The squareness of this appeared to stem

  • It has been interesting hearing a few of the answers over the years from individuals as to what actually happened with Zeah. I believe for the explanation, a lot of it could be boiled down to RS gold the team biting off more than they could chew, combined with a lack of experience with the type of design work that was needed for such an endeavor.

    The squareness of this appeared to stem from appearing at the map & extrapolating runs off out that basically everything in Zeah was square. The majority of it happened out of necessity, while, sure there are places around the game world that look like this. I believe the mapping tools could only load 1 map square at one time, so that led to a certain style style emerging. Both during the Classic era when the Gowers would attempt to squeeze as much content into one map square as possible - then even more so during the first RS2 era they'd often have multiple projects on the move concurrently, with different map markers delegated to different devs/projects. Since they filled up directly to the edges each job apparently tried to increase the space a lot of jobs ended up looking square and they have in their various map squares.

    Zeah was a large blank canvas with one cohesive design vision (or it ought to have been) so shouldn't have needed to feel limited when it comes on how content was implemented by carefully boxing things off. And that's what happened. In addition to the worldbuilding was non-existent and no effort was made to guarantee the game world worked from an MMO standpoint.There was also this ancient impression given in the OSRS group of them wanting Zeah to be this enormous visually impressive location that supplied them with a big figure to boast about;"a huge 50 percent landmass growth!!! Wow!!!", but basically failed to fill it. That was especially true at its launching in Jan 2016 - Zeah was as wide as a sea with about as much depth. And considering there wasn't a single underground/dungeon/basement level in the continent.

    And as for the content that has been there, well, that did elicit excitement or joy. With content focussing on the areas of the game. Another misguided look at what has been traditionally RuneScapey by adding pointlessly grindy things via the favour system (thinking that the grind itself was players appreciated about grinding), subsequently giving the participant no sense of satisfaction for actually"finishing" a grind, since you'd only automatically lose the 20% of what you'd gained access to what is the best way to make money on osrs in case you wanted to try out any of those other 80 percent of content there. In spite of all the system improvements, I still wouldn't predict the favour gameplay that riveting, from pushing ploughs. Sure they are all somewhat simple RuneScapey activities, but tradition for tradition's sake does not always produce the best outcomes or in this situation gameplay.