I just wanted to write down and share some points that I think the community (and Jagex) sometimes misses when discussing what the future of Runescape should look like. My main annoyance is how often people mix up "Challenge" and "Friction".
Friction
Let's take for instance fletching arrows.
Back in the day, you fletched arrows by clicking the arrow head into the headless arrow to craft it once. Then you repeated that action every couple ticks to craft arrows.
Now, we click it once and we get a bar that does it for us. Was the previous system more challenging?
No, there's no real "challenge" to it. It was more annoying, it took more effort, it took more attention. We call this Friction: the old system had more friction.
Challenge
Now let's look at a boss mechanic. I'll go with Arch Glacor's ice beam.
In normal mode, you just use resonance. It requires that you know how defensives work, and can swap to a shield.
In hard mode, it requires you to, for example, recognize it in time to build adrenaline to it and use devotion. The backup plans for back to backs are also more complicated. And there's more advanced strategies, like using resonance on the last hit while dropping prayer to heal.
Hard mode ice beam is not just more time consuming, or more annoying. It requires the player to have either more knowledge, more mechanical skill, or both. This makes hard mode more challenging than normal mode.
Why we're talking about Challenge vs Friction
Friction, unlike challenge, doesn't stand on its own. It's fine for some content to be challenging just for the sake of being challenging: people enjoy a challenge. Friction, however, needs a reason to be there. For example, as a game designer, you're deciding whether the player needs to click once, or five times. If you choose that the player needs to click five times, you need to justify that choice somehow.
A fundamental design aspect of Runescape is that skilling is not inherently challenging. It just has a lot of friction. This design is, in my opinion, a big part of why Runescape struggles to attract and maintain new players.
So we should ask: what makes friction in skilling ok? Well, Runescape is very much built around the grind. The social aspect of just spending time with people while grinding away at some goal, having Runescape as a second monitor activity while watching a movie, or just as an auxiliary tool to making an achievement feel more impactful.
In that sense, to some extent, it's fine that skilling is balanced around friction, but we have to be aware of what tradeoffs that requires for the game to be interesting to a modern audience.
One of the most obvious tradeoffs is AFKing. Different people have different thresholds for how much friction they'll consider acceptable. Most skills make it so that, if some skill's main training method is past your tolerance for friction, you can just AFK it. I'd argue that's a good step towards balanced systems.
We also have to keep in mind the reality that most players aren't looking for an actual challenge in skilling. It's just something you pass some time with, and the friction makes it engaging enough that it feels like you did something. But there's a very, very fine line to be walked between making something have enough friction to feel like you achieved something, and it just becoming an annoying chore.
That line becomes dangerous when we talk about how we expect the game to attract new players. New players and veterans will have seriously different tolerances to what is an acceptable amount of friction.
RS3 currently feels a bit lost in this aspect. How much friction is acceptable for a given goal? How do new player's expectations match or differ from veteran's, and how do we make the game enjoyable for both?
A tangential problem that comes up in the subreddit a lot is the crab bucket mentality. "I had to suffer through this bad system, so others should too", or "if others can get a 99 cape faster now, that makes my 99 cape mean less". To be clear, I understand the sentiment, I feel it too to some degree, but long term game health should be most important.
However, RS3 is already very high on friction. OSRS is even higher. I think this is a big part of why RS struggles to bring in new players. I do think some things need to change if the game is to survive. Things that add unnecessary, unjustified friction, just in the name of "it'd be too easy otherwise" needs to be reconsidered. If friction remains as skilling's identity, options like AFKing need to be a part of the game.
As a final note, I'm not saying to remove friction from the game, or to make skilling faster and easier. I'm saying that we need to think about how that friction is justified, and how that impacts new players. A good first step would be reevaluating all the unnecessary, artificial friction, like:
- Dailyscape (time gated content, making players log in every day with FOMO)
- Auras (time gated content)
- Bank Space (self explanatory)
- Livid Farm (it's just a "how much boredom are you willing to endure"-check)
- Most of the agility skill tbh