Why LotRO?: Story, Lore and Those Less Fanatic

Tony posted this on December 20th, 2008.
Tagged as , , .
Categorized as Editorials and Thoughts, Why LotRO?.
Shorthand Link: http://mmeow.net/tw966

storybook

I have a lot of friends who play MMORPGs. Most of them don’t play LotRO. There’s a lot of rea­sons for this, but I think one of the biggest is sim­ply that most peo­ple have not looked much into what the game offers. There are def­i­nitely areas in which I think LotRO can be improved, but there are obvi­ously a lot of things I like about it. It’s still the only MMORPG that has really won me over.

I thought it might be a good idea to start a series where I talk about the things I enjoy about LotRO. Maybe oth­ers can add their own input as well. I think it’s impor­tant to not only focus on what the game does well, but that it’s also impor­tant to shine more of a light on some of the less than true assump­tions peo­ple have about the title.

Why LotRO?: Story, Lore and Those Less Fanatic

Much to my sur­prise, one of the most com­mon excuses I’m given by friends as to why they don’t want to bother with LotRO is because of its sub­ject mat­ter. This can come as a shock given the incred­i­ble suc­cess of the films and the Tolkien’s gen­eral effect on fan­tasy work in gen­eral (even includ­ing com­pet­ing MMORPGs). It’s not so much that they don’t like Tolkien’s work to some degree, it’s that they have the belief that they have to be incred­i­bly famil­iar with it to get any­thing out of the game. It becomes a fairly large obsta­cle for them.

Like any other fran­chise out there, there’s clearly some­thing to be gained from being famil­iar with the source mate­r­ial ahead of time. If you are, chances are that ref­er­ences to char­ac­ters and events will have more mean­ing and finally reach­ing spe­cific areas of note will be more thrilling. I’d say this is even true for fans of War­craft or Warham­mer that have played pre­vi­ous games, read related books and so forth.

As some­one who has never man­aged to fin­ish the books and only has pas­sively watched the movies, I have to say being overly famil­iar with the sub­ject mat­ter is not required here. Tur­bine has done an excel­lent job of mak­ing the games as inclu­sive as pos­si­ble. If you have to inter­act with an impor­tant char­ac­ter, you’ll always find out what you need to know. Any that deserve spe­cial focus (like the Fel­low­ship) are given enough atten­tion in-game so that their per­son­al­i­ties and goals are clear. This helps moti­vate you to want to do the quests in the first place, but it also allows you to form some level of an con­nec­tion with impor­tant NPCs. While there’s still def­i­nitely a gap between the devel­op­ment of these char­ac­ters and, say, those in a game like Mass Effect, it’s def­i­nitely beyond what many other MMORPGs are attempting.

A lot of this works so well due to the excel­lently crafted quest text. I have to admit that I don’t typ­i­cally read quest text in MMORPGs; I just want to know where to go, what to kill and who to tell about it. This isn’t because that’s the only way I want to play these games, but more that it’s the only way I felt I could play these games with­out get­ting ridicu­lously bored. In most MMORPGs, I feel like I’m an anony­mous char­ac­ter run­ning around for ran­dom anony­mous NPCs. I feel lit­tle to no con­nec­tion to the game world, let alone the actual inhab­i­tants of it. Even­tu­ally this leads to me not car­ing about what hap­pens to any­thing and I leave the game entirely.

LotRO has been the only excep­tion to this for me thus far. Quest text is gen­er­ally inter­est­ing, infor­ma­tive and given some aire of impor­tance (I have to say that there are excep­tions here, but I find them to be rel­a­tively rare). I find my moti­va­tion in the game is higher because of it. Even quests with basic goals are given a pur­pose or back­ground that makes them feel as though they’re mat­ters of import . Why I’m being asked to do some­thing is slightly more impor­tant to me than what I’m get­ting out of doing it.

Addi­tion­ally, LotRO fea­tures so-called “epic” quest lines. These are divided up in the game by Books and Chap­ters. Each Book has its own gen­eral sto­ry­line and the chap­ters are the quests within it. While not every Chap­ter quest is riv­et­ing, they do string together a story that is more sig­nif­i­cant than what MMORPGs typ­i­cally present to play­ers. Tur­bine has man­aged to inte­grate story into the title to an extent that is extremely rare for the genre.

What makes these quests spe­cial is that they actu­ally make you feel like you’re hav­ing some impact on the game world. Sure, most of these quests are instanced and likely thou­sands of peo­ple have done them before you. At the same time, their use of nar­ra­tive and sense of pro­gres­sion cre­ates some­thing that feels more like an actual RPG with a set sto­ry­line than a com­bat and craft­ing simulator.

All of this comes together well and forms a strong focus on a sto­ry­line, which is extremely impor­tant to me. While I’m cer­tain there are many, many LotRO play­ers who enjoy other fea­tures of the game, this aspect has grabbed hold of my inter­est. Until this game came along I had started to become con­vinced that MMORPGs were not for me.

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2 Responses to 'Why LotRO?: Story, Lore and Those Less Fanatic'

  1. jason says:

    well, i AM a huge Tolkien fan (read the Hoobit through Return of the King at least 10 times, and read the Sil­mar­il­lion twice) and i have to say that while you guys have fun with it because you don’t know whats going on, my wife has to nearly restrain me from jump­ing up and down because i do, and its so &#@%ing cool to actu­ally be able to see it all in play. and while there is more com­bat, and the hob­bits are a lit­tle less insu­lar than they should be, excep­tion do have to be made. at least they tried to stay true. all in all a won­der­ful game, com­pared to most oth­ers out there.

  2. Derek says:

    I agree with this arti­cle whole-heartedly (and also Scott’s follow-up comment).

    I’m a fairly long-term Tolkien fan (about 25 years now), and played MERP when it first came out, read­ing LOTR every year as a tra­di­tion, and thor­oughly enjoy watch­ing the movies over and over again.

    It’s incred­i­bly excit­ing to visit places in-game that are his­tor­i­cally accu­rate. In addi­tion, the biggest bonus and attrac­tive attrib­utes to LOTRO are:

    1. ‘Realism’ — Due to the exten­sive printed mate­r­ial from Tolkien, many who have read one or more of the books have visions in their heads about what things should look like. When the movies came out, many of these visions were real­ized, and the same excite­ment is found in-game with the epic land­scapes (WOW, although mas­sive, is way too car­toony with pur­ple trees, and sparse/unmoving land­scape). The way the grass blows in the wind, or the breeze through the trees add even more cred­i­bil­ity to their vision.

    2. Deeds and Traits. In addi­tion to your run-of-the-mill spells, abil­i­ties and spe­cial attacks, you can truly cus­tomize your char­ac­ter with deeds and traits. In addi­tion, the Deeds allow you to increase your immer­sion in the game by mak­ing you per­son­ally involved in the lives of the NPCs. For exam­ple, I’m cur­rently adven­tur­ing in Lonelands, and Rada­gast has been enlist­ing my assis­tance. You feel like you have some per­sonal respon­si­bil­ity for the well-being of Middle-Earth. When you visit ruins and achieve titles based on your pas­sive explo­ration, that adds even more cus­tomiza­tion and enjoy­ment. If you don’t feel like doing Epic quests and just want to craft and explore, then feel free — you’ll still get some title of respect and feel like you’ve par­tic­i­pated in Middle-Earth.

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