RuneScape: The $1bn video game franchise you’ve (probably) never heard of, and why it’s time to take notice

When it comes to community-centric massively multiplayer online role-playing games, you may immediately leap to the likes of Fortnite and Overwatch, which is just so very… millennial of you. Because what you’ve done there, is you’ve overlooked one of the genre’s founding titles; one that boasts more than 280 million players around the world, and one that now, in its 20th year of operation, is a franchise totalling $1bn in value.

That’s right – it’s RuneScape, one of the most popular and commercially successful MMO (massively multiplayer online role playing games) that for some reason or another, you’ve most likely never heard of. Until now. And that’s because Jagex – the developer and publisher, and owner of RuneScape and Old School RuneScape – is now in the process of developing new projects and partnerships aimed at expanding the franchise’s global footprint to reach new audiences today.

It’s only recently that The Guinness World Book of Records recognised RuneScape as the Most Prolifically Updated MMORPG video game of all time, paying tribute to the matter that not only is RuneScape one of the most engaged with video game titles among audiences who caught the wave two decades ago, but that since then, the game itself has evolved, grown, and expanded, been refined and improved upon all in line with its audience base over that time, too.

RuneScape today certainly won’t be the same RuneScape you or the 280 million other players first picked up 20 years ago, but it is exactly that – the matter it has thousands of years of in-game lore and engaging narratives within its franchise – that helps it, as a commerical IP, go from strength to strength with each passing year.

To find out more about RuneScape, Old School RuneScape and the licensing activity that Jagex is now starting to build out around it, Licensing.biz caught up with Stewart Stanbury, director of business development at the video game specialist.

 

Can you tell us about Jagex and RuneScape – what is the story of the franchise, and what is the strength of the IP like today?

Jagex is a leading British video game developer and publisher best known for RuneScape and Old School RuneScape, two of the world’s most community-centric and successful massively multiplayer online role-playing games. We create ‘living games’ – deep, meaningful and ever-evolving immersive experiences that provide long-term engagement – and we inherently understand how to connect, engage and excite people through play.

Jagex, headquartered in Cambridge, has enjoyed five years of successive growth, almost doubling its staff in the last two years and generating revenues of around £100million a year. RuneScape, now in its 20th year of operation, is a $1billion franchise, reached its record membership number in the last year, and has reached more than 280 million players around the world. With thousands of years of in-game lore, engaging narratives and a huge, global player base that continues to play year after year, the company’s IP continues to grow from strength to strength.

Jagex is also working on some exciting projects and partnerships that we will be announcing in the coming months, aimed at expanding its global footprint and reaching new audiences.

What has Jagex and RuneScape brought to the video gaming space over the years? 

To keep a dedicated game going for almost 20 years is no small achievement. RuneScape grows and expands with its community and is constantly refined and improved by a dedicated team of creators, developers, and writers. RuneScape has set the global benchmark for what living game should be, and Guinness World Records agrees, having officially recognised the game as the Most Prolifically Updated MMORPG Video game.

A core pillar of this is the community polling we have put in place for Old School RuneScape. The games development, narrative and updates are all decided by our community; all changes are voted for, and with more than 11 million votes to date, it’s our community that has made it the game it is today.

RuneScape has also seen great success in the streaming and eSports arenas. Consistently in the Top 10 streamed games, RuneScape has generated more than 1 billion minutes of watch-time. Our quarterly Deadman Finals in 2018 hit number one on the Twitch charts.

RuneScape was also the first major Western MMORPG on mobile platforms. Thanks to strong partnerships with Apple and Google, Old School RuneScape has gone on to achieve number one across all apps in eight countries and featured in the top 10 across 16 more. RuneScape has also demonstrated the importance of having various entry points into the franchise via PC and mobile for both RuneScape and Old School, using the ability to put down and pick up on a different device seamlessly to engage players for longer and on the go. The game itself works on most mainstream computers and laptops, and across most mainstream operating systems, from Linux to Windows and Mac.

What is it about RuneScape that gives it such a strong appeal among a largely ‘underground’ audience? Why and how has it maintained this ‘underground’ recognition for so long?

The secret lies in our updates. We are constantly developing our game design with a large, dedicated team of developers, designers and artists who know how to create evergreen content. We use an ongoing interplay of analytics, data science and player feedback to determine the best possible content for the community to maximise enjoyment and engagement. Our agile infrastructure allows Jagex to act on this insight. Designing, iterating and executing efficiently and effectively to the changing needs of our community. Where other games chase trends or build obsolescence into their business plans, Jagex keeps its focus tightly on its audience.

