Building Middle-earth: Bree-land

Westnovote posted this on September 8th, 2009. It has 1 Comment »
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Shorthand Link: http://mmeow.net/tw1908

Whilst The Shire remains the most instantly recog­nis­able loca­tion in Tolkien’s leg­en­dar­ium, it can be argued that three of the best loved loca­tions of The Lord of the Rings are found in the neigh­bour­ing Bree-land.  The Old For­est, the Barrow-downs and Bree itself are the main loca­tions which see the Hob­bits flee from The Shire and begin their great adven­ture.  The chap­ters which detail the jour­ney from Crick­hol­low to the Pranc­ing Pony, The Old For­est, In the House of Tom Bom­badil, Fog on the Barrow-downs and At the Sign of the Pranc­ing Pony are often cited as fans favourites, mine included.  The appeal of read­ing about the seem­ingly help­less Hob­bits blun­der­ing around from peril to deadly peril, with lit­tle or no help, and bear­ing the One Ring, makes for fas­ci­nat­ing reading.

Much of the jour­ney through the Bree-land is com­monly excluded from adap­ta­tions of The Lord of the Rings.  The films by Peter Jack­son and Ralph Bak­shi, as well as the 1981 BBC Radio adap­ta­tion, move straight from The Shire to Bree itself, miss­ing out entirely the adven­tures in the Old For­est and the Barrow-downs.  Addi­tion­ally one of the most impor­tant, and best loved, char­ac­ters of The Lord of the Rings, Tom Bom­badil, has not been included in any of the major adap­ta­tions.  For this rea­son, many play­ers of LotRO who are unfa­mil­iar with the books will expe­ri­ence these loca­tions and char­ac­ters for the first time in-game.

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Building Middle-earth: Ered Luin

Westnovote posted this on June 9th, 2009. It has 3 Comments »
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Shorthand Link: http://mmeow.net/tw1719

When Tur­bine looked at design­ing the areas of Middle-earth, some regions, like The Shire, were blessed with sev­eral detailed maps which could serve as invalu­able ref­er­ence mate­r­ial.  Other regions, how­ever, were less well mapped, and some, like the Ered Luin and the sur­round­ing low­lands, were hardly mapped at all.

The Ered Luin (Blue Moun­tains) are one of only a few sur­viv­ing fea­tures of Bele­riand, the far north-western area of Middle-earth which was destroyed at the end of the First Age.   The moun­tains were homes to two impor­tant Dwarf set­tle­ments, Nogrod and Belegost.  We are told in The Sil­mar­il­lion that both were ruined in The War of Wrath, when Thang­oro­drim was bro­ken and Bele­riand was sub­merged.  The Ered Luin them­selves were thrust apart in their midst and the sea rushed in, cre­at­ing the Gulf of Lhun and chang­ing the course of the river.

The lands to the west of the moun­tains were in the First Age called Ossiriand, the land of seven rivers, and was also named Lin­don by the Noldor.  It was set­tled by Nan­dorin (Green) Elves and for a time housed both Beren and Luthien towards the end of their lives.  East of the moun­tains the land rolled away into downs and thus to Eriador.

It is impor­tant to note that the Ered Luin and sur­round­ing lands have been home to Dwarves as well as Nan­dorin, Sin­darin and Noldorin Elves, but never to any sig­nif­i­cant groups of Men.  In this Tur­bine have been consistent.

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Building Middle-Earth: The Shire

Westnovote posted this on May 11th, 2009. It has 6 Comments »
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Shorthand Link: http://mmeow.net/tw1624

I some­times need to remind myself how amaz­ing 3D com­puter gen­er­ated worlds are. When I was a lit­tle gaming-brat I used to dream of being able to walk around a fan­tasy world and actu­ally see all around me, go wher­ever I wanted and do any­thing. 2D worlds were fine, but it was hard to get immersed in them. You would dream that one day, far in the future, peo­ple would be able to design games which really made you feel like you were there.

