Transcript of RuneScape Podcast #38: Quests Exposed - Part 1

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[00:07] hello and welcome to this week's podcast
[00:09] which is quest exposed part of the quest
[00:12] of all series as we're having two weeks
[00:15] of special events for celebrating quests
[00:17] and with me today i have a whole sofa
[00:20] full of j mods wonderful wonderful day
[00:22] mods starting with hello i'm mod wilson
[00:25] mods do my droney not jack and
[00:29] moderation and styling world rhythm
[00:32] what's your role at jackson omaha de
[00:34] ravin miami content developer currently
[00:36] in the community development team and
[00:38] what question might we have seen your
[00:39] work on I've worked on heart of stone
[00:42] one of a kind I've also done the from
[00:46] nick sagar series sweet a kiss posted
[00:49] rite of passage just about everywhere so
[00:51] you'll have heard of that and I'm
[00:54] curator for a number of queries which of
[00:56] publix in penguins superb not jack most
[01:00] recent thing I worked on was the mighty
[01:01] fall and before that my drunk memories
[01:03] although nowadays what I do is I write
[01:05] books and put them in other people's
[01:06] quest you add law and blow and abs and
[01:10] Laura Laura lab yo your hair it was
[01:13] built it about as well miss you d and
[01:16] next yeah you might know me from South
[01:19] quests as the ozen double bill and fight
[01:22] up the gods but I belong no okay um okay
[01:29] I was I kind of just a little bit of law
[01:33] like him alright like Jack sorry all
[01:35] over the place the most recent thing
[01:38] I've done is lead development on
[01:40] dimension disaster you might have heard
[01:41] of it I hear something about it coming
[01:45] up so yeah pretty soon like in a week or
[01:47] so yeah yeah yeahs excited for it to be
[01:49] fair yeah also did the death of chivalry
[01:51] brick extinction shedrow Ashdale think
[01:54] that's it just a few animals it's the
[01:57] pie requests including like rework
[01:59] version of treasure so we're talking
[02:01] about from deal cabin fever rocking out
[02:05] tentacles as Olaf quest and reworks of
[02:09] things like the opening quests so def
[02:11] platter
[02:12] because we've got new ones like let them
[02:14] eat pie and bake bring home the bacon so
[02:18] your food obsessed they just keep on
[02:20] giving me quests involving food are you
[02:22] doing a trouble brewing that whole mini
[02:24] game was originally thieving and fire
[02:27] making and then mark roldan was like can
[02:30] we make it can we also make it about
[02:31] food and pirates and what is always mod
[02:33] mark isn't it i want another food quest
[02:35] to give it to mobile experiment comedic
[02:39] food quests yeah against of like a
[02:42] leather meat pie was supposed to be sort
[02:44] of like a herb lore thieving and death
[02:45] tutorial right and then it became
[02:48] food-related me if I remember chromey
[02:50] you originally pitched a ghost story
[02:52] about drama yes we get a bard rejected
[02:54] and then you submit him a food-related
[02:56] quest then he accepted that no
[02:58] technically I really i did a murder
[02:59] mystery quest after that but then
[03:01] apparently there was too many murder
[03:03] mysteries so nine of us not enough food
[03:05] quest to much mother not enough food
[03:07] that's why we need to combine the two
[03:09] yeah food and food I murder yeah poison
[03:12] pies that's pretty much what you made in
[03:15] their quest all don't know barolo
[03:17] survived if you can call it just survive
[03:19] and in non-lethal humane way of removing
[03:23] him yeah and removing most of his inside
[03:25] yes oh ok so just before we start
[03:28] getting to discuss to know how we
[03:30] actually build quest since that's like
[03:31] what are your favorite quests one pacing
[03:34] note for me I love the way it uses sound
[03:37] and the story work so well together
[03:38] right yeah that was good one and we kind
[03:40] of we have from the video recently as
[03:43] well and in that I said the penguin
[03:45] series so I suppose I should probably
[03:46] say the same thing again consistency's
[03:49] sake I don't really like them what is
