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.

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.

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 Second Option for Podcast Fans

Tony posted this on March 1st, 2009. It has 3 Comments »
Categorized as News.
Tagged as .
Shorthand Link: http://mmeow.net/tw1217

podcast_icon1

The other day I came across another LotRO pod­cast that I wanted to share with every­one. It’s called LotRO­Cast, appro­pri­ately enough, and is han­dled by Moor­mur.

Ring­cast has long been the only still-active LotRO pod­cast of which I’m aware (although even that one doesn’t see action much any­more). It’s nice to see another one and I wish Moomur the best of luck. The ‘cast has already lined up a devel­oper inter­view so be sure to watch out for that!