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| | Character development is another strong element of the game. A character begins with low skill levels and raises a skill by performing it. Several skills with weapons, armor and magic are used in combat and are raised by performing them. Monsters (dragons, demons, skeletons, etc.) are found in various game locations and respawn a few seconds after they are killed. Player characters can fight each other in designated game's areas. A further strong point the game has is the players ability to create and personalize their own account. | | Character development is another strong element of the game. A character begins with low skill levels and raises a skill by performing it. Several skills with weapons, armor and magic are used in combat and are raised by performing them. Monsters (dragons, demons, skeletons, etc.) are found in various game locations and respawn a few seconds after they are killed. Player characters can fight each other in designated game's areas. A further strong point the game has is the players ability to create and personalize their own account. |
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| − | Non-combat skills are also a major aspect of the game. Players use skills such as fishing, mining, and woodcutting to collect raw materials. Secondary skills like cooking or crafting are used to convert these materials into useful items. Again, paying members have an upper hand as they have access to skills unavailable to non-paying members. Some examples of player-produced items are lobsters for restoring hitpoints and "runes" for casting spells. | + | Non-combat skills are also a major aspect of the game. Players use skills such as fishing, mining, and woodcutting to collect raw materials. Secondary skills like cooking or crafting are used to convert these materials into useful items. Again, paying members have an upper hand as they have access to skills unavailable to non-paying members. Some examples of player-produced items are lobsters for restoring lifepoints and "runes" for casting spells. |
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| | In addition to skills, there are a variety of quests and minigames which offer useful rewards like skill experience or new items. RuneScape is updated frequently with new content, often on a weekly basis; although the developers have begun to stray from this schedule as they larger updates. | | In addition to skills, there are a variety of quests and minigames which offer useful rewards like skill experience or new items. RuneScape is updated frequently with new content, often on a weekly basis; although the developers have begun to stray from this schedule as they larger updates. |
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| | + | ==Setting== |
| | + | RuneScape takes place in the fictional world of Gielinor, which is based off medieval Europe and the folk lore of the time period. It is divided into the three major human kingdoms of Misthalin in the east, Asgarnia in the center and Kandarin in the west. Alongside these are the vampyric kingdom of Morytania in the eastern swamps, once under the control of the forces of saradomin, the divided communities of the southern desert and the tribal villages of Karamja, the viking based Fremennik in the northwest and the elvish clans in the far west beyond an impassable mountain range, amongst other races and their cities. |
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| | + | ===Ingame History=== |
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| | + | The world was '''molded''' (not ''created'') by the god Guthix at the start of the First age, from which it created various species and through other means brought humans from what is heavily implied to be earth. Around the same time the God Seren, a giant crystal like being, arrived with her elves. At the time guthix had direct contact with It's world, giving them the basics for what they needed to survive, and then, at the end of the first age went into a deep slumber, leaving the world in a state of peace. |
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| | + | Soon after however, other gods would find Gielinor and begin to carve out empires, the primary deities being Armadyl in the west, the desert pantheon in the south, saradomin in the far east and center, and zaros in the north and east. Most were hostile to each other, and a stale mate existed in that no god could get a advantage over the others without the others uniting in opposition and defeating the aggressor, usually zaros against the rest. This went on for a while until one of Zaros's generals, the Mahjarrat Zamorak came into possession a weapon of of the god Armadyl, and with it lead an Coup d'état against zaros, in the process accidentally gaining some of his powers and becoming a god, for which he was banished. The other gods, seeing zaros no longer there to protect his own empire or keep the others where they were, set in on his realms. Zamorak would return a few years later and take control of the collapsing remnants of the empire, with few zarosians remaining loyal to their god. |
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| | + | This began the third age, a four thousand year period more known as the '''God Wars''' that included numerous major conflicts, such as the zamorakian/Saradomist genocide of the remaining zarosians, the fall of Hallowland (morytania) into vampyric hands and the general destruction that would come from a constant state of war for four thousand years. Many species were wiped out or went into hiding and many others became more aggressive due to the small amount of cities for culture to develop. This period ended after the wars became so harsh that the planet itself began to die, causing guthix to reawaken, from where it proceeded to return to the surface and order all fighting to end immediately. It then declared that should another conflict on the scale of the wars begin again, it would destroy all of Gielinor and remold it anew, and that all gods (besides the Desert pantheon as they are only a powerful threat when united) do not directly interfere with Gielinor. |
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| | + | So began the fourth age, a period of rebuilding. At the start few cities existed, the once prosperous region in the north had become a barren scar known as the wilderness, and most intelligent species were tribal. The existence of humans as a race was threatened wherever they were, with this being the age of great hero's; such as avvarocka who defeated the goblin tribes and secured what would become misthalin's border with them. As time passed and humans became more civilized, other species such as the gnomes would reemerge, having spent the previous age in hiding. At this time the only major human state would be misthalin, in constant conflict with the vampyre to the east and the horrors of the wilderness to the north. What would become asgarnia and Kandarin were currently either still tribal or under the rule of a soon to collapse elven empire. |
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| | + | All this would change with the rediscovery of how to create runes by a tribe of Fremennik; with which humanity was able to establish itself as the dominate race on the planet, wuickly establishing the other two kingdoms at the expense of the other races. The current year is 169, fifth age and puts the world on the edge of major change again as the god zaros begins to return to the world, war between misthalin and morytania threatens due to the vampyres need for blood and The Myreque, a liberation group, amongst other problems. |
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| | ==Criticism== | | ==Criticism== |
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| | Along with other RPGs, Runescape has come under criticism over its addictive nature with players sometimes using the game for days on end.<ref>[http://www.news.com.au/perthnow/story/0,21598,22073926-2761,00.html ''Stress over teen's "addiction"']</ref> | | Along with other RPGs, Runescape has come under criticism over its addictive nature with players sometimes using the game for days on end.<ref>[http://www.news.com.au/perthnow/story/0,21598,22073926-2761,00.html ''Stress over teen's "addiction"']</ref> |
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| | + | It has also been criticized for the amount of botters (people using an automated program to preform tasks ingame) and scammers/hackers; amongst other rule breaking problems and the apparent little action jagex seems to be taking to combat them. |
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| | ===Evolution and the environment=== | | ===Evolution and the environment=== |