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.

Building Middle-earth: Bree-land

Westnovote posted this on September 8th, 2009. It has 1 Comment »
Categorized as Lore.
Tagged as , , , , .
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.

Read the rest of this entry »

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.

A Personal View on World-Rending Events

VictorB posted this on August 23rd, 2009. It has 5 Comments »
Categorized as Editorials and Thoughts.
Tagged as , , .
Shorthand Link: http://mmeow.net/tw2043

Cataclysm

I’m tak­ing a quick break from writ­ing about Bar­ri­ers to MMO Entry to dis­cuss some recent devel­op­ments related to the MMO world which you might have heard about.

Those who check gam­ing news sources reg­u­larly will have noticed that Bliz­zard is plan­ning on releas­ing an expan­sion which seeks to com­pletely revamp cer­tain aspects of the lore to lure back gamers into the ten­der embrace of the behe­moth, not only by intro­duc­ing a cat­a­clysm into the old world Aze­roth, but by infus­ing the dif­fer­ent races with new classes to adapt to the cat­a­clysm that is about to envelop World of Warcraft.

What does this have to do with MMOs in gen­eral and Lord of the Rings Online in par­tic­u­lar? Well, look­ing at the announce­ment from a crit­i­cal point of view, it seems to all boil down to what gamers want as opposed to what gamers value in the game they’re playing.

Read the rest of this entry »

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.

What Works and What Doesn’t

Tony posted this on June 17th, 2009. It has 6 Comments »
Categorized as Editorials and Thoughts, Mines of Moria.
Tagged as , , , , , .
Shorthand Link: http://mmeow.net/tw1878

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.

Building Middle-earth: Ered Luin

Westnovote posted this on June 9th, 2009. It has 3 Comments »
Categorized as Lore.
Tagged as , , , , , , .
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.

Read the rest of this entry »