MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Nerd’s Paradise: Interview with a Lore-Monkey

Tony posted this on October 27th, 2009. It has No Comments »
Categorized as News.
Tagged as , , , , , .
Shorthand Link: http://mmeow.net/tw2326

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://​lotro​cast​.blogspot​.com/​2​0​0​9​/​0​5​/​e​p​i​s​o​d​e​-​0​0​8​-​d​e​v​-​i​n​t​e​r​v​i​e​w​-​b​e​r​e​p​h​o​n​.​h​tml. 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://​lotro​cast​.blogspot​.com/​2​0​0​9​/​0​5​/​e​p​i​s​o​d​e​-​0​0​8​-​d​e​v​-​i​n​t​e​r​v​i​e​w​-​b​e​r​e​p​h​o​n​.​h​tml. 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.

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Massively Talks Siege of Mirkwood with Turbine

Tony posted this on September 8th, 2009. It has 3 Comments »
Categorized as News, Siege of Mirkwood.
Tagged as , , , , .
Shorthand Link: http://mmeow.net/tw2143

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Chat Tonight with Jeffrey Steefel

Tony posted this on March 19th, 2009. It has 3 Comments »
Categorized as News.
Tagged as , , .
Shorthand Link: http://mmeow.net/tw1362

voon-beta-download

Not much notice for this, but tonight Ten Ton Ham­mer will host a live chat with Exec­u­tive Pro­ducer, Jef­frey Steefel. It’s part of their “Load­ing … Live ” show.

The chat starts at 7PM East­ern (-4 GMT). Sapi­ence says that you’ll need the Voon client to lis­ten in and ask ques­tions. Log into the “Ten Ton Events” room to join the chat once you’ve installed the soft­ware and reg­is­tered your account.

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

Guiding Gamespy Through Lothlórien

Tony posted this on March 5th, 2009. It has 1 Comment »
Categorized as Mines of Moria, News.
Tagged as , , , .
Shorthand Link: http://mmeow.net/tw1242

screenshot10_lothlorien_12

Allen Rausch at Game­spy had a chance to take a tour of Book 7, guided by Jef­frey Steefel and Aaron Camp­bell. There’s a lot of inter­est­ing insights in their com­ments on the area’s design and their thoughts for the future.

One thing caught my atten­tion as I hadn’t heard of it before. We knew that the elves of Loth­lórien weren’t exactly trust­ing of strangers. Appar­ently there are oppor­tu­ni­ties to actu­ally lose rep­u­ta­tion with them as well. What path you choose changes a cer­tain quest chain and gains you one of two titles. You can’t have both. I though this con­cept was pretty cool:

Never ones to let an oppor­tu­nity go to waste, Lothlorien’s rep­u­ta­tion bar­rier will also house an even smaller exper­i­ment, that may have some big­ger reper­cus­sions. My guide brings me back out­side Lorien to the camp of Dwarves and humans where I’m directed to take a quest from a dwarf stand­ing next to a camp­fire. The name of the quest is “Poach­ing,” and it directs me to kill eight deer inside Lorien and bring him their meat. Not much dif­fer­ent from any fetch and gather quest save for the reward… a few nice rings and the loss of 700 “Elves of Lorien” rep­u­ta­tion points. Within Lothlo­rien, play­ers will see ani­mals that have “pro­tected” under their names. That means that killing them will also result in a small but notice­able reduc­tion in rep points. This is the first time in the game that a player will be able to lose reputation.

“We’re look­ing into pro­vid­ing… at least in a small way… some ele­ment of moral choice in our quests.” In this case, the player merely has to either ful­fill the dwarf’s request or accept a quest from a nearby elf turn­ing in the dwarf poacher for a big rep increase. Either choice offers the pos­si­bil­ity of loot and a quest chain that cul­mi­nates in a title for the player. Given that the two chains are in oppo­si­tion to each other, though, it means that either one or the other title will be for­ever denied to that char­ac­ter. It’ll also be a chal­lenge for play­ers who never read quest text.

“It’s impor­tant to real­ize that whichever way the player chooses, they’ll still be able to get into Lorien and access all the con­tent,” Steefel says. Appar­ently play­ers will never be able to drive down their rep to the point where they become shoot-on-sight, but nei­ther man would rule out the pos­si­bil­ity of doing more with this in the future… pos­si­bly hav­ing play­ers make irrev­o­ca­ble choices. For myself, I imme­di­ately thought of Rohan under Worm­tongue and the dan­ger of the coun­try falling into civil war as dif­fer­ent fac­tions of Rohirrim might back King Theo­den or the exiled Eomer. Once again both Steefel and Camp­bell grunted non­com­mit­tally as I men­tioned this. “We’re always exper­i­ment­ing with new ideas. Ses­sion play started out small and got big­ger. We’ll have to see where this goes and what the player reac­tion to it is.”

I per­son­ally think this is a really cool idea. It doesn’t block any Loth­lórien con­tent, but it gives play­ers a sim­ple moral choice with some level of con­se­quence. Even if that’s just a title and some rep­u­ta­tion points, it’s bet­ter than sim­ply ignor­ing the effects of your choices like MMORPG’s gen­er­ally do.

MMeOw is currently down for the count, but please visit the LOTRO Combo Blog. It aggregates content from some of the best LOTRO-related blogs and podcasts on the net.

LOTROCast Developer Interview Up

Tony posted this on March 3rd, 2009. It has 1 Comment »
Categorized as News.
Tagged as , , , , .
Shorthand Link: http://mmeow.net/tw1229

podcast_recording_editing_tools-289x300

Moor­mur posted his newest pod­cast a day early. If you haven’t lis­tened to LotRO­Cast before, make sure you check out this one: he secured an inter­view with Rowan, the Live Devel­oper for LotRO. Trust me when I say get­ting Turbine’s atten­tion isn’t easy. He was really proac­tive about this!

Any­way, the inter­view itself sounds to be pretty good:

In the inter­view, Rowan sheds some more light on Book 7, gives us some peeks at Book 8, talks about PvP, min­strels, hob­bies, craft­ing, and even dis­cusses “The Wall,” that my pre­vi­ous episode was based on! Yes, I know I need to work on shut­ting up dur­ing the interviews…I’ll work on that for my next few episodes (sorry if I cut you off, Rowan).

Check out the LotRO­Cast pod­cast feed to keep up to date. He’s been doing an awe­some job so far and I’m look­ing for­ward to more. I was also pleased to see I could sub­scribe to it through my Zune soft­ware. I assume it’s up on iTunes as well, if you roll like that.