[03:57] your actual favorite come on it's hard
[03:59] to pick a favorite I I do really like
[04:01] the penguin penguin series because I
[04:04] love the way that it kind of
[04:06] encapsulates the runescape sense of
[04:10] humor is the extreme that we go to with
[04:13] that serious treatment of parody in it
[04:16] yes yeah a very runescape Ian yeah very
[04:19] much so I think penguin quest will be my
[04:21] favorite as well
[04:22] I was quickly using I got the greater
[04:23] ship for them because they're just
[04:25] insane they have I kind of runescape
[04:28] humor taking a step further and I think
[04:30] that's why I love them but yes but I
[04:32] mean they're insane megalomaniac pain
[04:34] penguin is but what is not to love
[04:36] exactly what's do all the good ones are
[04:38] taken I mean my first choice was 11 days
[04:41] ago at the second was pinguin so on the
[04:44] spot um no more good question most I
[04:50] mean I'm rockin out bringing home the
[04:52] bacon beef Avery was also hard to choose
[04:56] when I was at a truant first I was i'm
[04:58] getting players to tell what the fair
[04:59] request was and i did initially have a
[05:01] lot to prepared at the time and what
[05:02] better note was the one other side Don
[05:03] at the time it's very difficult as an F
[05:06] yeah there are some neat request I've
[05:07] just generally enjoyed as hard to choose
[05:08] a favorite but I see mines actually
[05:10] definite Subaru so thank you hey I would
[05:14] say stuff like as a whole the chosen
[05:17] commander like series right just it's
[05:19] stuff like it again it has like the
[05:22] runescape humor in places and you know
[05:23] you doing all discuss stuff it's also
[05:25] got this more stuff like it quite an
[05:27] epic surf sweep to the whole thing just
[05:30] the finale of you know you snap sanic
[05:33] out of her so days yeah and a lady is up
[05:37] like you face down the Avatara band us
[05:39] and all this other kind of stuff it was
[05:40] just you know it's just like it really
[05:42] like series very well written and so to
[05:45] the meat on the bone how do we go about
[05:47] making quest where do we start we
[05:50] generally have a core aim which is
[05:52] either someone who said we want a quest
[05:54] about this or they've just said we want
[05:56] to quest go the second ones often harder
[05:59] to do because you have just a lot more
[06:00] scope very much a bit crazy but you
[06:03] start off with a design normally Dave
[06:06] goes right sound kind of area that you
[06:08] want thing I wanted a vol mark Marcus
[06:10] Eddie want some more food with a story
[06:13] about it until you have these little
[06:15] core aims then you go from there and you
[06:17] kind of go ok I have these very core
[06:20] aims which will send like hunter angwin
[06:23] dragon can go and you sort of you look
[06:28] up lots of existing destroy lines there
[06:30] are what existing law there is and you
[06:32] try and tie in some
[06:33] that weaves it together and normally I
[06:35] lauric we've got quite a lot of it as
[06:37] players well no but you can normally
[06:39] find a Nisshin something to start
[06:41] expanding on some to tell a story with
[06:43] or at least you've gotta have a hook to
[06:45] write something crazy in the obviously
[06:48] it especially given the amount of law in
[06:50] the way that we're focusing on like the
[06:52] storylines these days as well is that
[06:54] you know does that sort of like God nuts
[06:57] kind of quest but there's also something
[06:58] like we need the next section in this
[07:00] particular storyline the rest of it so
[07:03] that that's obviously a lot more focus
[07:04] that's more of the stuff like we
[07:06] definitely need something over here
[07:07] within this quest storyline compared to
[07:10] just stuff like we need a mid-level
[07:12] quest make it something hunter related
[07:14] and bacon so it so it so in that case
[07:17] where you're building on an existing
[07:18] series I suppose you're trying to drag
[07:21] in the loose ends and make sure those
[07:23] get tied in or left open again you
[07:25] always go back to it and check where
[07:28] where it's what its status is and then
[07:30] progress it forward as opposed to a very