This goes for things like setting new industry standards for player inclusion, community management and transparency. Jagex has more than 150 staff dedicated to engaging with our players across community platforms globally as well as 24-hour account, tech and payment support with an 87 per cent customer satisfaction rating. As a result, our average player spends six years and upwards playing RuneScape, accounting for more than 500billion minutes of accumulated playtime in total across the franchise.

What has the licensing programme for RuneScape looked like to date? What collaborations or partnerships have you launched so far?

Jagex had an early merchandise programme which ran from 2007 to 2010 with a focus on publishing novels with Titan Books, and what has become an iconic game guide from Scholastic – both of which remain popular with the RuneScape community. It has also worked with Back Street International (BSI) since 2015 for our official RuneScape merchandise store and has collaborated with creative members of the RuneScape community to add their designs and products.

2018 saw the commercial release of RuneScape’s award-winning soundtrack for the first time, with two vinyl releases from specialty gaming label Laced Records – including an orchestral album from composer James Hannigan with music recorded at Abbey Road Studios. On release, this soundtrack actually charted in the Top 10 on the US Classical Billboard Chart. Eight albums of RuneScape’s music are now also available digitally on leading streaming services. With a Guinness World Record for the most original music in a video game we have a lot more music still to release, with additional vinyl and digital releases planned.

More recently Jagex signed a license agreement with Pyramid Posters for posters and gifting solutions for our North American audience and will be announcing more details of a publishing partnership with Dark Horse Comics in the very near future.

Why is now the right time to be looking to build that licensing programme outwards and growing mainstream awareness of RuneScape?

With Old School RuneScape’s huge success following its expansion to mobile, and with RuneScape currently in mobile beta for both Android and iOS, we are reaching more players than ever before. No mean feat for a 19-year-old game. Our most recent launch of the Archaeology update for RuneScape has seen significant player growth and we are continuing to expand our games in new and interesting ways with an enviable roadmap for 2020 and beyond.

2021 will mark the 20th anniversary for the franchise, and we see this as a significant opportunity to develop commemorative merchandise and new product launches for our growing player base. We will also have some new and exciting projects to announce through 2021 which will have their own unique licensing opportunities and are actively seeking the right partners to work with us on these.

What does and what can RuneScape bring to the video game licensing/pop culture licensing space today?

RuneScape is not just a game, but a lifestyle for millions of players. Our data and insight show a strong desire from our players for more RuneScape outside of the core games themselves, but we recognise the desire for quality products that our community see as adding value to their experience.

Jagex is founded on principles of humour, fun, wit and creativity. RuneScape is a rich, fantasy world with unique and iconic characters, weapons and a long-term narrative and story roadmap that spans far into the future. At Jagex, we are identifying the ways in which we can bring our stories to life and enrich relationships with our players, not at the expense of them.

What sort of licensing partnerships are you looking to establish for the IP? And why would it lend itself so well to these categories?

Having a diverse player base, the IP is well positioned to appeal to opportunities spanning from in-game moments and stories with pin badges and apparel, to board games and unique, premium collectable items that mirror the most desirable in-game items and character creations.

Additionally, Jagex is engaging with OEMs, hardware/peripheral manufacturers, software developers, and one-of-a-kind unique creation studios to bring a range of new opportunities, accessories and collectibles to our players.

How do you foresee the growth of the licensing programme shaping a new audience for the game? In turn, how will this shape the future of the RuneScape IP?

Popular culture has embraced fantasy as a cornerstone of modern entertainment in a way that would have been hard to predict even ten years ago. Across film, TV series and video games, new audiences are looking to discover IP that has not only proven popular, but which is also widely available through new devices, mediums and products. As Jagex continues to grow RuneScape to new platforms, new titles and new license opportunities, we are in a great position to reach not only our dedicated players and collectors but also returning players and new audiences across the industry.

Following this period of lockdown – what do you think the future holds for video game licensing? Why is it important to be a part of that scene now?

The WHO has encouraged gaming as a way for people to continue to engage with friends and family during this challenging time, an encouraging sign of changing opinions about the utility of video games in bringing people together. The RuneScape community has never been more welcoming to new players, or stronger than it is now, with our player base growing daily and providing a space for people to explore, meet friends and build enduring relationships.

People will, as they always have, invest their time and money in the things that bring them closer to their friends and their passions. If RuneScape is fortunate enough to have been part of their journey through this time and brought them the camaraderie, community and lifestyle, we would love to be able to find ways to enrich that ongoing relationship.

Licensing will play an important role in bringing this together in a considered, respectful and authentic way.

For more information about Jagex licensing opportunities, contact melisa.bunce@jagex.com

 

Author and illustrator Nick Butterworth partners with The Point. 1888

The Point. 1888 is partnering with the renowned children’s author and illustrator Nick Butterworth to bring the cast of literary properties from his portfolio to life in the consumer products arena.

