Lord of the Rings Online is a pretty generic MMORPG. It borrows heavily from earlier games and introduces little in the way of innovation. There are differences, but any player of Everquest II or World of Warcraft will feel very familiar with the UI on LotRO, which was naturally the intention of Turbine when they designed the game.
So, whilst the game can, at first glance, seem like WoW with Hobbits, it is worth taking a look at how Turbine
has taken staple MMO mechanics and tailored them to fit into the world of Tolkien’s Middle-Earth. In this follow up to my previous post on how Turbine uses the background material in it’s game I want to examine the role-playing game itself.
Of course, every fantasy RPG ever made, be it computer or paper and pencil based, has drawn heavily on Tolkien. Games like Dungeons and Dragons were almost identical in their use of certain character classes and monsters. Computer RPG’s, single player or otherwise, have used Tolkien as inspiration for a ‘class based’ approach. Bilbo Baggins, the classic fantasy Burglar, in The Hobbit is the main inspiration for this approach. Tolkien makes it clear that the job of Burglar is a specialised one, and a Dwarf simply cannot do it. The idea of clear roles being applied to characters in books was nothing new, but the way in which Tolkien used it so prominently in a fantasy setting was, and it’s effects are still felt today.
So the basic idea of a fantasy RPG is essentially compatible with Tolkien, regardless of the setting. Turbine had it easy in this respect. Their initial choice of classes was easy as well one would imagine, but the way in which they have linked the members of the Fellowship to each class was inspired. Some of the choices take a bit of imagination to reconcile, such as Sam Gamgee as a Guardian, but you can see where the developer is coming from.
The big problem for Turbine comes in the classes which they didn’t include at initial release, namely Wizard and Ranger. I would imagine that the decision not to include these archetypes as playable would have been made very early on. You simply cannot have hundreds of Wizards running around when Tolkien only names 3 in The Lord of the Rings and gives hints as to the existence of two others who came to the North of Middle-Earth in the Third Age. Likewise, it would be farcical to have playable Rangers. True, there were more Rangers then there were Wizards, but the Rangers were beings of considerable power, far greater than normal men. All the playable classes had to be roughly of similar power for the sake of game balance.
With classes decided some basic gameplay mechanics could be looked at. LotRO uses Morale rather than Health or Hit Points. Many new players, me included, report being confused by this at first. However, when you read through The Lord of the Rings you are struck by the number of times Tolkien refers to the way people are feeling in the face of evil rather than any physical injury they may suffer. He talks about how their hearts sank or how their spirits were lifted. The concept of Morale fits very nicely with this. Morale also solves the problem of Hobbits. How can you explain in an RPG how a tiny Hobbit can stand next to a mighty Dwarf warrior fighting Orcs and hope to last the fight? Morale is the answer. It’s the reason why, in The Return of the King, Pippin stands fast at the gates of Mordor whereas so many of the host of Gondor turned aside.
Morale as a basic measurement of ‘life’ also helps with other gameplay mechanics. In this game, you don’t ‘die’, only to spring back to life, Lazarus like. It’s one area where games in general fail to maintain anything like a believable approach. LotRO characters are ‘defeated’, but are not killed. Dread, too, can now impact players directly, where it hurts. The Lord of the Rings is full of references to the power of fear and evil on characters. The effects of the Nazgul are the most notable example of this. Just being near one of the Ringwraiths is enough to make people cower in fear and become easier to defeat. Minstrels too, become more believable with Morale. The idea of someone playing few notes on a Lute and giving you the strength to fight on just doesn’t work unless you use the concept of Morale. This gets around the lack of pure spellcasters in the game as you don’t need magic based healers anymore (I’m going to ignore Runekeepers for now, that discussion is for another time).