[07:32] free-range form from the the type of
[07:35] model Raven was talking about you again
[07:36] and then in that pre-production stage
[07:38] will then pitch various different ideas
[07:39] will write a short design overviews on
[07:42] different solutions we could create yeah
[07:44] meet those core aims then we'll discuss
[07:47] with our design reviewer which one their
[07:49] life not the most direct bed maybe
[07:53] prefer things we folks in a certain
[07:54] direction so and then we'll start
[07:57] describing that in more detail make a
[08:00] more detailed design document that comes
[08:02] with all the bases and we'll do a little
[08:04] of collaboration and discussion with
[08:05] Amazon reviewer and getting other people
[08:07] involved in giving feedback to define
[08:09] what this thing is going to be the week
[08:10] rate right okay and do you then pitch
[08:14] that document or if you know does that
[08:17] sit in a committee or does it you know
[08:19] how's it get greenlit for the next stage
[08:20] so the tend to be a few iterations on
[08:24] that between the developer and the
[08:26] designer yeah the leads on the project
[08:28] effectively you just go back and forth
[08:30] for a few times refining ideas possibly
[08:34] finding new ideas in that process as
[08:37] well if you expand out on what you
[08:38] already have and you would typically end
[08:41] up with quite a solid defined design
[08:44] that you're looking to me
[08:45] you and the designer developer have come
[08:48] up with together but then at that point
[08:50] we would open it up to the stakeholders
[08:52] to the development team in general just
[08:55] to get a wider sense of feedback of you
[08:57] know does this idea 50 the aims that we
[09:00] sat on to and then you would just
[09:02] incorporate some more feedback in that
[09:03] way and just keep refining them until
[09:05] you start in development right
[09:07] stakeholders would be mod Dean and mod
[09:10] mark using yeah it's just generally the
[09:12] what is it the term it's just people who
[09:14] are involved or interested in in the
[09:16] project and seeing it made yeah so once
[09:19] it's been given the go-ahead and there's
[09:21] being found a slot for it in our
[09:23] development schedule what happens next
[09:26] all the hard work I'd like to point out
[09:31] that but that pre-production phase is
[09:34] lots of hard work as well yes but
[09:36] they're definitely the the initial
[09:38] starving yeah yeah after you get the
[09:40] pre-production out of the way then we'll
[09:41] get on to development so we'll probably
[09:43] start with prototyping the parts that
[09:45] are the most technically complex yeah so
[09:47] we want to try to alleviate the risks so
[09:50] for example if there's a boss fight that
[09:52] has a lot of set-piece elements to it or
[09:55] we're doing a puzzle that's unusually
[09:57] strange mechanics then we'll try to
[10:00] privatize doing those first depending on
[10:02] the on the project we might try to just
[10:05] get a critical path playable as quickly
[10:06] as possible so very low flow frills
[10:09] placeholder dialogue just so you can get
[10:13] a feel for the peaks and troughs of the
[10:16] flow it might be that we try to get it
[10:19] done it in a detailed fashion and then
[10:21] then present that a lot a lot of it
[10:23] depends on what did design reviewers
[10:24] approaches and the complexity of the
[10:25] project so that's quite an interesting
[10:28] point actually that I imagine quite a
[10:30] few our listeners think we we build it
[10:33] in in narrative cycle so you your bill
[10:37] yeah you start the quest at the start
[10:38] and you write it in order but of course
[10:41] we have to consider risks when we're
[10:43] developing quests and so those critical
[10:47] pieces that you've got to look at early
[10:49] to make sure you can eliminate those
[10:50] that that affects the development order
[10:52] you work in it's like in general we've
[10:55] kind of within LT
[10:57] anyway because the way we're working in
[10:59] Sprint's or scrum now yes we're we're
[11:01] start we're kind of splitting the quests
[11:03] up into act narrow narrative Lee done
[11:06] acts so we'll do this of the prototyping
