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RuneScape: Dragonwilds Devs Aim For Survival Crafting Without The Chores

The team's stated goal of keeping the resource grind from turning into chores is the design argument the game is being sold on, and the 100-hour content figure is the team's own measure of how far early access has moved it past the initial region.

Reporting from 1 source: Game Spark.

RuneScape: Dragonwilds Devs Aim For Survival Crafting Without The Chores

The development team behind RuneScape: Dragonwilds says it wants survival crafting that avoids feeling like work. In an interview, the team described a progression system that raises each skill from level 0 to 99, quests, humor, lore, and player freedom as the things that make the game feel like RuneScape. Content in the open-world survival crafting title now exceeds 100 hours.

The team was asked what makes the game feel like RuneScape, and pointed to the progression system where each skill runs from level 0 to 99, along with quests, humor, lore, and the sandbox freedom to decide your own adventure. The starting early access region alone was sized for roughly 20 to 30 hours. The team later added regions, enemies, dragon bosses, quests, equipment, farming skills, the castle-themed Downreach, and a desert region, and now puts the total past 100 hours. Magic is the feature the team contrasts against typical survival games: it lets players blow trees away rather than chop them one by one.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources