This is a guest post by Moormur of LOTROCast, an excellent blog and podcast. My apologies to him for taking so long to post it! Enjoy.
I’ve been thinking lately about the story of Lord of the Rings. Specifically, I have been thinking back on an interview I did for LOTROCast: The Lord of the Rings Online Podcast a few months ago with Berephon, A.K.A. Jonathan Rudder, a member of the LOTRO team over at Turbine. You can find a link to that story here: http://lotrocast.blogspot.com/2009/05/episode-008-dev-interview-berephon.html. Rudder is many things; Copy Editor, Content Designer, and resident lore–master for the game Lord of the Rings Online. We chatted for a good hour on the topic of story. Since Turbine is developing a video game based on the works, naturally there will be some changes and alterations made to the details of the story to make room for gameplay mechanics and ideas. While there are examples of times when Turbine has strayed from the lore path (we don’t really need to look too far to think of a few), there are examples in Lord of the Rings Online where Turbine has taken steps to preserve the story as much as possible. The purpose of my interview was to discuss with Mr. Rudder the ins and outs of working with a story as austere as The Lord of the Rings, and, more specifically, to discuss the company’s official stance on changes and alterations to the original work to create a synergy between the lore of LOTR and the needs of LOTRO.
Before the interview, I wanted to find out a bit more about Rudder. Information was a little hard to come by, but I was able to piece together some bits of information to paint a picture of Rudder. He fills several jobs at Turbine. His main role (and the reason he was hired in the first place) is that of the copy editor for the game. Above all, he is responsible to make sure that everything that goes into the game in terms of text is appropriate to the environment of the game and that there are no grammatical errors. When new regions are being planned, he is one of the primary resources for information on what exists in the world of Middle-Earth. He is referenced to see what sorts of environments (geological, weather, geographical, etc.) exist in the lore of LOTR that Turbine can tap into to create new lands. He has studied the linguistic patterns of the cultures of Middle-Earth. He has also done research into J.R.R. Tolkien’s methods for creating the languages and cultures for the story so that he can work on filling in the blanks. Tolkien may have been meticulous with the original stories, but there are plenty of holes that need to be plugged when you are making a game that allows players to roam freely over lands that may only have been briefly mentioned in the original works.
Rudder is a ‘guardian’ of the original story, making sure that even if Turbine may stray from the strict parameters set by the lore of LOTR, the game stays true to the spirit of the books. He has been a lifelong lover of Lord of the Rings…he says he reads the books at least two or three times a year. He is a published author with four books in stores and another in the works. He has even appeared for book signings in some stores around the Boston area. They are ‘high fantasy,’ as he put it, and while the stories are hardly rip-offs of Tolkien’s fantasy stories, the Lord of the Rings were the books that set Rudder down the path to writing the books. More recently, at Turbine, Rudder has wanted to expand his horizons and taken on the job of content designer in addition to his copy work. Since he works solo, he is given fairly free reins to do propose any ideas he wants. He uses this job to look for a small area in the game, perhaps a corner of a region, that he feels is empty and hasn’t been given enough attention and improve it.
The interview gave some interesting insight into the development process. One particular topic sticks out in my mind. Following the question on ‘where does Turbine draw the line,’ Rudder was talking about how Turbine re-uses assets in the game (textures and architecture being the most common) and how sometimes players can misinterpret some of Turbine’s actions. He talked about how sometimes the company just needs to get content out the door so instead of wasting resources on creating whole new architecture and textures, they may re-use some of the assets from earlier in the game. Players will see this and think that the two regions, which may be completely separated in terms of location and history, have been arbitrarily connected by Turbine in a very lore–breaking move.
Looking back over the interview, I am satisfied with how the whole event transpired. The overarching sense I took away from the interview is that Turbine, while taking steps to preserve the fundamentals of the story, has no problem taking liberties to make the story fit the game as long as it is for a purpose. What Turbine is creating is just one interpretation of the Lord of the Rings. When a player enters the game, they are experiencing Middle-Earth…Middle-Earth as presented by the LOTRO team at Turbine. At the core, however, the mere presence of a man like Jonathan Rudder is a sign of Turbine’s dedication to the story of Lord of the Rings. Sure, changes have been made along the way, some alterations have taken place (some more grievous than others). But my interview with Jonathan Rudder re-assured me that Turbine is fundamentally committed to preserving the lore of Lord of the Rings.
I’ve been thinking lately about the story of Lord of the Rings. Specifically, I have been thinking back on an interview I did for LOTROCast: The Lord of the Rings Online Podcast a few months ago with Berephon, A.K.A. Jonathan Rudder, a member of the LOTRO team over at Turbine. You can find a link to that story here: http://lotrocast.blogspot.com/2009/05/episode-008-dev-interview-berephon.html. Rudder is many things; Copy Editor, Content Designer, and resident lore–master for the game Lord of the Rings Online. We chatted for a good hour on the topic of story. Since Turbine is developing a video game based on the works, naturally there will be some changes and alterations made to the details of the story to make room for gameplay mechanics and ideas. While there are examples of times when Turbine has strayed from the lore path (we don’t really need to look too far to think of a few), there are examples in Lord of the Rings Online where Turbine has taken steps to preserve the story as much as possible. The purpose of my interview was to discuss with Mr. Rudder the ins and outs of working with a story as austere as The Lord of the Rings, and, more specifically, to discuss the company’s official stance on changes and alterations to the original work to create a synergy between the lore of LOTR and the needs of LOTRO.
Before the interview, I wanted to find out a bit more about Rudder. Information was a little hard to come by, but I was able to piece together some bits of information to paint a picture of Rudder. He fills several jobs at Turbine. His main role (and the reason he was hired in the first place) is that of the copy editor for the game. Above all, he is responsible to make sure that everything that goes into the game in terms of text is appropriate to the environment of the game and that there are no grammatical errors. When new regions are being planned, he is one of the primary resources for information on what exists in the world of Middle-Earth. He is referenced to see what sorts of environments (geological, weather, geographical, etc.) exist in the lore of LOTR that Turbine can tap into to create new lands. He has studied the linguistic patterns of the cultures of Middle-Earth. He has also done research into J.R.R. Tolkien’s methods for creating the languages and cultures for the story so that he can work on filling in the blanks. Tolkien may have been meticulous with the original stories, but there are plenty of holes that need to be plugged when you are making a game that allows players to roam freely over lands that may only have been briefly mentioned in the original works.
Rudder is a ‘guardian’ of the original story, making sure that even if Turbine may stray from the strict parameters set by the lore of LOTR, the game stays true to the spirit of the books. He has been a lifelong lover of Lord of the Rings…he says he reads the books at least two or three times a year. He is a published author with four books in stores and another in the works. He has even appeared for book signings in some stores around the Boston area. They are ‘high fantasy,’ as he put it, and while the stories are hardly rip-offs of Tolkien’s fantasy stories, the Lord of the Rings were the books that set Rudder down the path to writing the books. More recently, at Turbine, Rudder has wanted to expand his horizons and taken on the job of content designer in addition to his copy work. Since he works solo, he is given fairly free reins to do propose any ideas he wants. He uses this job to look for a small area in the game, perhaps a corner of a region, that he feels is empty and hasn’t been given enough attention and improve it.
The interview gave some interesting insight into the development process. One particular topic sticks out in my mind. Following the question on ‘where does Turbine draw the line,’ Rudder was talking about how Turbine re-uses assets in the game (textures and architecture being the most common) and how sometimes players can misinterpret some of Turbine’s actions. He talked about how sometimes the company just needs to get content out the door so instead of wasting resources on creating whole new architecture and textures, they may re-use some of the assets from earlier in the game. Players will see this and think that the two regions, which may be completely separated in terms of location and history, have been arbitrarily connected by Turbine in a very lore–breaking move.
Looking back over the interview, I am satisfied with how the whole event transpired. The overarching sense I took away from the interview is that Turbine, while taking steps to preserve the fundamentals of the story, has no problem taking liberties to make the story fit the game as long as it is for a purpose. What Turbine is creating is just one interpretation of the Lord of the Rings. When a player enters the game, they are experiencing Middle-Earth…Middle-Earth as presented by the LOTRO team at Turbine. At the core, however, the mere presence of a man like Jonathan Rudder is a sign of Turbine’s dedication to the story of Lord of the Rings. Sure, changes have been made along the way, some alterations have taken place (some more grievous than others). But my interview with Jonathan Rudder re-assured me that Turbine is fundamentally committed to preserving the lore of Lord of the Rings.

