The Chonkerton

How 2004 RuneScape fit a multiplayer RPG into 56k dial-up · jkm.dev

tech

RuneScape in 2004 was a multiplayer RPG that worked over dial-up—at fifty-six kilobit speeds, no less. As Lobsters highlights, a new deep-dive explores the technical optimization behind that achievement, a reminder of how creative constraint used to drive game design.

Source: https://jkm.dev/posts/how-2004-runescape-fit-a-multiplaye...

Listen to this story

Hear this and more stories in a personalized audio briefing.

Open The Chonkerton