How 2004's RuneScape squeezed a 3D multiplayer world onto 56k dial-up
A technical retrospective examines a decompiled 2004 RuneScape 2 client to explain how Jagex packed a 3D game world with up to a couple thousand concurrent players onto connections as slow as 5 KB/s. The analysis traces a single player movement command byte-by-byte from click to server to another player's screen, revealing the extreme data-efficiency techniques used. These core network principles reportedly persisted from RuneScape Classic through to Old School RuneScape and RuneScape 3 today.