I feel this a little one-sided. To say we try to stop all emergent gameplay isn't true. We love emergent gameplay; there's emergent gameplay all over the place in RuneScape. In fact (unlikely many other developers) when we see players doing something cool we hadn't thought of, not only do we think "cool!", we also often go out of our way to make that cool thing work even better or build it in as an intended part of the game. How many developers do that? Examples of emergent gameplay: Law running on world 66. Players using shops as temporary banks when nature running (risk of losing your runes, vs slight speed boost! cool trade off!). The bizarrely high value of party hats. The huge player 'market place' which has emerged on worlds 1 and 2 in varrock. Examples of emergent gameplay, where we've even tried to support it further. Players having drop parties, something we never originally thought of, but we added the drop party room to support it further. Of course you can still have a drop party the old way too. Clan wars in the wilderness - never a designed part of the game but we added in (optional) multi-way combat wilderness areas, and (optional) clan capes to try and make them more fun and are currently working on further clan related stuff to support this emergent gameplay further. There are countless examples once you sit down and think about it. There are also lots (and lots) of small ones you wouldn't even realize are there because they emerged so quickly and so widespread they have just become part of the game and everyone (including many of our own staff) just assumes we intended it to work that way. I haven't been keeping a list of all the emergent things that have happened but if I had I'm pretty sure it would be truly enormous. I actually find these "accidental features" one of the coolest things about developing a game like RuneScape, it's always great to see players making their own fun. Also don't confuse balancing the game with trying to kill emergent gameplay. They aren't the same thing. All decent MMORPGS try to ensure their game is balanced and for example if one weapon/character-class turns out to be totally overpowered compared to all others they will rebalance it to stop the game being ruined. There's a subtle difference between "emergent gameplay" and "finding the fastest way of levelling at any one moment in time". If the fastest way of levelling changes nothing has been spoilt, you just have to find the new fastest way! I think you also need to make the distinction between emergent gameplay that improves the game (cool - leave it in, even support it in some cases), and emergent gameplay that actually totally spoils/unbalances it (best to be fixed). I would have thought this distinction a key part of any article on the subject. And as for the "banning" accusation. I would like to point out that we didn't ban people who made pure characters in rs-classic (your own example of emergent gameplay!), we don't ban all the people law running on world 66. Neither of these is against the rules. Lets not start with the banning accusations all over again. Our policy is "if in doubt DONT ban". It's a great topic for an article, but it's a shame you didn't also think about all the cool emergent things in the game, and try to consider both sides of the topic. More research next time please! ;)