The first game to give me this sense of actu­ally being there was Elite, the space trad­ing game. It was 3D, albeit using sim­ple line graph­ics. What I really wanted was to be able to explore worlds which were famil­iar to me, and top of the list, surely top of everyone’s list, was Middle-Earth.

If you’d have told me 20 years ago that I would be able to log into a com­puter gen­er­ated 3D ver­sion of Middle-Earth and walk around with hun­dreds of oth­ers peo­ple, I would have made some very excited noises and then prob­a­bly said “Yeah, sure”.

But you can. Now. Every day. And it’s awe­some!
Or is it?
Does the Middle-Earth that Tur­bine have built bear resem­blance to the Middle-Earth that Tolkien envisioned?

I’ll have a stab at answer­ing this ques­tion, tak­ing each of the game areas in turn. I will look at the basic geog­ra­phy of the zone as well as exam­in­ing the inhab­i­tants found there. I’m not look­ing to pick at lit­tle errors and changes the design­ers made, but I will high­light any glar­ing dif­fer­ences between the books and the game. To assist me, I will be mak­ing ref­er­ence to The Atlas of Middle-Earth by Karen Wynn Fon­stad, an excel­lent guide, the con­tent of which is gen­er­ally accepted as being canon.

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The Last King of Gondor

Westnovote posted this on April 22nd, 2009. It has 9 Comments »
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Shorthand Link: http://mmeow.net/tw1553

First up, a warn­ing, this post CONTAINS SPOILERS.  The spoil­ers are for the epic sto­ry­line for Vol­ume 1.  If you’ve not done Vol 1 yet and want to enjoy the sto­ry­line as the game presents it to you, then stop read­ing now and go some­where else instead.

The story behind Vol­ume 1 basi­cally con­cerns itself with the threat posed to Eri­ador by Angmar, the region in the North East of the land which was the cen­tre of an ancient king­dom of evil ruled over by one of the Nazgul.  My first post for this blog dealt with the rea­sons why this region was revis­ited by Tur­bine.  I want to take a moment to exam­ine the aspects of Tolkien’s works which Tur­bine used to cre­ate their epic storyline.

The first few chap­ters of the Book tie in well with the story that play­ers will be famil­iar with from The Fel­low­ship of the Ring.  They are either just ahead of, or just behind, the Hob­bits in their jour­ney to Riven­dell.  Later, once the Ring reaches Elrond, play­ers assist the Fel­low­ship in prepa­ra­tions for their jour­ney.  Much of this is taken up with search­ing for one of the Nazgul who was unac­counted for after the ruin of the Fords of Bru­inen.  The fact that the miss­ing rider is taken straight from The Fel­low­ship of the Ring is one of the best fits to the ‘lore’ that LotRO has to offer.  I must admit that I didn’t realise that one rider was unac­counted for until I played the game.  When I got to that point in the Epic quest I went right off to check my copy of the book, just to make sure!  This kind of plot device, taken directly from the books, is gam­ing gold, and Tur­bine must have thought they were dream­ing when they dis­cov­ered this nugget.

Even­tu­ally, the epic story turns north, to Angmar.  You are sent to search for the where­abouts of a group of Dunedain who went to Angmar to inves­ti­gate rumours of grow­ing evil. The Witch-King him­self hasn’t returned to his old stomp­ing grounds, but he’s sent a Regent.  Mordirith, a Wraith, just like the Witch-King.  Angmar is being for­ti­fied again and an army is prepar­ing to move against Eriador.

You assist the Dunedain in Angmar to defeat Mordirith (lit­er­ally Black Guard), how­ever, Amarthiel, pre­vi­ously a Cham­pion of Angmar, now steps up to assume com­mand.  The remain­der of the epic quests deal with the fight against Amarthiel.

Now, this really is your last chance, SPOILERS HERE.  Don’t read any more if you want to dis­cover the twists of Vol­ume 1 for yourself.

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Turbine and the ‘Lore’: Part 2. Game Mechanics

Westnovote posted this on April 8th, 2009. It has 9 Comments »
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Shorthand Link: http://mmeow.net/tw1471

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.

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