Turbine removed some accepted norms from MMO gaming with The Lord of the Rings Online. Spellcasting is one, but other changes were made as well. Unlike games like WoW, which give players a choice of Good and Evil, LotRO forces new players to side with the Free Peoples, or the goodies. You do get to play an Orc, Warg or Spider in the limited PvP in the game, but for the main, LotRO is played as either an Elf, Man, Dwarf or Hobbit (or Chicken). Whilst the choice not to include Wizards as a playable class would have been an easy one, I expect that the decision to effectively make LotRO a PvE game with limited PvP would have been something that Turbine would have given a lot of consideration to. A large part of the MMO market expects PvP. Many play online games purely to compete against other players. In making LotRO mainly PvE Turbine risked their game failing. Fortunately, it hasn’t turned out that way as there is a large market of people who prefer PvE. It’s a decision which fits with Tolkien lore much more comfortably than one in which the game was based in a totally war torn world, one similar to the recently released The Lord of the Rings Conquest, where players can chose to play as a Balrog and walk around crushing hobbit holes.
LotRO has no flying mounts (thank goodness), there are no playable summoners (we have Lore–Masters and Captains instead), we can’t make poisons and Hobbit characters can’t equip shoes (actually this isn’t in the game but I would love to see it).
The game we play is a ‘by the book’ MMO. But the small changes made to it all work in bringing a successful game genre to a Middle-Earth setting.
Future posts will look at each region in the game in turn, and how the developer has adapted Tolkien’s writings into the game and introduced some settings of it’s own. I’ll start where both The Hobbit and The Lord of the Rings both start, in The Shire, where else?

Regarding the UI, if you go back and look at screenshots of Asheron’s Call 2, you’ll notice WoW borrowed heavily from it, rather than Turbine borrowing from Blizzard. The majority of WoW’s influence was EQ since its designers were mostly hardcore EQ raiders, but they also looked at and borrowed from other MMOs that were around during WoW’s development.
Turbine *is* working on a new UI subsystem but no announcement when it will be done or what all it will be able to do. The core of the UI engine currently in their games was coded in 1997 so yeah, it’s past due for a major overhaul.
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i knew the other post had to have a follow-up! thank you Westnovote
btw, i’m no expert but this post feels more ‘a whole’ than the first one, if only taken from a writing point of view. the content is something i mostly agree with, i’m looking forward to the one discussing the Runekeeper class (which i enjoy playing but wouldn’t like to see any more steps taken by Turbine in that direction).
once again a big Thank You! for the post
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Good catch on comparing Morale to Tolkien’s writings on the protagonists’ feelings. It’s been 20 years and I’m still not sure I’m ready to attempt stomaching another reading of the books.
Turbine explained several times prior to and after launch that because they couldn’t have tons of “magic” in the world (yet now we have rune-keepers) they still needed an explanation for healing. Minstrels aren’t “healing” per se, they’re rousing your morale, giving you more gusto to continue the fight. Sort of like those pro wrestling matches when we were kids where the “good guy” was getting beat down but the audience would cheer him on and he’d find his second wind and make a comeback for victory. Similarly, we don’t “die” but we’re defeated. Notice how we simply kneel? We never splat and fall on our faces dead. Creeps, however, die. We’re killed and end up face first in the dirt.
Morale vs. Health. Defeat vs. Death. They’re the same mechanics, just different explanations or “lore” behind them to fit Tolkien’s world over every other high-fantasy, high-magic game.
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A wonderful post. I appreciate your discussion of tying Tolkien lore to Turbine’s MMO mechanics. I look forward to your follow-on postings.
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Thanks for the feedback chaps, appreciate it.
It’s nice to have some background to the development of the game and the UI. LOTRO is my first MMO, so my writings on the subject come from research rather than experience.
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Nice post, Eis. Very well written and well thought out.
–Kad
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I’ve come to terms with the Morale system — as you note, it’s necessary to balance relative might values and works in the lore if you try not to think too hard about why the pack of wargs and orcs that had you surrounded decided to let you flee.
The one mechanic area where Turbine has, in my view, struggled a bit with the lore is in the travel system. Obviously, nothing in Middle Earth is capable of outright teleportation (a few unique circumstances allowed travel at faster-than-mortal speeds), and none of the flying creatures large enough to carry a character would be willing to serve as a player mount (thankfully). Unfortunately, players still have to be able to get around, and so we have the awkward convention of travel that is presumed to take place off-camera, but with strict limits (hourly cooldowns, or requirements that you unlock the route via a deed/rep). Given how slowly the auto-horse runs, this stands to be a bigger and bigger issue as the game expands its geographic size.
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