We found out that our players were using a program called TeamViewer to play games on phones and tablets, something with OSRS Fire Cape that copies your desktop to the mobile device. Our players had come up with an alternative to it back in the year 2015. So we decided "we're going to need to fix this.

We upgraded our game engine in the year 2016. that allowed us to fully port the game to mobile. It was the first year we had a working prototype version of the game to play which is why we invited a few players to the Jagex headquarters in Cambridge to try it out and give feedback. The majority of them were very pleased with it, and later we brought it to our fan-festival. It was a fairly preliminary prototype that almost did the trick, but everyone really loved it. In the year 2018 we made it an exclusive members-only version for Android In the years 2019-2021. we switched to an early access version. It has taken our company where we're at today.

What was the main difference between creating RuneScape 3.0 for the mobile, as opposed to Old School RuneScape?

So the most significant issue is the UI. People don't like it when I make this claim, but generally talking Old School had fewer challenges to play playing on a mobile device. The UI is quite well-designed while the battle system seems simpler. In the case of RuneScape 3. the most difficult challenge we encountered was taking what players ' experience that is a extremely customizable UI which they can customize according to their preferences and then making it work with a smaller screen.

But, we must also be able to create a visual and a tactile familiar to someone who is coming into mobile from a PC or vice versa. If you've played on a computer for the past 20 years and now suddenly you're on mobile and you're not certain of what buttons do or you're not able to locate this feature you're accustomed to playing with it might be difficult to work with this small window with a postage stamp on your mobile.

With this latest update Do you feel that you're catering for a new market that is mobile-based, and in the event that you do, how will it affect the way you create and implement new content. In contrast, do you consider this to be an expansion of what's already available?

Yes, I believe it's much more of an extension of what's available. The game we want to make in general to be multi-platform, so even if you're on your desktop and decide to go out for a while and you want to continue, you'll be able to go back and play it. Perhaps you're at an engagement with the family and you're using your mobile when it turns out to be dull and you've no other things to be doing. This is why we've created it, which is to give people the possibility of staying active in the game while they're in motion There's no sense in creating content that's mobile-friendly.

We also have players who prefer to avoid certain high-level combat scenarios on mobile simply because they're not used with the UI or because they like the security of being able to access each and every window available at once for all of their possibilities of action. There are players who are taking high-end boss content via mobile and streaming the content to the world with their evaluation with OSRS Accounts For Sale of the game. The new competitions between the community to determine who has the highest time on our most prestigious bosses on mobile have turned into another aspect of the game that is amazing to watch.