumbled your URL…
have a great day
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