Butterworth is the mind and talent behind popular children’s book creations such as Percy The Park Keeper series, My Dad is Brilliant, My Mum is Fantastic, My Grandma is Wonderful, My Grandpa is Amazing, and the Altogether Now series. He has sold over 20 million books in more than 35 languages.

The modern classic, Percy The Park Keeper has sold more than nine million copies in partnership with HarperCollins.

Signing the deal this week, Butterworth selected The Point. 1888 following a recommendation from a licensee who was impressed with the company’s retail-first approach and experience with literary brands such as The Gruffalo. The agency now prides itself on its work with brands with purpose, which include River Cottage, Battersea, Metropolitan Police Service and Mumsnet.

Butterworth said: “I am absolutely delighted to be working with The Point. 1888. Celebrating 30 years of dear old Percy The Park Keeper this year has shown me how much love there is for Percy and his animal chums. It is a privilege to know that children, parents, grandchildren and teachers get so much from the books.”

Hannah Stevens, head of retail at The Point.1888, added: “Children across the country have truly embraced these stories for 30 years. The books have a spirit of kindness and fun that resonates with children, parents, grandparents and teachers. We’re thrilled to be able to give families the opportunity to engage further with this ethos with the creation of branded products that can be played with and enjoyed time and time again.”

The Point.1888 aims to create new products based on the gaps it sees at retail, rather than what it thinks the brand’s target demographic might like. The strategy has been adopted in order to support a higher chance of retailer buy-in and a better sales performance.

The Point.1888 has already begun its brand immersion phase, which includes research and competitor analysis, and the team is now ready to engage with their vast network of retail and licensee contacts.

IMG named exclusive global licensing agent for video gaming’s smash hit Rocket League

IMG has been appointed as the exclusive global licensing representative for the popular Rocket League video game franchise. The move was made by the franchise owner, Psyonix in a partnership announced this week.

Billed as a ‘high-powered hybrid of arcade-style soccer and vehicular mayhem’, with easy-to-understand controls and ‘fluid, physics-driven competition’, Rocket League has grown to become one of the most popular and recognizable video game brands worldwide. The new multi-year partnership will see IMG bring selective Rocket League consumer products to market.

It all coincides with the game’s fifth anniversary this month.

Matthew Primack, senior vice president of licensing, IMG, commented: “During a time of remarkable esports industry growth, Rocket League is one of the most popular games in the world.

“Rocket League’s combination of cars, adrenaline-fueled gameplay, competition, music and customisation gives us the perfect scope to build a creative and fun licensing programme that fans will love. We are looking forward to tapping into new territories and expanding the game’s global footprint through consumer products and collaborations.”

Categories being targeted will initially consist of apparel, toys, collectibles, accessories and innovative and creatively rich brand collaborations.

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League is one of the most critically acclaimed sports games of all time. Annual esports events include the Rocket League Championship Series and Collegiate Rocket League.

Kids’ character Pocoyo lands new mobile gaming titles with Lab Cave Games

The popular children’s animated character, Pocoyo is making its way into the mobile gaming arena, courtesy of a new partnership between Zinkia Entertainment and Lab Cave Games. Under the multi-year deal, Lab Cave will now develop and publish games for mobile devices.

An expert in its field, Lab Cave Games has previously worked on over 700 mobile apps and will leverage its technology, knowledge and experience in mobile gaming to bring Zinkia’s animated characters to mobile screens. The developer will set to work on more than 40 existing Pocoyo mobile titles, as well as develop and publish new ones.

Zinkia Entertainment, meanwhile, is a BAFTA award-winning creator of entertainment brands and audiovisual content including the Pocoyo children’s comedy series, Mola Noguru and Shuriken School.

“Thanks to Lab Cave we can focus on making new audiovisual productions at the same time we optimize our app portfolio both in terms of marketing and technology,” said Jonás Ojeda, head of digital rights at Zinkia.

“And we can develop new games for our audience together to help expand our brand. We are very happy to have an expert and reliable partner like Lab Cave.”

Luis Berto, head of marketing and business development at Lab Cave, added: “We at Lab Cave are delighted by our collaborations with Zinkia. This is not only because they are leaders in the Spanish and international audiovisual industry, but because our collaboration will give us the opportunity to develop a joint strategy of development and publication of a game and app catalogue that marries the core beliefs of both companies: quality, innovation, technology and global presence.

“Most of all, we are thrilled to be able to align ourselves more closely with the Pocoyo universe and reach a whole new generation through the mobile world.”