[11:10] of a dangerous mechanics of the rest of
[11:11] it will get feedback on those the the
[11:14] boss for instance in the dishonor
[11:17] amongst thieves quest that got worked on
[11:19] before the the kind of critical path
[11:21] click through yeah you know had so many
[11:23] additional mechanics that needed looking
[11:25] at but now we're now we're so if I once
[11:27] we've done that we are now kind of
[11:28] trying to box it off into like react and
[11:30] get that done and into QA so we can
[11:33] focus on the next one the one after that
[11:34] to make sure it all flows a lot more
[11:37] sort of like smoothly but that's that's
[11:39] kind of like our team and our kind of
[11:41] approach to it everyone's everyone's got
[11:42] like a kind of a different approach just
[11:44] not even within team super took like
[11:46] individually yet whether or not they
[11:47] they do you know block it out and do it
[11:50] one step at a time or if they do the
[11:52] whole click click on a row of NPCs on a
[11:54] placeholder map square and then build on
[11:57] top of that so also this early stage
[11:59] that we'd start to bring in artists yeah
[12:02] get the concept team working on new
[12:04] character designs mood art environmental
[12:09] design things like that and then the
[12:12] environment our artists typically would
[12:14] be doing white boxing at this time to
[12:15] just blocking out all the new locations
[12:18] and iterating on level design just to
[12:22] make sure that we've got some core
[12:23] gameplay that we enjoy it we think is
[12:26] fun and that's the stage to do it
[12:28] because you don't want to do that when
[12:29] all the art assets are in place all the
[12:31] textures are done because it just you
[12:33] end up having to tear things out and put
[12:35] it back in again so it's important to
[12:37] get that in earlier so for those who are
[12:39] familiar with the terms white boxing or
[12:41] or grey boxing which which you know I
[12:44] know it's part of that process what
[12:45] what's the difference between white
[12:47] boxing great boxing what they finally
[12:48] see I know we don't have an artist if
[12:51] you've ever seen anyone filming against
[12:53] green screen it's a little bit like
[12:54] that's all I need is the physical
[12:56] location is there yeah but there's
[12:59] nothing visible no no detail no textures
[13:02] no detailed modeling is often it'll just
[13:05] literally be blank walls right blank
[13:07] floor so so for example in broken home
[13:10] the the geographical movement was an
[13:13] absolutely critical part of the way the
[13:14] quest work we had to get the mansion in
[13:15] immediately yeah by actually building
[13:17] the mansion was a tremendous amount of
[13:18] work took all the way up to the end of
[13:20] the development of the quest so just the
[13:22] shapes of the corridors were laid down
[13:23] here Co there that the required passing
[13:26] and so that they were all they were all
[13:27] just plain blue plain blue floors and
[13:30] flame blue walls of absolutely no
[13:31] details or texture or lighting or yeah
[13:33] special assets or windows or anything at
[13:35] all until about three quarters of later
[13:37] in the project when that started to
[13:38] appear and what's great boxing compared
[13:40] to white box it's like blue boxing with
[13:44] a slightly different color it's like why
[13:45] boxing but a little bit more edgy oh
[13:48] it's guys probably akin more to the
[13:50] difference between alpha and beta yeah
[13:52] where you just it's just a further
[13:54] iteration iteration stage before we
[13:56] start five texts yeah that's like it we
[13:58] were at the stage now where we obviously
[14:00] you're building critical critical parts
[14:02] you'll be being to build narrative
[14:03] you've got artists coming on what what
[14:06] else is included in that process then
[14:08] who else who else is included in quest
[14:11] development so recently we've been
[14:15] involving QA at a much earlier stage
[14:17] since we split into the scrum teams yeah
[14:20] and so we've got lost batch lists and
[14:23] such and they would take this
[14:24] opportunity to kind of bring up any
[14:26] issues that they see with narrative and
