The Lord of the Rings Online: Shadows of Angmar Interview
by David Craddock, Jun 29, 2006 10:00pm PDTChanneling the spirit of J.R.R. Tolkien, Turbine Inc, the developer of Asheron's Call, is hoping to craft one MMOG to rule them all, many servers to find them; meaningful world events to bring them, and in the glow of their monitor screens—bind them. Large ambitions, especially for a genre that has pretty much been set in stone since its inception. Are we in store for big changes, or just enough tweaks here and there to change the experience ever so slightly? I talked with Jeffrey Steefel, Executive Producer of The Lord of the Rings Online: Shadows of Angmar, to find out how this soon-to-be-in-beta MMOG is shaping up thus far, as well as if Frodo's Fellowship will have enough to draw players into the dark Shadow of Angmar Shack: Where does Shadows of Angmar fit into the Lord of the Rings storyline? Jeffrey Steefel: LOTRO’s storyline begins shortly after Frodo leaves the Shire. The premise of our story is that while the Fellowship formed and journeyed on to Mordor, the lands they left behind fell under attack by the forces of the Witch-king of Angmar, the King of the Nazgûl. Your role is to defend Eriador from the evil shadow which is reaching across the land in pursuit of the Fellowship and the One Ring.
Shack: It's been said that Angmar starts out as a single player experience. What is the storyline for this portion of the game, and how does it work? What I mean is, when do you get to start the multiplayer portion of the game, are there single player features that are not available in multiplayer, etc. Jeffrey Steefel: LOTRO does start out as a single player experience, but only for a short time; this brief period is essentially a tutorial to help new players learn how to move around, fight, use the interface, and so on. The game mechanics are the same whether youÂ’re in the newbie experience or in the persistent world. We definitely want to get you into the massively-multiplayer part of the world as soon as possible! The storyline is different based on your character. For instance, Men and Hobbits begin their stories in the Chetwood Forest region, while Elves begin in Rivendell and Dwarves begin at ThorinÂ’s Halls in the Ered Luin.
Shack: Tell us about the races and classes we'll have access to: all the different types, what makes them unique, etc. Also, are there certain limitations such as Race X cannot use Class Y? Jeffrey Steefel: You’ll be able to play as a Man, Silvan Elf, Dwarf, or Hobbit. Our advanced Trait system, allows quite a bit of character customization including the ability to grant racial traits. However, there are limitations on class/race combinations – it doesn’t make sense to have a Hobbit champion or an Elven burglar!
Shack: Angmar differs from many other MMOs in that it has a fantastic, well-known and respected pool of characters and locations to make use of. Can we expect many instances of traveling to famous locations and/or working with famous names from the Tolkien universe? Tell us about some of them.
Jeffrey Steefel: YouÂ’ll be able to visit many of the famous towns in Eriador, like the Shire and Bree, and landmarks like the Prancing Pony, Green Dragon Inn, or even the three stone trolls Bilbo escaped from in The Hobbit. YouÂ’ll meet many of the principal characters as well; Gandalf, Aragorn, Elrond, Arwen, Tom Bombadil, and even characters of lesser importance, if not infamy, like Otho Sackville-Baggins.
Shack: Having player interact with names such as Aragorn and locations such as Bree are great ways of making the player feel more involved. What else has been done to further this approach? Will certain towns and/or people remember you for heroic deeds? Are there quest outcomes that affect the course of the game? Please elaborate.
Jeffrey Steefel: Over the course of the game, the players will come face to face with numerous characters from the novels, ranging from Elrond to Radagast to Aragorn. As players adventure within Middle-earth, they will touch many peopleÂ’s lives, and those very same people will remember the character as a hero. Each and every quest within LOTRO matters, as their outcomes will determine if people see you as a hero, or as simply another warrior, passing through.
Shack: What about as players level up their characters. What has been done to mark player X as unique from player Y?
Jeffrey Steefel: Our Traits and Accomplishments systems allows you to change your character’s abilities with several types of traits: Common, Race, Class, and Legendary. You’ll earn a trait by completing an Accomplishment, and “slot” it in a trait slot (you gain additional slots as you level up). Traits modify your skills, so you can alter your character’s abilities almost at will. For example, players can visit a NPC minstrel before a battle to better prepare for the role they will play in the fight such as a healer or a tank.
Shack: One reason I got out of MMOs was that they all felt the same: kill
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Comments
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A game that is based off a very linear story doesnt give you the same feeling of epicness as say, WoW.
Same thing as Matrix online, If you cant be as good as Neo or Morpheus, why play the game?
If i cant be as epic and storyline changing as Aragon or those other guys, why would i play as someone who's greatness can only be half of them?
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The only bright side I see to it, being strike 3 they will likely be outta business and unable to ruin any more good IPs. Not that there are many left untaken...
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Sure crafted items might surpass "drops," however we can expect "drops" to be required as components which makes this a moot point.
The great comparison and caveat when speaking about Turbine is always the success and uniqueness of the original Asheron's Call. What made AC so great?
- incredible customization of your character
- huge world to explore with (initially) very limited fast travel options. Fast travel tied to certain classes.
- major tradeoffs for dabblers
- bar none the best drop system ever. Randomized items, attributes and colors created a rich economy
- places that simply had to be reached on foot
- projectile spells that utilized path prediction, and could be occluded and simply miss in cases where the target moved
- a hierachy system that encouraged helping new players and those of lower level (the vassal system)
- The ability to gain xp through the vassal system without even being online
- Death and dropping all of your items on your corpse made adventuring in new and difficult areas harrowing --- and fun. Sorry but I much prefer the risk over padded gameplay.
- The ability to modify a characters attributes such as speed, strength etc and see the difference in game
- A real physics system that changed based on a players attributes.
- See it and you can go there, period. No invisible walls.
Yet all of these key features have yet to find their way back into a Turbine game. In favor of the same generic shit we see copied again and again.
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Loved Asheron's Call 1 but didn't like how they policed macros or 3rd party applications and that actually lead me to quit that game because there was very little done (And community encourages it so you have a bunch of AFK people running hunting bots all over the place, gets very lonely).
Original staff who created Asheorn's Call don't seem to be at Turbine anymore...Lord of the rings name is going to sell this game like Dungeons and Dragons did for them
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Let's hope they do the books justice and the MMO is good.