Sensory baby lifestyle brand Etta Loves launches new Peanuts collection

The entertainment, sport and brand licensing agency, WildBrain CPLG has secured a new partnership with the sensory baby lifestyle brand, Etta Loves, for a new collection of products inspired by the iconic Peanuts brand.

The deal has been brokered by WildBrain CPLG on behalf of Peanuts Worldwide and will see the launch of a new, unique, science-based collection to the UK from today (July 9th). The range includes a reversible playmat, comforter, teether and muslins, along with Etta Love’s latest addition, the Sensory Strip.

Tara Botwick, senior director, territory management EMEA at Peanuts Worldwide, said: “Building the Peanuts infant consumer products programme has been key to our strategy over the last few years and this new collaboration with Etta Loves offers an innovative new avenue in this sector.

“By combining beautiful patterns which encourage early sensory development, with high-quality and versatile products, we’re confident this new range will be hugely popular with parents and their little ones across the UK.”

Using the knowledge of what a baby can and can’t see during their first year, Etta Loves designs precise sensory prints, in partnership with a Consultant Orthoptist, to support eye and brain development.

This new Peanuts collection will introduce two brand new prints to the portfolio: ‘Hide & Seek’ features the Peanuts gang hidden amongst a black and white chequerboard design, supporting visual development from birth to four months; and ‘Love & Hugs’ is a colourful XO design with the much-loved Peanuts characters Snoopy, Woodstock and Charlie Brown, supporting babies from five months onwards.

The Etta Loves x Peanuts collection is available in the UK at www.ettaloves.com and selected retailers.

Toymaster cancels its September show over Government restrictions

The Toymaster Show which was rearranged to take place in September this year, from its usual May slot, has been cancelled.

The Toymaster group has made the announcement in the last hour, that, owing to the continued need for social distancing, and the Government restrictions on the number of people allowed to gather in one place, the 2020 Toymaster show will no longer take place this year.

“Due to the continuing need for Social Distancing, Government restrictions on the number of people allowed to meet up and ever conscious of the safety of attendees the decision has been taken to cancel this September’s event,” read a statement from the group.

Going forward the Show is booked for 18th to 20th May 2021 at the Majestic Hotel in Harrogate. Full details for the Show in 2021 will follow in the New Year.

Toymaster cancels its September show over Government restrictions

The Toymaster Show which was rearranged to take place in September this year, from its usual May slot, has been cancelled.

The Toymaster group has made the announcement in the last hour, that, owing to the continued need for social distancing, and the Government restrictions on the number of people allowed to gather in one place, the 2020 Toymaster show will no longer take place this year.

“Due to the continuing need for Social Distancing, Government restrictions on the number of people allowed to meet up and ever conscious of the safety of attendees the decision has been taken to cancel this September’s event,” read a statement from the group.

Going forward the Show is booked for 18th to 20th May 2021 at the Majestic Hotel in Harrogate. Full details for the Show in 2021 will follow in the New Year.

Apple TV+ to adapt Where the Wild Things Are and other works for kids’ series and specials

Apple TV+ to adapt Where the Wild Things Are and other works for kids’ series and specials

Disney to launch cloth face coverings and donate proceeds to the Red Cross

Disney is launching a range of non-medical, reusable cloth face coverings featuring Disney, Pixar, Marvel, and Star Wars characters for kids and families in the UK via its shopDisney platform.

As part of the launch, Disney will donate 100 per cent of the proceeds from the sales of the cloth face coverings, up to £500,000, to Red Cross organisations across Europe, including the British Red Cross and its ongoing work to support people in crisis, from now until November 30th this year.

Disney will also donate 100,000 cloth face coverings to vulnerable children and families in local communities across Europe through long-standing charity partners, including in the UK MediCinema, who aim to bring comfort and inspiration to children.

“We hope that Disney’s donation of critical funds and cloth face coverings will help bring comfort and support to kids and families in need during these challenging times,” said Mike Stagg, general manager, The Disney Store and shopDisney EMEA.

“This is another great example of Disney’s ongoing support to bring comfort to vulnerable children and families when they need it most,” said Kat Mason, MediCinema Chief Executive. “These cloth face coverings, with the Disney characters that children know and trust, will help our hospital patients feel more comfortable with staff and when they visit our in-hospital cinemas.”

The cloth, non-surgical face coverings come in small, medium, large and extra-large sizes and in a wide variety of prints featuring a range of fan favourite characters, including: Mickey and Minnie Mouse, Elsa, The Avengers, the Child – affectionately known as Baby Yoda – and more.

Disney’s cloth face coverings are available to pre-order from today in packs of four on shopDisney.co.uk. They are priced at £20 and are estimated to ship in August.