[14:29] they'll be planning at the testing of a
[14:31] project even at this sort of early stage
[14:33] depending on the amount of resource
[14:35] involved to market at all your audio
[14:36] involve to cure the project like one
[14:38] piercing note which is very mute and
[14:39] music and already focused if not then
[14:43] we'll certainly going to get them
[14:44] involved with it in a more defined state
[14:46] so that we can present the environments
[14:48] and they can get idea of the mood of it
[14:50] from what we've created and then apply
[14:52] an audio layer on top no we certainly
[14:53] did that with I always stepping outside
[14:55] request just briefly with the elf status
[14:57] or such a large project you getting kind
[15:00] of want to incorporate everybody really
[15:01] early on okay we've mentioned scrum and
[15:05] sprints and satellite so this content
[15:09] you're working on gets reviewed
[15:09] regularly doesn't it so in terms of when
[15:12] things being designed so like a design
[15:14] task for there's going to be a possible
[15:16] here can you fill out the details of
[15:18] this that would to get it is it like
[15:19] that be written up by us sent over to
[15:22] doctor who take yep lyst this seems okay
[15:24] if it needs to all go to QA and then
[15:27] when we ask you to make the puzzles and
[15:28] the rest of it then it tends to go
[15:29] through them and then over to a QA and
[15:31] they'll they'll so if i look at it that
[15:34] way plus of course it's like there'll be
[15:35] other people on the team there's kind of
[15:37] like internal code reviews going on as
[15:39] well and of course any anyone external
[15:42] whom anyone external to the team who
[15:44] might have a stake in it like low guys
[15:46] if it's a dialogue section might also
[15:49] also be real 10 okay it goes through
[15:52] many iterations of feedback like for
[15:54] example when i was doing diff of
[15:55] chivalry I broken up into enact
[15:56] structures and it to our models are
[15:59] mentioned and I would then present a
[16:02] next to our models born who would then
[16:04] give me several pages or feedback
[16:06] completely if you'd like like changed is
[16:08] legendary than that yes yeah and so
[16:11] it'll get get shaped and altered as a
[16:13] temp regreses through developments and
[16:15] often we wound up creating something is
[16:16] very different to what we originally
[16:17] planned to create in pre-production
[16:20] sometimes those ideas just only present
[16:23] themselves when you're really far three
[16:25] development and it's just like you have
[16:26] to do it because it just makes sense for
[16:29] the project and that's either stomach i
[16:32] really enjoy about quest about money
[16:34] especially it's just the way that it
[16:36] involves over time as you're making it
[16:38] you discover it yeah yeah it's kind of
[16:41] like how I write the dialogue as i start
[16:43] up going okay there's game that this is
[16:44] going to happen here and as i write the
[16:46] words new things come in and I start
[16:48] writing it just gets pulled throughout
[16:50] the rest of dialogue for that character
[16:51] and just build up up characters tend to
[16:54] wipe themselves as you doing anyway you
[16:56] have an idea of where you 1pm pc you
[16:59] start writing them and then they become
[17:00] quite drastically different as you're
[17:02] going through it's weird you know taken
[17:04] a life of their own and yes that's not
[17:06] deciding that the flow of the content I
[17:08] mean and keropok fur and one of a kind
[17:11] was originally written much more
[17:13] pleasant and much less of their kind of
[17:16] sarcastic you know character and but he
[17:21] is he was being with and just refused
[17:23] behave and just became a horrible rude
[17:25] mean purpose of which I thought should
[17:28] be counter beautifully in the end but it
[17:30] was not how the original version was
[17:32] supposed to be
[17:33] I've got no excuse of the Eli he started
[17:35] bad well as they've started discussing
[17:41] their own quests and development will
[17:43] leave this half of the show at here and
[17:46] we'll come back at tomorrow to discuss
[17:49] more about Chris development by Drew
[18:01] by travelpod